#and rook as a character could have more depth to them
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vpyre · 1 day ago
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So. Finally finished Veilguard. Here are my thoughts immediately post-ending in case anyone cares what I think lol
(Putting under a cut cus spoilers and also lots of words)
The final cutscene where I convinced Solas to bind the Veil to himself right before the wrap up epilogue thingy had me cheering and flailing around in my seat and actually tearing up a bit, but after, it set in that I didn’t really feel like I connected to most of the companions and it felt like their stories made no actual impact on anything. And it somehow felt like Rook didn’t impact them much at all either, even though you make some pretty big choices for them. They didn’t really have the depth of the companions in the other games or the strength of the bond the other game’s companions had with their protagonist. Rook felt very separate.
The whole game felt very low stakes and like there wasn’t actually any chance anything could go wrong. While I know there’s a bad ending, it’s really hard to get compared to the other games. You’d have to not be a completionist and completely ignore a large amount of side quests.
It felt a lot like all the choices I made were sort of inconsequential and took me to the same places regardless of what I could have chosen. It’s like the game holds your hand and treats you like you’re a child who needs to be guided through the whole process with failsafe after failsafe. It’s like it didn’t trust the player to just PLAY and feel the consequences. I want there to be consequences!! I want what kind of people the companions turn out to be to directly affect the story!! Like, the fact that most of their big choices don’t really have a right or wrong answer rubs me the wrong way. It feels like Emmrich choosing lichdom should have more tangible consequences than just losing Manfred, for example.
I want characters that struggle with morality and whether or not doing An Evil Thing is worth the cost. I want characters that are kind of assholes at the beginning for various reasons and who develop and improve (or get worse!!) as the story goes on. They were all WAY too nice to each other fsjdkfjdjchfjd. I miss Dorian and Vivienne bitching at each other. I miss when Anders told Fenris to kill himself. I miss when Morrigan and Alistair couldn’t get through a sentence without insulting each other at least twice </3
I also really, REALLY, REALLY wish there was more romance content or that there had been more acknowledgment of the romance in the epilogue than just one line without much to it, because GOD what it did actually give me was SO GOOD. I want MORE of that. And people say Emmrich’s is the most fleshed-out and finished romance. Yikes…
I seriously loved every scene with him and will fight anyone who says it isn’t a gorgeous romance, but all it did was leave me wanting MORE. It felt like there should have been MORE. I wish there’d been a celebration scene at the end at the very least. Give me a chance to give Emmrich a victory kiss PLEASEEEE!!! To be fair though, I think BG3, DAI, and DAI’s Trespasser DLC spoiled me SO rotten in that regard lmao.
Like, this game was SO GOOD and I loved every second, don’t get me wrong, it just felt like something crucial was missing to make it a full and impactful experience. There was SO MUCH potential and it makes me really sad to know that it genuinely, actually could have been even better than it was. It could’ve had me sobbing at my desk, but it just BARELY missed that mark. It felt rushed almost, which is fucking CRAZY considering that it was in development limbo for TEN FUCKING YEARS, but fucking EA was breathing down the dev’s necks and meddling and fucking with things, so I guess this is what we get 🫠
And what we did get was damn good, but- and I’ll say this over and over until the fucking cows come home- it felt like something was MISSING. It felt like there should be MORE. There was this sense of dissatisfaction with the whole thing that the other games didn’t give me in the slightest.
The writing was genuinely so good too!!! The story was fantastic!!! But the execution and some of the dialogue and the missed opportunities for connection between player and companions and the way the companions AND the player felt disembodied and separate from the rest of the world and each other just made the whole thing kinda unsatisfying. As a whole: great game! I had a ton of fun! I just wish there had been MORE.
Anyway, takeaway from Veilguard endgame: I fucking HATE capitalism!
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sunsetzer · 15 days ago
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I am so incredibly upset that Veilguard is being considered a failure by EA. There are plot elements that suggest a direct sequel or DLC and the fact that it underperformed by EA's expectations is a damn shame because that means we won't be getting any new content related to it (honestly, 1.5 million copies a few months after launch is still a lot, especially in an economy where gaming is becoming increasingly expensive and people have to prioritize a roof over their heads and food to eat, I personally think their expectations were way too high, but of course EA is the publisher, and all they care about in the end is the profits). If there even is a DA 5, EA will probably want it as separate from this game as possible.
I'd never played a DA game before this and maybe that's why I liked it so much; I didn't have any expectations going in. I can't help but be reminded of what happened with FFXV- the game took so long to develop that what the fans got wasn't what they expected, and despite it being a good game, people went in with the idea that it wouldn't be. Its story didn't get to finish until they released a book that tied it up (and apparently isn't even very good).
FFXV and Veilguard were basically my introductions to both franchises, and I enjoyed them so much I've replayed both at least three times. I know there's tons of people who love both games, and there's people like me who were brought into the fanbase through them. They have their flaws, but they also have their strong points and deserve a chance to be recognized for those points.
I think it's virtually impossible for a game to be "perfect", especially from a AAA developer, because there's always going to be executives at the publishing company pulling the strings to please investors, forcing the designers to make changes to the story or gameplay based on market research, expecting too much revenue when the game is released and considering it a failure if it underperforms on launch. And at the end of the day, they have the power. Ultimately what the higher ups say goes, no matter what the dev team wants. That's why they have to fight to get minorities represented in AAA games (that's why indie games often do it better).
Expectations are always going to be too high because marketing does its absolute best to make you think it'll be the best game to ever exist. And when it isn't, sometimes all people seem to focus on are the ways it failed to deliver. And when people focus on the game's shortcomings and don't buy millions of copies, the publisher deems it a failure. They practically set people up for disappointment and then assume the devs and the game they made are the reason why they aren't raking in more profits, so the devs get laid off and the game gets shelved before it has a chance to experience a full life cycle. It's truly depressing.
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bigcryptiddies · 3 months ago
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It’s not specific to dav by any means, I just wish player characters were able to have the same depth of trauma and vulnerability as companions are on their own specific quests at any point in their respective games and Rook seems especially “smiling through it all” about everything because the rest of the game is also very sanitized compared to the others before it
#playing dav#especially without the ability to go up to your companions and just go down a branch of conversation between quests#I feel like at least in inquisition that’s where you could establish a little of Inky’s lore#like talking to Josephine about your family and relationship with them#or Viv’s questions for a mage inquisitor#between the lack of in depth personal prologue like in dao#and lack of tangents like in dai#Rook is a lot more faceless and placeholder-y than our warden and inky especially#hawke had a lot of story built in because they were more of their own character in a way#more established even with some customizable elements to them#I mean you can always come up w your own lore for what is essentially your character#but I think that doesn’t understate what it means to have in-game prompted lore questions that you can choose the answer to yourself#to personalize your own experience#and it makes them seem shallow despite all the pressure that they’re under and the trauma of what they’ve been through#especially after (spoiler ahead avert thine eyes) being pulled into a fade prison and finding out varric has been dead the whole time#you get like one throw away line to your romanced companion that you can’t really know if you’re out of the fade or not and that’s it#where as it could be a very large source of paranoia and anxiety#if they cared to write it that way#like I KNOW I can do it myself—and I am!—but that’s not the point#the point is that every other companion has these in depth character arcs#and rook spends the whole time with very much…#camp counselor/youth group leader vibes because they never do anything but smile and say ‘we can do this guys!’
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laurelsofhighever · 2 months ago
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On Lucanis and ace representation
I have mixed feelings about it. Spoilers ahead, obviously.
On the one hand, I have been writing ace representation into Dragon Age fandom for at least five years by this point; I have made posts speculating which characters in the franchise could be read as aspec, I have critiqued the conflation between apparent aspec identities and brokenness that happens so often in mainstream media, and I have longed for a canonically aspec character in the stories I love. To me, however, this new declaration about Lucanis does not feel like a victory.
It feels convenient.
Mary Kirby tweeted six months ago that she specifically wrote Lucanis to be a disaster bisexual, not panromantic demisexual. In the real world, of course, people can discover new things about themselves and change their labels, and it’s fine. The problem is that Lucanis is not a people, he is a character with a static set of responses to a limited set of inputs from the player. In other words, he is what he is. That this change in Word of God about his sexuality comes directly on the heels of the very poorly received AMA from the devs is something I don’t view as a coincidence.
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To be clear, this isn’t an attack on Mary Kirby, nor is it a tantrum about not getting a sexy Zevran 2.0. I am ace – I love slow burn emotional depth before physical intimacy, and I was drawn to Lucanis because of his struggles with alienation and the softer playfulness that’s there to see if you look for it. (And the voice, and the wings, but that’s not relevant here.) However, there is something severely lacking in the connective tissue of his romance. For the first two thirds of the game he is unresponsive to flirting to the point where the game feels like it’s bugged. Multiple people have pointed out that it’s almost impossible to tell when the romance is locked in without looking at the companion screen – I myself only realised when took him to Rivain with Taash and they started talking about him popping out the wings. The idea that this woodenness was a deliberate choice does a disservice to everyone who has pointed out a valid critique of the content – mechanically, rather than narratively – of the romance.
It is also immediately contradicted if you don’t romance Lucanis. Because instead he gets together with Neve in a relationship that not only lacks the emotional closeness that is required for Rook to lock in a romance, but also gets physical far more quickly, which is the exact opposite of how demisexuality works. For Rook, romancing Lucanis requires repeated declarations of support and care, and he will only fully reciprocate once they have battled through his inner demons to encourage him to start healing from his trauma. Even after that there is no physical touch between them until after Rook is pulled from the Fade prison. Neve, meanwhile, is one of the locks on his cage, but creates a ‘hats off’ rule for Spite. It's like watching Aveline run around finding marigolds for Donnic all over again. Not to say that all ace experiences are the same, but if someone described these two relationships to me, I would assume only one of them involved a demisexual character.
Truthfully, however, this isn’t really about the evidence for whether Lucanis is or is not demi. You could argue that back and forth all day because interpretation goes both ways. For example, he says he’s inexperienced in relationships, but then he’s arguably more competent than the other companions who ask you for romantic help, more lacking in confidence than skill – and analysis of that is a whole other post. But it’s not useful. There isn’t one way to be aspec, and I’m certainly not saying he can’t be read that way.
What this is about is the way representation feels like it has been retconned in as a response to the genuine critiques brought up in the AMA and elsewhere. Excusing the gaps in his romance by saying it’s because he’s demisexual feels like a cheap attempt to divert attention away from weak character writing. Perhaps I’m just being cynical, but after all the dodged questions and misrepresentations from the devs in almost every aspect of this game, if Lucanis had been planned as aspec from the beginning then the TRANS WOMEN ARE WOMEN game would have made a huge thing of it. I know this, because they did it already, they stated all the companions were pan (except for Lucanis who was bi).
And I don’t know what’s worse: it not being planned and only trotted out as a smokescreen to avoid engaging with the flaws in the writing; or it being there from the beginning without any care for how it might look to have the ostensibly aspec character be a literal abomination whose interpersonal issues stem from being imprisoned and tortured. Again.
A good slow burn would have addressed Lucanis’ relationship to attraction, though hopefully with more nuance than Taash was allowed. A good slow burn would have not made one character exchangeable for another in a romance regardless of the personal journey Lucanis can only take with one of them. A good slow burn would have at least had him reacting to the things the PC says to him. But this is not a good slow burn and the devs are using a token attempt at queer rep to cover for whatever went on behind the scenes to give us such a patchy final product.
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luvsophen · 26 days ago
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The romanced Inquisitor and the Redeem ending (Veilguard spoilers)
I often see misunderstandings and critical comments, especially on Reddit, about the role of the Inquisitor in the redemption ending. I want to explain how I see it from a narrative designer's perspective. I'll approach the topic from a broader angle, so I ask for your patience and understanding. Long read.
To understand the ending and why the Inquisitor is written the way they are, we need to revisit Solas's motivation and psychology as presented in the game. Even in “Inquisition”, it’s clear that Solas clings to the past as if it were the ultimate truth. He asks the Inquisitor to prove him wrong, but that idea feels doomed from the start. Just as I thought ten years ago, I still believe that his primary motivation isn’t solely about his people but rather a deeply complex internal crisis. Solas is a complex and layered character, and his motivation should reflect that complexity according to all the rules of storytelling. It’s incredibly unfortunate that the story arc involving the rebellion and the spirits was cut, as this truly simplified his character and didn’t give players a chance to ponder his beliefs more deeply. But we know that this motivation exists in the background and is alive. We only hear about his motivation related to his people, that is, the spirits, in the final choice with Rook. Naturally, the fact that Bioware put his personal regrets and trauma front and center is psychologically accurate, but the player should have come to this conclusion on their own, discovering it themselves. It’s too obvious, but such are the modern trends in storytelling.
Now, regarding Lavellan. The ending with a romanced Inquisitor suffers from the same issues as the rest of the game — lack of variety and exclusive choices.
I see that some people are disappointed with the ending because the Inquisitor's love and pleas were not enough. I assure you, it was never intended to make it enough. If the Inquisitor’s love/friendship had been enough, Solas's story in “DAtV” wouldn’t have even begun. Solas is as immersed in his past as any millennia-old being could be, leaving no room for anything but his burden, guilt, and despair. Left to his own devices, he will always choose the path of least resistance to his trauma, repeating his mistakes in what he believes is for the greater good until he reaches the point of ultimate self-destruction. He is truly a broken man because of all the terrible things he has done and the horrors he has endured.
The point of the storyline was to showcase the depth of his regrets, the weight of his burden and moral downfall. The Inquisitor (friend/lover) affected him in a way that no mortal ever could. Solas runs from them, and there are objective psychological reasons for this beyond simply not wanting to hurt someone he cares about. Lavellan isn’t wrong when she says she could influence Solas. Yes, if they had years and time for such conversations, but that opportunity doesn’t exist. He doesn't leave her a choice and decides for both of them.
The logic of the ending is that you need to peel back Solas's “layers”. In the finale, Solas is deeply wounded and exhausted, and it’s the perfect moment to play on his emotions while he’s so vulnerable. From a dramaturgical perspective, the focus was correctly placed: the present, future, and past must come together to lift the burden from his shoulders, show him a new path, restore his wisdom, and give him a new purpose. This is how the writers envision his salvation without killing him or distorting his spirit.
Rook represents the present — the modern world and its people. And the modern world asks Solas for mercy, pleading with him not to destroy their lives even more, reminding him that more violence won’t make “the flowers” bloom as Solas wishes. Rook delivers the first logical blow: “Who benefits from tearing down the Veil —you or all of us? You’re lying to yourself and drowning in regrets”. Solas knows this, but knowing and accepting are different things for the psyche. That’s why Rook, as a representative of the world Solas aims to destroy for the “greater good”, steps forward first, asking him to reconsider his true motivations. And Solas does ponder. By this point, he’s already filled with doubts, born long ago, but he’s still not ready to make another choice. The massive burden of the past and a graveyard of sacrifices remain on his shoulders. Solas rejects Rook, rejects the desires and opinions of the present, the modern world, just as he always has. As he must. For now.
Then the Inquisitor steps onto the stage. Whether a friend or a lover, the Inquisitor was the first to show Solas during their time together that he was wrong, cracking his convictions. This is especially clear in the letter to his beloved Lavellan.
Look at how he acts in this scene. How he freezes upon seeing the Inquisitor, how he lowers his head and dagger, the sadness and regret on his face, the tears welling up. In Lavellan’s case, he exhales painfully: “Vhenan”. After all these years of separation and his betrayals — “My love, my heart”. For me it was a emotional moment of vulnerability.
The Inquisitor is here to give Solas two things: forgiveness, which Solas cannot grant himself, and a reminder of who he is, who he dreamed of being, offering him a choice for the future. But even these gifts may not be enough for Solas because a person trapped in the past and overwhelming regrets, committed to self-destruction and mass deaths, sees no reason to choose a different future.
He has lost all hope for it. He believes he deserves neither happiness, love, nor forgiveness. And when Lavellan says she forgives him, Solas doesn’t understand why. What’s the point of forgiveness after all he’s done? Look at his face in that scene. He can’t forgive himself. He tries to prove to himself that he doesn’t deserve forgiveness: “I lied, I betrayed you”. The contrast with his self-justifications in “Trespasser” is stark. And yet, she forgives him. It means a tremendous amount to him, and he turns away from this gift in disbelief. It will take years before he truly forgives himself.
This scene is meant to show how deeply he’s sunk into his past, into his own darkness, unable to step back even for the sake of his beloved or a friend, for another path and future. He’s filled with self-justifications.
Solas explains why Lavellan’ forgiveness isn’t enough: “And then I... and then she died for nothing”. No, not because “she/Mythal” died for nothing. Everything he’s been through, everything he’s done to the world—everything—was for nothing if he keeps the Veil. And how can he live with that? All the suffering must be justified. His millennia of fears, pain, and guilt—these are stronger than his feelings for the Inquisitor. This is realistically portrayed, even if it hurts his beloved, even if it hurts you as a player. He can’t release himself from his burden and guilt. He’s come up with a thousand justifications. You hear this throughout the game from Mythal, Ghilan'nain, Morrigan, and so on. Solas is an unreliable narrator.
The present, the future, the past. Mythal is the catalyst for everything. That’s why she has to deliver the final blow, and she breaks him. For the last time. I won’t touch on the ethics of this moment. His entire tragedy began with her; his downfall started with her. He ties all his burdens to her. She embodies all his past and all his pain. Through her more benevolent version in Morrigan, Mythal shares the burden of their joint crimes with him. She doesn’t apologize or express remorse to him but directly destroys his last justification—that it was all for her. She no longer needs it. He is free. The world has suffered for too long, Solas has suffered for too long. It is time to stop. And in the finale, there’s no time for him to create another reason to justify his “delusions” and mass deaths.
Solas no longer has the strength to fight himself, and he agrees to stop. His past, present, and future simultaneously redefine his purpose. Now he has a new goal. This suits him as a spirit bound to serve his purpose. But he can't forgive himself and that's logical. The romanced Inquisitor is here to demonstrate for him immense wisdom and generosity by mortal standards, a deep understanding of Solas's spirit, and the strength of her love for him. It should break through any rational defense of his psyche. He is seen, heard, forgiven, given hope and purpose, his fear of being alone is shattered, and he is loved so deeply that he can hardly believe it. These are all the needs and desires of Solas that we have learned about from the two games. He desperately needed it and Weekes gives it to him with the help of the Inquisitor, his beloved. This is intentional. Solas is so disoriented and broken that he can't say anything to her except to give her a choice, one last chance to turn away from him, because he himself will no longer turn away from her.
Narratively, the Inquisitor, friend or lover, represents a bridge between Solas’s past and future: a factual happy future and a new purpose if you are his lover and leave with him; or you grant him a new purpose, reminding him of who he is, if you do not leave with him or are his friend. Solas faces dangerous work both on himself and on the Blight; this is not a respite.
The Inquisitor, however, will never be freed from their religious and mythical role. This character will always be tied to that role in the story.
Lavellan here embodies almost a religious myth about the great power of love that surpasses all contradictions, a bond stronger than rational reasons. It’s pointless to rationalize, and you won’t find solace in that process — their relationship is meant to be a deeply emotional romance with an irrational, mystical and mythical connection between two lovers.
Lavellan performs a strictly narrative function here, but out of respect for those players who cannot associate themselves with such an Inquisitor, there should technically have been an option to not go with him into the Fade right in that scene, instead of at the tavern.
Narratively, the writers are concluding the arc involving the story of the Evanuris, Solas, the Blight, and the Veil. Above all, the writers focused more on this overarching narrative than on how to incorporate the player's various choices into the plot. Therefore, the canonical character of the Inquisitor takes precedence here — that's how the writers envision this character.
Canonically, The Inquisitor like the HoF, is a hero with a specific, grand purpose in the plot. This is a character who brings order to a world on the brink of madness. They think on a global scale and resolve global conflicts. They don’t create problems, they solve them. The same approach is shown with Solas. He is both a global and personal problem for Lavellan. Solas forces the Inquisitor (any of them) to endure a lot of pain and unpleasantness, turning their life upside down.
Lavellan’s resentments, wounded pride, and sorrow may later be expressed or dealt with differently, but right now, the fate of not only Solas but the world is being decided (quarrels will not help anyone solve the task on a global scale; Lavellan will not be petty, nor will she be too proud, just as she won't think of herself first when faced with the world's fate; she will only think about it once the world is no longer in danger). Lavellan cannot convince Solas, but will keep trying with the influence she has.
Personally, I believe that this type of love (type of the lover) is exactly what Solas needs for his personal growth.
The Inquisitor offers him forgiveness and understanding because that is their role here — to be above it, to be wiser than Solas, to show more mercy, patience, and understanding toward others’ nature and spirit than Solas ever did toward the modern world and mortals. And this is especially valuable for the narrative. Mortals (Rook, the Inquisitor, Morrigan) give Solas what he couldn’t get in the past: the freedom to be himself, and salvation and/or love. This idea is even repeated in the game’s cut files.
According to interviews, Bioware wanted to level the playing field so that any player with any world state/choices could choose the redemption ending — I'm not a fan of this decision from the perspective of character development, but after all, this is a game, not a book story.
I’m not too critical of the Solavellan ending, even though I’m not a Solasmancer; I just like him as an antagonist and a character. I don't find the ending with his solo redemption psychologically credible. I'm sorry they didn't add at least Cole to the game to help him on this painful journey.
In my opinion, Solavellan ending is the best thing that happened in the game for Solas (and in his whole life). At least somewhere, he was given happiness and something he didn’t even dare to hope for.
The game itself is a big disappointment in terms of narrative, but I don’t want to criticize Bioware too much without knowing the reasons why it turned out this way. And for this reason, you should try to look beyond the execution and focus on the content and context of the story to understand the writer’s intent.
Thank you for reading to the end!
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pomefioredove · 29 days ago
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*ੈ✩‧₊˚ Cauldron of the Reborn: Escape from Black Castle
a fanwritten Halloween event
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summary: when Malleus receives an invite from a distant relative to a historic castle in Briar Valley, he can't refuse characters: malleus, lilia, sebek, silver, vil, rook, epel, jamil, kalim additional info: reader is gender neutral, reader is yuu
well... by popular demand, here's more of this! I may rework the first one in the future idk. and add a prologue. coughs
prologue / chapter one / chapter two
taglist: @whatever-fanfics @chloemari-e @frog-fans-unite @sugar-sprinkles
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Diasomnia Lounge - Day
"Are you sure about this?"
Lilia pats Silver's head and floats over to Malleus, taking steps over the air like he would on solid ground.
"If I may remind you, I looked after the young prince long before you two were around. One weekend is but the blink of an eye!" the elder fae says. "Someone needs to stay behind and oversee the dorm's Halloween preparations, anyhow."
Sebek shifts uncomfortably. Silver sighs.
"...You're right. I just... I have a bad feeling about this,"
Lilia grins, his fangs pressing into his lower lip. "Khee hee. How chivalrous of you, Silver. But I assure you, with both myself and Malleus, there's little that could stand against us... should the occasion arise. You know that."
Another sigh. "...I do. I just suppose I would feel better if it wasn't only the two of you,"
"He makes a point," Malleus says, closing a suitcase. "The invitation did specify I may bring along an entourage of my choosing."
"That's not really what I-"
"Now there's an idea!" Lilia chimes. "A weekend getaway with friends. Malleus, is there anyone you'd like to bring along?"
Malleus holds his chin between his fingers and thinks.
Then, he smiles.
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Ramshackle - Day
"Me?"
"Us?" Grim says, giving Malleus an unamused look, paws on his hips.
Malleus nods, a proud smile on him. Lilia stands behind him, leafing through an ancient leatherbound book as if it were a travel guide.
"Yes. I am permitted to invite any guest of my choosing, and I choose you," Malleus says.
"And, in return, you may invite any of your own friends."
You think for a moment, standing in Ramshackle's door, Grim tugging on your sleeve and whining for breakfast.
"...What do you think?" you ask the direbeast at your feet.
He sighs. "Will there be food?"
"The invitation does specify good food, yes. I imagine there will be a banquet waiting for us upon our arrival," Lilia chimes in.
Grim's pout turns into a grin, his tune changing completely. "Why didn't 'ya say so? We're in,"
Malleus beams as you scoop Grim up in your arms. But who else to invite...?
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Heartslabyul Lounge - Day
"Nah, we're on Halloween duty. Housewarden's orders,"
Ace smacks Deuce upside the head and whispers loudly in his ear: "Dude! They didn't need to know that!"
You look between the two of them as they bicker. Trey passes behind them, carrying a stack of dirty dishes. He smiles.
"Sorry, Prefect, but Deuce is right. They royally failed Trein's last exam and Riddle is keeping them on dish duty as punishment. And speaking of-"
He dumps the dishes in Ace's arms, the weight of the stack nearly toppling him over.
"-And there are more in the kitchen."
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Savanaclaw Lounge
Jack scratches the side of his head. "I'd, uh... I'd love to, but Leona's got us all doing extra Spelldrive practice, so..."
"Bring us back some souvenirs and food, will ya?" Ruggie calls from behind you.
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Ignihyde Hall
"A Halloween trip? How exciting!" Ortho chimes. "The search I just performed shows only thirty five results for a remote county of Briar Valley- this may be an excellent exercise in data gathering!"
You and Grim exchange smiles.
"So you'll come?" the direbeast says.
"Sure!
...If Idy comes!"
Both of your grins immediately fall. Before any of you can get another word in, Idia's voice comes from within the depths of the room behind you.
"Uh- what? Nuh-uh. No way. No internet for a weekend? No way,"
Ortho gives you both a sympathetic look. "Sorry, guys. Maybe next time,"
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Pomefiore Lounge
Epel looks between the two of you, his hands on his hips and his eyelids lowered.
"Busy?" he repeats the word dryly. "Busy."
You shrug. "Everyone's busy. It is Halloween weekend,"
"And it might not've occurred to 'ya that they're not so busy as much as they don't wanna go to a remote, secluded part 'a Briar Valley with Malleus Draconia?"
You and Grim share a look. Oh.
"Well..." you look back at Epel. "Do you wanna come?"
"What kinda question is that?!"
You feel something gently brush against your side, and then a cool, collected voice.
"Excuse m- oh, Prefect. What are you doing here?" Jamil asks, breezing into the room.
"We were just 'talkin," Epel mutters. "You-"
"Kalim left his wallet here yesterday," Jamil sighs. "He's lucky it was this dorm. Does Vil keep a place for lost items?"
"Just down there,"
"Thank you," he says, and disappears down the hall.
You turn back to Epel. "Are you sure you don't want to come? I'm allowed to bring anyone I want."
He shakes his head. "Even if I wanted to, Vil would never allow me to go unchaperoned,"
"Unchaperoned?" a voice says from behind you.
Both you and Epel jump, and Grim skitters away in surprise. Lilia's light laughter follows, and he rests an elbow on Epel's shoulder.
"Khee hee. My apologies, I couldn't help myself. Now what's this about Schoenheit thinking you'd be "unchaperoned"?"
Epel huffs, still flustered from the surprise, and Grim pathetically crawls back to you, his fur bristled.
"I just don't think he'd be keen on letting me off on vacation for a weekend with no one 'ta look after me,"
"Did the Prefect not specify that I will be "chaperoning" this trip?"
"They did," he puts his hands back on his hips. "Vil wouldn't trust 'ya with watching a sack 'a flour for a weekend."
"I don't blame him," Jamil says, returning with a wallet in hand.
"Khee hee. How cruel. I'll have you know I'm an excellent babysitter,"
You look between the three as they go back and forth. This is getting you nowhere.
Epel crosses his arms. "What's the deal with this place, anyway?"
"The deal?" Lilia repeats, hands on his hips. "Is the promise of a weekend at an ancient castle with no internet, electricity, running water, or heat not exciting enough for you?"
Epel stares blankly.
"...Khee hee. Fair enough. The deal, my dear underclassmen, is that this castle is related to a popular children's bedtime story from Briar Valley, one of the only to feature magicless human heroes."
You turn to look at him, your own interest suddenly piqued. "What?"
Lilia looks back at you with a fanged grin, and then he makes himself comfortable on one of the fancy couches in the lounge.
"Gather round, gather round, children. This is an old story, an ancient story, which predates the Thorn Fairy herself by hundreds of years...
Long, long ago, in the land of Cymur, now a small county in Briar Valley, there was a king. He was a distant relative of the Thorn Fairy, but you wouldn't have known- he was greedy and cruel, and sought to conquer the land with an army of the undead. His reign was ended, however, by three unlikely heroes: a farmhand who became a great warrior, a scullery maid who became a powerful mage, and an unlucky minstrel who became a beloved poet. And their fuzzy, hungry direbeast companion, of course,"
A silence follows. Though not one of you would have admitted it, you had all become rather captivated by the story. Everyone waits for Lilia to continue. He hums and picks at his black nail polish.
"...Well?" Jamil finally speaks, arms crossed tightly over his chest.
"Well what?"
"Whaddya mean well, what?" Epel says. "You aren't gonna tell us the rest? How did the farmhand become a warrior?"
"And how does a scullery maid become a powerful mage?" Jamil follows.
"And whaddabout the direbeast?" Grim tugs at Lilia's loose sleeve. "I bet he saved the day, didn't he?"
Lilia's lips quirk into a smile, and he crosses his legs.
"Hmm... it appears I can't recall. I suppose you'll just have to find out on the trip,"
Everyone lets out a collective groan, and Lilia giggles into the palm of his petite hand.
Epel jumps to his feet, a frown on his lips. "Vil will never let me go, 'ya know that? Never!"
"Please, no shouting in the lounge. We've discussed this," a cold voice comes from behind him.
Epel goes pale and stiff, not unlike a corpse, and Vil rolls his eyes.
"Might I inquire what this little gathering is about? I can't seem to recall giving permission to hold club meetings in my lounge."
Lilia waves him off, unflinching under his cold glare. "Oh, just chitchat about our trip,"
"Your trip?"
Epel turns to Lilia with wide eyes, shaking his head quickly, but Lilia goes on anyway.
"Why, of course! Prince Malleus has invited Epel to join him on an educational trip to Briar Valley!"
Vil raises an eyebrow. "Malleus invited him? Personally?"
You open your mouth to speak, but can't get further than a quiet "Not exac-" before Lilia confirms.
"Hmph," Vil says, shifting his weight from one hip to another. "I see. Well, if the Housewarden invited you, it would be rude to decline."
Epel lights up as if he had just won a golden ticket, and then-
"Of course, Rook will have to accompany you. I wouldn't dream of sending you without proper supervision,"
"Wh- Rook?"
"Bonsoir!" Rook chimes behind all of you, as if summoned by the mere sound of his name. You and Epel flinch. Vil rolls his eyes.
"Yes. I'm far too busy with the event preparations to go myself... I also do not want to. Rook, however-"
"It would be my honor and privilege to discover the hidden beauties of a mysterious and isolated land with my own hands and eyes!"
Epel goes whiter than the delicate lace of his blouse.
"It's settled, then. We're leaving midday tomorrow, don't be late!" Lilia says, hopping up. "And Jamil, shall we be expecting you?"
The second year scoffs, as if uninterested, though he had sat through the entire story and ensuing discussion without moving from his place against the wall.
"No. I have to see to Kalim's relatives over the weekend. I won't have a moment to spare,"
"How unfortunate," Lilia sighs. "But I suppose our little Pom Duo will please Malleus enough."
Rook cheers a faint yay! and Epel groans.
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Mirror Chamber - Morning
"Ready, all?"
You hold your small suitcase close to your side, tucked neatly under your arm. Mirror travel is short but rough at such distances. "I am,"
"Oui!'
"As I'll ever be,"
"Certainly," Malleus nods. "I've been looking forward to this all night. I could hardly sleep."
Calm and collected as he is, his excitement is unmistakable- at least for Lilia, who smiles.
"Alright! We'll go as far as we can by mirror, and the rest by carriage and foot, so make sure you have water and snacks,"
"Worry not, Monsieur Curiosité!" Rook chimes. "I have brought more than enough nuts and seeds for everyone!"
Epel mutters "Vil's diet snacks" to you, and you nod.
"Khee hee, I should have expected as much from Pomefiore's vicewarden. Then we're off-"
"Wait!"
Everyone turns to the mouth of the chamber. The sound of hurried footsteps on stone comes before a panting Jamil Viper, suitcase in hand.
Lilia grins. "Changed your mind?"
Jamil answers that with a glare.
"Someone told Kalim of the trip, and he ordered me to take the weekend off. Of all the ridiculous things..."
"Khee hee. Isn't that unfortunate?"
Another glare. "At least his family's security will be around. I only worry for the state of the dorm after he hosts them for the weekend..."
"Oh, I'm sure it'll be fine. Kalim's a bright boy!" Lilia says. Malleus gives him an odd look, but doesn't comment.
"Now that we're all accounted for- shall we?"
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raven-at-the-writing-desk · 6 months ago
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In what ways would you change Yuu (or would you get rid of them entirely)? The writing feels inconsistent on their place/importance. If they were just a conduit for the player to watch the events unfold that's one thing but in another story they are an active player.
I'd personally play into the beastamer aspect more. They are supposedly the reason why Ace, Deuce, and Grim were able to work together thus I'd want them to have more agency in making plans, giving orders, etc. Rook calls them Trickster but in what way (lol). The vagueness of being a self insert pains me. I'd also want to give them some magically infused weapon (or has a magestone embedded) just so they aren't fodder or sideline material.
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Mmm… As much as I dislike the blank slate self-insertiness of Yuu (I’d prefer to read about an actually realized character), I wouldn’t want to get rid of them altogether. I think they’re important for the role they serve in the narrative even if in execution is inconsistent and not done well.
The problem with “changing” Yuu is that there has to be a certain level of ambiguity due to the design of the game. You cannot give them too much personality or you risk alienating the audience that likes to project or self-insert. There’s also a limit to how much uniqueness a mobile game can lend its players characters; the format isn’t exactly known for having super in-depth player arcs, it’s known for their colorful casts of rollable characters. The devs have to toe that line carefully, not to mention juggle Yuu’s participation with letting the other characters shine. It is for this reason that I won’t be doing a total overhaul of Yuu or just deciding “give them a personality!” as what I’d change about them. Rather, I’ll be proposing alterations while thinking like a dev (ie preserving the current story and as much of the self-insertiness as I can while also trying to give Yuu more to do/say).
Now Yuu, being the outsider to this world, is perfectly poised to have others dump exposition on them. This serves the dual purpose of being able to diegetically explain things to the player. (We wouldn’t get this advantage if the player character was changed to be like… a Twisted Wonderland resident; you could explain some magic things to a layman, but a resident wouldn’t need more common knowledge like country names exposited to them. Were this the case, we’d need an additional excuse for Crowley to take in a native.) It’s also convenient to have them be the “eyes” for the player to experience the world through, since Yuu is able to conveniently be present for most major main story events. It essentially makes them a human-shaped video camera.
I’ve often heard people suggest that if we need a POV character, why not go with Grim since he basically serves the same purpose now anyway. My answer to that is: Grim is also an arrogant asshole who picks fights, just the same as any other NRC student. If Grim were the player character, he wouldn’t be contributing much or helping to guide the other students learn to get along. We need Yuu here to be that driving force for change because Grim simply isn’t capable of it when he’s instigating himself half of the time.
A smaller thing about Yuu that I love is the idea of them being the school photographer! (This is something that is shown in the second anniversary animated video too!) It gives us context for the cards we roll and it implies that Yuu is the one documenting these precious memories. I want Yuu to stay if only for this reason.
Personally, I wouldn’t make Yuu a combatant. This is antithetical to their role and I feel would instead work against them (or at least create a scenario where Yuu has to have some level of battle prowess; this impedes on the self-insert nature of them). Sticking a magic item in their hand makes little difference since they most likely wouldn’t know how to handle it in the moment. (Nor would a magicless human even be able to use some of them; for example, a magestone is completely useless to them.) A magicless human with no combat experience is just another liability to account for, not to mention it actively puts them in harm’s way. It might be cool in theory, but I think in practice it goes against the very concept of Yuu. They’re meant to be here to show that there is “another way” to the NRC students—that violence doesn’t solve all your problems, proof that you don’t need to be a powerful being to “change” others or the world around them. They’re supposed to be underestimated and not seen as much of a “real” fighter, and they’re supposed to prove those notions wrong by demonstrating their worth via other avenues. In this “the weak obey the strong” school, Yuu has to be the one to show them that strength comes in forms that are NOT magic power or battle prowess.
I feel that Yuu works best on the sidelines as a supporter and strategist. Strategy is, after all, half of the battle, and it’s a part that people tend to overlook in favor of the flashier fighters. But strategy is crucial and it can turn the tide against a formidable foe (as we see in the prologue)!! I think this is something the NRC students need to be made more aware of too, so Yuu should stay as the strategist; they just have to be given more opportunities to show off those skills!
With all of that being said, here is what I would change about Yuu:
Drop the beast tamer thing. It gets mentioned prominently like once in the prologue and then never becomes truly relevant. Maybe it’ll become important when it comes to taking down OB Grim, but that will be SO late in the main story that the payoff doesn’t seem worth it. There are no examples of Yuu’s beast taming skills ever being used in the main story, so the whole “oh you have the makings of a beast tamer” thing is so useless. If you really want to keep it, then let Yuu’s innate talent/skills for beast taming help them out at least once per main story book. This means I’d want to see instances of Yuu getting other creatures (ie not just Grim) to help them out.
Allow Yuu the agency to act on their own when it comes to finding a way back to their own world. Going home is so often relegated to a single line or a few sentences and then not addressed again until next book. Have Yuu take initiative instead of waiting around for updates from Crowley. They should go out and ask questions, investigate on their own, etc. Maybe have them get involved in each book’s conflict because they happen to get mixed up in it while conducting research instead of being TOLD to go and fix a problem. Book 6 marks the only real time I can think of Yuu making a drastic decision against Crowley’s advice. It puts them at great risk, and that’s something they’re willing to take for the sake of saving their friends. We need more moments like this throughout the rest of the story. However, Yuu won’t be allowed to do whatever they want unrestricted because 1) it falls out of the scope of a mobile game title and 2) we want to largely retain the capacity to self-insert. So when I say give Yuu more agency to act, I mean it ONLY in the sense of being more proactive in their efforts to get home.
Add a short comment or two from other characters depending on which dialogue options are picked for Yuu. It would be too ambitious to incorporate a full-on branching storyline or strong “choose your own adventure” elements, but at least have the other characters consistently comment on whatever brief dialogue option Yuu has rather than ignoring them 90% of the time. This wouldn’t alter the story in any way but it sure would be nice to have a little more flavor text and more of Yuu actually being acknowledged as present.
Yuu should fully commit to being a planner and strategist. We get to see this aspect of Yuu like once or twice in the prologue (when they tell Grim where to spit fire at the ghosts/planning how to beat the Phantom in the mines) and then are left to extrapolate this to the rest of the game. Maybe you can argue they figured out Azul’s scheme in book 3 too, but this isn’t good enough. If you’re going to set up the idea, then have consistent segments in each book that reinforces that idea. Have Yuu brainstorm ways to jailbreak in book 4, have Yuu be perceptive enough to notice that Malleus isn’t feeling great in book 7 (only for Malleus to brush them off/insist he has a solution), etc.
Have a short story segment that explains how or why Yuu earns their nickname “Trickster” from Rook. We got this with Floyd, so the other known nicknamer should reveal this, especially since the name “Trickster” implies intelligence and cunning. Yuu should have an opportunity to demonstrate this (in book 5 maybe?), which earns them Rook’s respect and the new title. This should also be informed by other parts where Yuu shows how smart they can be.
More time bonding with Grim. I say Grim specifically because I commonly see him as a hated character in part because of how he “steals lines/time” away from Yuu. (Adeuce and Malleus are fine as they are because the former already stick up for/help Yuu out and the latter is meant to stay mysterious until late in the main story.) This means that if you don’t already like Grim, the whole “Yuu chases them to Styx HQ to save Grim” plot point in book 6 rings hollow. To truly build a bond with Grim, please give us moments prior to book 6 that show how much they care for one another and are linked to each other as partners. Times when Grim causes inconveniences for Yuu don’t count. Give me instances of them cuddling at night or talking to each other about their hopes and dreams or whatever. This would establish the value that Grim sees in Yuu, as well as the value that Yuu sees in Grim. It makes it more believable that Grim would cry when he’s alone or realizes he hurt his partner, and that Yuu would defy the headmaster’s advice and put themselves at risk to save Grim.
Better incorporate the ghost camera and its usage in the main story. The ghost camera provides an in-universe explanation for gaming meta (ie the card illustrations); in the main story, it’s hardly ever mentioned save for its introduction in the prologue and when Yuu takes a picture of Mickey with it. What should happen instead is Yuu will take a picture of the characters involved in that chapter. This way, it’s a physical reminder of the time everyone spent together and the bonds they’ve developed. It further strengthens the idea of the students learning to get along and Yuu being there to facilitate that while also keeping the ghost camera relevant.
More time where Yuu actually bonds with/“changes” the other characters. One huge gripe I have with the main story is that we’re TOLD that Yuu’s presence changes and improves the boys for the better, that they teach them how to get along. Very little of the actual main story supports this (outside of the prologue). At best, Yuu has a very short chat with some of the OB boys at the end of their respective book. Yuu should have a little more time in this regard. I don’t know, maybe Idia is still struggling to socialize when he comes over to play video games at Ramshackle so Yuu has to gently encourage him to give it a try or says something to help include him in the conversation. Little things like that! Keep the strong interactions the other characters have in changing the OB boys (like Trey being the one to rush to Riddle’s side, the twins teasing Azul, etc.), but have Yuu help facilitate them opening up emotionally and being vulnerable with one another.
This last point is debatable (I keep changing my mind about it), but possibly make a point of showing how Yuu is adjusting to this new world. This honestly might mess with the self-insert aspect (which is why I debated to leave this out), but I also feel like it might be interesting to reinforce Yuu’s desire to go home h demonstrating homesickness or issues with settling into Twisted Wonderland.
To summarize, the changes I’d make largely involve making TWST commit to briefly mentioned details (that they largely don’t follow through on) and making Yuu actually do a little more to warrant crediting them with resolving issues + fostering friendships. A lot of the problems that exist now are due to promising a lot but then poorly executing on what was promised.
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lizzybeeee · 3 months ago
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The Lucanis vs Illario story would have had greater emotional depth/intrigue if the writers didn't water down how fucked up the Crows are as an organization.
Just some thoughts about how, out of all the side villains, Illario had some great potential to be a really interesting/tragic character in my opinion.
TL;DR: Zevran Aranai has a knife with Caterina's name on it for good reason and Lucanis/Illario need therapy...or whatever the Thedas equivalent is called...talking to Rook, I dunno
Going into DATV as a new player, or even as a returning one, the whitewashing of the Crows has a lot of the potential complexities of that life simply ignored or barely touched upon. The entire 'Illario vs Lucanis' boils down to: Illario seething in the shadows about Lucanis being the 'best boy'™ of the family while Illario is an after thought - which he is.
Let's be real, Illario is not subtle and immediately comes across as the Scar to Lucanis' 'Mufasa'. It's a questline with a very straightforward villain who has pretty lackluster motivations from what info we're provided - being 'I want power and to be the First Talon'. The game does very little explore what motivations he may have beyond being jealous of Lucanis/wanting more power.
However, if you play the quest line knowing what previous games have set up about the Crows - about how cutthroat and brutal the life is behind the glamour - then you can see that the entire Lucanis vs Illario conflict has amazing potential to be a dramatic tragedy.
We've seen how the life of Crow can affect Zevran - someone who was sold into the life through child-slavery. How interesting would it be to see how the life of a Crow can affect someone who was born into it? It's pretty clear in-game that Caterina intends for her grandchildren to carry on the family tradition - despite the fact that this 'family tradition' has likely led to the deaths of most of her grandchildren and however many children she had.
If there's banter about how Illario's/Lucanis' parents/cousins died specifically I haven't heard it, but the impression I got in-game was that it was likely linked to the Crows/politics in some way? Feel free to correct me! Still majorly fucked up that she pushes her grandsons into this life regardless!
Lucanis/Illario's situation was not like Zevran's - who was sold into the Crow's through slavery, with no one to speak up for him. Caterina was a woman who had power, who knew what the life of a Crow meant, and who still pushed those she 'loved' into it because is consolidated her place in the system. For all the Crows talk of 'family' Caterina doesn't seem to give a shit about them unless if they're contributing to the family business in some way - not to mention the whole 'you fail and we kill you' clause of being a Crow in the first place.
In the 'Wigmaker Job' from Tevinter Nights Lucanis talks about how Caterina hit him [also Illario] with her cane for mistakes and had him spend days without food/water. How he used to hate her but now 'realizes' that it was her way of ensuring he survived the life of being an Antivan Crow. Did it end up protecting them? It likely pushed them both to refine their skills out of fear. It's likely that simply by association with her they would be targets and thus needed to know how to take care of themselves and fight.
But why have him as a Crow in the first place? Why not simply train them well to defend themselves? You can't deny that she doesn't benefit from having her grandchildren in the family business - intentionally wanting Lucanis to take over her position as First Talon. The Antivan Crows are a force to be reckoned with and being one brings a whole lot of power in Antiva - being part of the elite of that group even more so.
If the game showed us the ugly reality of the Crows - the brutality of the lifestyle and how cutthroat the organization is, it could have really added some depth to Illario's betrayal - having it be more than "I want more power/respect" to "this is the result of what you taught me was valuable in life."
Warden: "Do you actually enjoy being an assassin?" Zevran: "And why not? There are many things to enjoy about being a Crow in Antiva. You are respected. You are feared. The authorities go out of their way to overlook your trespasses. Even the rewards are nothing to turn your nose up at."
Illario, bitter about Caterina favoring Lucanis - resentful of the fact that she has already decided that Lucanis will be her successor, being offered power by the Venatori (at the expense of the Crows) and accepting because why not? How different is it from what the Crows do? Isn't power and status the whole point of working yourself up in the Crows? Getting into a relationship with Zara because why not? Isn't sex part of the allure of being a Crow? Why can't he have this? Why shouldn't he have this?
Rook: "When we met, it didn't seem like Illario and Caterina were close." Lucanis: "It was hard to be close to her. Even for me. And...I was her favorite."
Why would he have connections to his family? Why should he? Caterina certainly never seemed to value 'family' beyond what they could do for her and their family legacy. Most of his family is already dead, and of those that remain the only parental figure he has obviously favors Lucanis. We don't have a lot of evidence in-game to show that Illario ever really cared for Lucanis, but the prequel story 'The Wake' and Lucanis' own banter imply that they were practically brothers, best friends. Perhaps he did care and then ceased to at some point, perhaps he didn't at all, or perhaps he accepted that an early death for them both was inevitable like everyone else in their family. Dead now or later - what was the difference? At least if Illario sells him out now to the Venatori then he'll get something from it instead of another dead family member to bury.
It's the tragic result of raising a child in an environment where he was taught and experienced the need for self-preservation at all costs. Constantly threatened, punished, and made well aware of that fact that his life was an expendable commodity. Then, when things in the world went to shit he picked the only option that made sense to him. To save himself.
The irony of the potential fall of the Crows, the fall of House Dellamorte, coming at the hands of one of their own - not because he had a change of heart but because he was taught too well by them. The Crows view those that fail them as disposable, someone to be discarded - if the Crows fail Illario, what is to stop him from applying that mindset to them?
But this would require the writers to acknowledge how messed up the Crows are and we can't do that to our 'Noble Freedom Fighters'™. They'll also need to address Zevran's existence and what lore was established in past games...and we can't have that either lmao.
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yan-lorkai · 4 months ago
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.⁠。⁠*⁠♡ A/n: I usually write more soft, cute stuff for Vil bcs he is my comfort character but uuuuh, my fingers kept writing and this was born just like that. Crazy, right? 🤷‍♀️
.⁠。⁠*⁠♡ Warnings: Yandere content, public humiliation, shoe kissing, attempted escaping.
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You knelt on the plush rug, trembling, your heart pounding in your chest as you kept your gaze fixed on the floor. The silence pressed against your ears, each second feeling like an eternity, until the sharp click of heels echoed through the room, announcing his arrival. And with him, there also arrived an entire audience that he brought to watch him discipline you.
Vil stepped before you, so graceful and beautiful even in such a dimly lit space. But the coldness in his eyes sent a shiver down your spine, depriving you of your earlier courage. You could feel his gaze, icy and penetrating, as he looked down at you, the faintest hint of a frown marring his perfect features.
“You disappoint your Queen in ways nobody ever dared.” Vil’s voice was calm, but you could detect the hurt and wrath on his tone. The kind that made your throat tighten in fear. “After everything I’ve done for you, after all the care I’ve invested in you, this is how you repay me?”
You swallowed hard, forcing yourself to keep your head bowed. Your mind raced back to earlier that evening when you’d attempted to escape. You thought you’d timed it perfectly, convinced that you’d finally slip away from him, from this gilded cage he’d locked you in.
But the moment you’d set foot outside, it was as if he’d known because his faithful hunter was there to catch you with a speed that left you breathless and helpless.
And the way Rook lightened up when his arms wrapped around you, keeping you in place even while you fought with all your might, was something you could never forget. Mainly because he was laughing and giggling like a mad man.
But because after months of studying Vil’s routine, he was the one to stop you from escape. And you hated him for it.
“I’m—” you choked out, your voice hoarse with fear and unshed tears, all too conscious of the seconds passing by. “I’m sorry, Vil.”
He clicked his tongue, shaking his head. “Sorry? That’s all you have to say?” His hand, cool and slender, reached out to grasp your chin, tilting your face upward so you had no choice but to meet his eyes.
The intensity in his gaze burned through you and you felt your resolve crumble, replaced by a gnawing sense of dread. “Do you have any idea how much you’ve hurt me? How much you could taint our reputation with your whining and crying because you're nothing more than a poor excuse of a person?”
The way he spoke, as if he were the victim, made you feel a rush of guilt. It was always like this — Vil had a way of twisting things, making you believe that perhaps you were the one in the wrong, that you were the worthless one who didn't try hard enough to polish yourself, to better yourself as he demanded you to do.
“I didn’t mean to—” You stammered, your words faltering under his scrutiny. “I just… I thought—”
“Silence,” He commanded, and your voice died in your throat. Vil’s grip tightened just a fraction, enough to make you wince. “I want you to understand something, my dear. There is no ‘escape’ from me. You belong to me. And I will not tolerate disobedience.”
You felt tears prick at the corners of your eyes, shame and fear swirling together in your chest. “Please, Vil,” you whispered, the words tumbling out before you could stop them. “I’m so sorry. I’ll never try it again. Please forgive me.”
He released your chin, letting your head drop forward as he took a step back regarding you with a mix of disdain and amusement. “I wonder,” Vil murmured, his tone thoughtful, “if you truly understand the depth of your transgression. Do you even realize what you almost threw away?”
When you didn’t answer immediately, he clicked his tongue again, more sharply this time. “Beg,” Vil ordered, folding his arms elegantly across his chest. He was like a true bloodthirsty queen. “Beg me to forgive you, to allow you to remain by my side. Perhaps then, I might be convinced of your sincerity. Perhaps even your classmates will forgive you.”
Humiliation burned hotly in your cheeks and for a moment, pride urged you to resist, to refuse him the satisfaction. But you knew better. You knew how relentless Vil could be when he was displeased, how far he would go to ensure you learned your place.
Swallowing the lump in your throat, you lowered yourself further, pressing your forehead to the floor, your voice shaking as you spoke, at your back, and some of your colleagues were laughing at you. You wanted to turn around and see who it was. You didn't. Because you didn't have Vil's permission to do so.
“Please, Vil,” you whispered, hating the way your voice cracked, the way your shoulders trembled. “Please forgive me. I’ll do anything... Anything to make it up to you!"
Vil watched you for a long moment, his expression unreadable. And then, he let out a soft, mocking laugh. “Simply pathetic.” He murmured, his voice dripping with disdain.
“Look at you, groveling at my feet like the worthless little thing you are.” He leaned down, his fingers curling through your hair, pulling just hard enough to make you gasp. “Is this truly all you’re capable of? Is this the extent of your resolve?”
Tears slipped down your cheeks, hot and bitter, as you struggled to find your voice. “I’m sorry,” you repeated, feeling as if you might shatter under the weight of his contempt. “I’ll never do it again. I swear.”
Vil’s lips curled into a faint smile, though it didn’t reach his eyes. “Oh, I know you won’t,” he said softly. “Because from now on, I’ll be watching you even more closely. You’ve proven that you can’t be trusted to make the right decisions on your own. So I’ll make them for you.”
You nodded frantically, desperate to appease him, to end this torment. “Thank you,” you breathed, relief flooding through you as his grip on your hair softened, his hand sliding down to cup your cheek.
“Such a pretty little thing,” he mused, tilting your face up once more. “It’s a shame you thought you could defy me.” He sighed, his thumb brushing away a stray tear. “But don’t worry, darling. I’ll make sure you never forget your place again.”
You could feel your heart pounding as Vil's eyes lingered on you, the silence stretching out for what seemed like an eternity. He tilted his head slightly, as if contemplating something. Then, he let out a soft, almost disappointed sigh.
“Yet kneeling is not enough,” Vil murmured, his voice smooth but carrying that dangerous edge once more. “You’ve wounded my pride, you damaged our dorm reputation, my dear, and I expect a proper demonstration of your devotion if you truly wish for my forgiveness. For their forgiveness.”
You looked up at him, confused, your eyes swollen from crying and dared to whisper, “What… what do you want me to do?”
A small, cruel smile tugged at Vil’s lips as he lifted one perfectly polished high heel and rested it just in front of you. The deep black leather gleamed in the dim light, and you could see your own tear-streaked reflection staring back at you. “If you wish to prove yourself worthy of my forgiveness, then show me."
He said, his tone commanding but deceptively soft. “Kiss my shoes. Every inch of them.”
Your heart sank, and a fresh wave of humiliation surged through you. The very idea was degrading beyond measure, but you knew that arguing or hesitating would only prolong this nightmare. Slowly, with hands trembling, you leaned forward, pressing your lips to the cold leather of his heel.
“That’s it,” Vil purred, his voice dripping with satisfaction. “You look so much better like this — right where you belong.”
You kissed the shoe again, then again, moving up along the arch as he instructed, each press of your lips making your stomach churn with shame. You felt his eyes on you, unyielding and sharp, watching every movement, every shudder that ran through your body, every tear that ran down your cheeks.
He shifted his weight, and you felt his other shoe nudge against your cheek, a clear demand that you repeat the gesture.
“Don’t miss a spot,” Vil taunted, a trace of amusement threading through his voice. “After all, you should be grateful I’m even allowing you to touch something so fine.”
You did as you were told, your lips brushing against the cool surface, the taste of leather lingering on your tongue as you tried to swallow down the bitter sting of humiliation. You could hear him chuckle softly above you, the sound making your skin crawl.
“Good,” Vil praised, tapping the heel lightly against your lips, making you jolt. “But don’t think for a moment that this means I’ve forgiven you. This is just the beginning of your penance, darling.”
Finally, when he seemed satisfied, he withdrew his foot, leaving you gasping for breath, tears mingling with the taste of leather on your lips. “You may rise,” Vil commanded, his tone once more that of a king addressing a subject.
“But know this, if you ever dare to defy me again, there will be no more chances. I’ll make sure you remember your place for as long as you live.”
You nodded weakly, too drained to respond with anything more than that simple gesture. As you struggled to stand, Vil reached out, brushing a hand through your hair with a gentleness that felt like mockery, as if he hadn’t just forced you to debase yourself before him. Before them.
“There now,” He murmured, his smile returning, soft and almost affectionate. “Was that so hard?”
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astarion-dekarios · 8 months ago
Text
I did a live transcription of the Dragon Age: the Veilguard dev Q&A session today.
UPDATE/EDIT: I made a second pass of this and cleaned it up into a full/complete transcript.
Q: If you could belong to any of the main factions, which would you choose? 
Corinne: Listen Katie, you say softball but this is hard. I'm gonna cheat and I’m gonna give you two. So for fashion, the Antivan Crows all day long. their threads, you're gonna love it. For vibes though, the ones that capture my vibe, Mournwatch. Gimme those necromancers.
John: Those are good answers. I have one for fashion and for just general faction that I’d like to be a part of. Veil jumpers - who doesn't like a nice walk in the forest, you know, even if that forest is filled with horrifying monsters and terrifying anomalies, but uh, yeah.
Matt: For me it’s definitely the Lords of Fortune. I’ve had a chance to try out a bunch of them, and I think I’ve finally settled on them, and I think it’s just because pirate barbarian is just such a great combination of elements. Treasure hunting, plus beaches and palm trees and all that stuff, it’s a really good mix, so that’s kind of my default.
Q: I’ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning this and will we get the same companion conversations and banter as seen in the previous Dragon Age Games?? 
Corinne: Such a good question. Thank you to whoever submitted this one. I'll start and then turn it over to John Epler. As you saw in the gameplay reveal, this is a much more intimate experience. We pulled the camera in. For those that aren't aware, the reason why is we want you to feel like you actually are in this world, like you’re walking these the city streets of Minrathous, you’re looking up at the buildings all around you. You're a part of this place. It's much more intimate, and we believe as the narrative unfolds that this creates a lot more immersion. Now how this relates to the companions is in doing this, we went back and forth on it a lot, but we actually found that having two companions allows them more visibility and presence. We've talked about the incredible depth and focus we’ve put on fleshing out these companions, they'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 release a volley of arrows, you can only get that because of this more intimate view. So I love the spotlight that’s been put on them. But I think in addition to the banter, one of the things people are wondering about is, ok but what about gameplay. Again, this has come about from our testing, working with the internal team and also our lovely our council of players. We just found that in the combat system, when you're planning your strategies, two felt like the right number to manage. Keep in mind, Rook has a lot of different types of actions: abilities, individual attacks that are more fleshed out than ever before. Timing and positioning matter a lot, so this really felt like the right balance. The number of inputs and actions we’re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say that I engage with the companions, I actively control what they're doing more than I ever have before in any of the other three games. But John, I’ll toss it over to you for the banter.
John: So banter, honestly I don't think you could stop the writers from writing banters. I will say for myself, it's one of the more light but fun things to do. You get to write little stories, little arcs between the characters, and Veilguard is no different. Banter is still absolutely a core part of it. We've got global banter, you know the general stuff that you get in all spaces, as well as mission specific stuff. But yeah. It's definitely still a big thing, if anything it's the most we've ever done for pairings of companions. Beyond that, we’ve also made sure—and I mean, I’ve been on Dragon Age for a while, and I know there’s been an issue, you know, things like, “well, I don’t wanna miss this banter.” So we've even added stuff like interruptable and resumable banter as well, just to make sure that—because again, it’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. So we still have it, if anything like I said, you could not stop the writers from doing it, even if you tried.
Corinne: Well John, 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? Like do I get a scene with my companions interacting with a broader group more often? And the way you'll gather them around the kitchen table, there's just so many of those moments where they're all interacting with each other. Those are some of my favorite parts.
John: Yeah, and that’s a good callout, because I think the other side of it is, we aren’t talking too much about your home, but we also wanna make sure that they feel like they have 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 interactions there as well.
Q: How customizable is the backstory of Rook? Will we get to determine their past in the character creator?
John: Absolutely. So Rook has six different backgrounds that you can choose from. Each  one is tied to one of the major factions in the Veilguard, and each one sets out who Rook was before they were recruited by Varric. While that sets up the broad events, as you go through the game and 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 a background in the world but letting you decide what that means and what that says about you is also a big part of it. And again, there are six different factions in this game. Two which anyone who’s played Dragon Age for a while would remember, you’ve got the Gray Wardens and Antivan Crows. We also have, in addition to them, four new ones because we’re in Northern Thedas. We’ve got the Veil Jumpers, Mournwatch, Shadow Dragons, and Lords of Fortune. A lot of different options, a lot of different backgrounds, and a lot of opportunities to define who your Rook was and who they are now.
Q: Will crafting return and has it been improved since Inquisition?
Corinne: 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, it's different this time around, and it does get into spoiler territory so I'm gonna be a little cagey about it, but there might be a mysterious entity that assists you with that that will be an important part of the narrative.
Q: Can we kiss or romance Manfred the skeleton? 
John: I would say, not that skeleton, but we're not saying no skeletons.
Q: What were some of the development considerations that you had to take into account to ensure this game flows & functions with prior games & dragon age keep, if keep is being utilized? 
Corinne: We did an interview with IGN that goes into some of the details there. To summarize, we have taken a different approach on how you import your decisions this time around. It's now fully integrated into the character creator and serves a dual purpose, to be honest. It’s not called this in game, but I playfully think of it as "last time on dragon age". When I talk about its dual purpose, it's been 10 years since the last dragon age game release, so it serves as a refresher on critical events as well as allowing you to remake those decisions that are critical to you. The thing I love about it is it's very highly visual, it uses the familiar tarot card aesthetic, so it's actually a very visual and playful experience as you go through it. It is very much important to us that it's built into the client, though. You can play this game entirely offline, no connection, you don’t have to link to your EA accounts. That's been a really big request, so the refresher plus make those decisions in client, I think we're all pretty happy about that. I don't wanna spoil anything by revealing what decisions you can import. Y'all don't want the spoilers. But it's been a really interesting creative intersection for us. Because on the one hand, this is a whole new adventure. You're in northern thedas, these locations you've literally never been to before, so that affects what will matter and what we’re not using this time around as far as decisions. But obviously there’s some very very clear connections to existing characters. It’s no secret that the Inquisitor, our dear Inky, is gonna show up, so that's a factor.
Q: Will this next game be an open world game or is it just confined to Tevinter? 
John: Yeah, so you are in northern Thedas, but the game only begins in Minrathous. It doesn't stay there. I think one of the most exciting things for me, and again, I don’t wanna get into too much spoiler detail, but getting to go to and work with the art team, the narrative, the design team to build out these locations we've talked about, places that character have referred to as where they’ve come from, places that characters obviously in previous games have hailed from, has been absolutely exciting. So you do start in Tevinter, you do start in Minrathous, but again that’s not the entire game by any stretch.
Corinne: And the first half of it is, is it an open world game? We've gone back to what we believe delivers the best, most curated, intense narratives. So this is a hand crafted experience, it'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. But I wanna be clear, it's a really curated, hand crafted experience.
John: Just to bounce off of that very quickly, the most important thing for us and what Corinne was saying about hand crafted, obviously we’ve talked about how characters, story, narrative are critical to us, and this has allowed us to build those experiences in a way that emphasized that really well while still tying it into the story threads and story beats.
Q: Will the companions have unique specializations like DA2 or the same as player?
Corinne: 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. For instance, you might be surprised to hear, because she has a bow, but Bellara is in fact a mage, and I love that. Some of the abilities, the bulk of the abilities of the companions, are based on their own unique personalities. Neve is the only mage that is an ice mage, so you get distinct abilities for her. But because she's a mage, she does have access to abilities that all mages share, like Time Slow. We really like the balance there. It’s a good mix of representing their archetype, their class, and also their distinct specialization or personality or whatever you wanna call it.
John: Yeah actually, I would say the word personality is a great one, because all of these characters exist, have a story, have a history 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 serve the needs of gameplay, but also allow these characters to exist as their own people, not just in conversation but out of conversations as well.
Corinne: I would also say that as part of that core mage kit, healing spells are there. So if your mages, you wanna make ‘em a healer, yeah.
Q: Will the Veilguard have tactical combat still? 
Corinne: Yes. Combat gets quite tactical. Obviously this is an evolution of the combat system. I talked about immersion, wanting to put you in the world like you’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 that you go. So if you’re showing up for a highly tactical experience, I would crank that difficulty in particular. But I wanna make sure I’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 in and out of combat, there’s a reason for that. As the game progresses, you didn’t see this in that opening hour of the game, but it will display strategic information on the enemies, so what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to, so your type of abilities, leaning into elemental gameplay matters a lot.
I would also say, this is a long answer because it’s such a great question, 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 and or really devastating, we call them detonation combos. So let me give you a couple of examples, because it can be really hard to visualize, so hopefully this helps. One of the tactics that I personally enjoy in my own builds, I just recently played as a veil ranger, I love it, it’s one of my favorites. if I'm fighting fade touched enemies in Artlathan, I like to use Bellara's galvanized tear to pull enemies together, it’s like a gravity well. You then Slow Time with Neve – 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 a devastating AOE or damage over time spell or ability. And it’s even better if it's a lightning based ability, because the fade touched in Arlathan are vulnerable to that. So there’s so many layers of coordination and strategies and tactics. We did talk about the devastating detonation combos, that's one of my favorite features, because that’s when you’re really leaning into explicit teamwork between your companions and Rook or the companions together. When I build out my team and I'm going into a mission, I try to ensure that I have at least a couple possible synergies, detonation combo synergies, between my team. It might be between Harding and Neve, Neve and me, or both. So here, I'd go into battle, pause time, open the ability wheel, get information on the enemy – and the wheel will actually tell you that there is a synergy combo, you  might have seen a screenshot that says “combo available” – it will remind you of synergies between companions, you can queue both of those abilities up at the same time, close out of the pause time menu, they’ll both execute, both abilities will happen. Then the detonation AOE happens, applies debuffs to all the enemies in a radius of it. It's so satisfying. I can’t wait for yall to see it, but the interesting thing is that too is a tactical choice. I’m choosing to use my companions to do that, and that means I’m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so it’s about the opportunity costs. I could spend the rest of the session talking about this, apologies for being long winded, but this is one of my favorite parts of the game.
Q: Can you choose rook's pronouns? If yes, is being non-binary an option? How detailed is the character creator?
Corinne: Well yeah you can select your pronouns. Absolutely. You can actually select your pronouns and your gender, because those are related concepts, but they’re not actually the exact same thing. Yeah, you can be non-binary, we have he/him, she/her, they/them. Yes. Emphatic yes. How detailed is the character creator? Oh my goodness, yall. Very. I don't wanna give away too much just yet but it's very very deep. It has been revealed, it’s out there in a couple 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 we’re gonna come back, we’re gonna show you a lot more on character creator, but we wanna make sure we have the time and space to do that.
Q: Will there be a photo mode in game? 
Corinne: That is something we’re actively looking into, we know there’s a ton of interest, so stay tuned on that one, but we are very much looking into it.
John: I can add too, that is a feature that we like, we like the idea of, and it’s not just player facing, but internally it’s a really helpful thing to have that as we’re building things out, so we’ll let you know.
Corinne: Yes, yeah, absolutely. We are as geeked on that possibility as you all are.
Q: A lot of people were asking about abilities. Are we going to be limited in how many abilities we can pick from the wheel?
Corinne: Ability wheel does have a capacity. You have to choose which three abilities you wanna bring for Rook, which three for  a companion, and which three for another companion. What I like about this is there is kind of an emergent gameplay depending on who you and your companions are coming into a mission with. Now the reason for that is it actually creates a really interesting balance between strategizing, having to do that strategy about your combat kit before the mission, and then the tactical decisions once you're in the field deciding what to do. I want to clear one thing up, while there are three ability slots for Rook, there's so much more than that - other actions that you can perform directly from the wheel like you’ll have an ultimate ability associated with your class or your specialization, so there’s variants there. There’s a type of items you can get that function like abilities, they’re typically like buffs and enhancements, in the form of runes, so you’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 can focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing with your companions. When you issue those commands, that too will proc depending on the gear they have equipped, really interesting and strategic effects. They can be more ability like, more like proc’d effects, there’s just so much from the wheel that once you get in and see everything working together, becomes more and more apparent.
Q: Will fireball and cone of cold be back as spells in Dragon Age: the Veilguard? 
Corinne: All these combat questions, really good. Fireball and Cone of Cold aren't specifically back, however their successors are, frost nova and meteor. These serve the exact same combat role and function as those other abilities. I would also say it gives them quite the glow up. Meteor in particular, so satisfying nuking a group of darkspawn with a well placed meteor. It’s wonderful
Q: What accessibility features are available? Arachnophobia mode? Mod support? 
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too. My partner always laughs at me, I’m just terrified of them. That said, that's one we're going to save for a little bit closer to launch before we’ll go into full details about accessibility features. But I do wanna assure you we have spent a lot of time thinking about this topic, so that you can play the game in a way that really works for you. I'm excited to share that with you when the time is right.
Q: How long is the time skip from Inquisition to the Veilguard? 
John: Anyone who's paid attention to Dragon Age, and I can say as somebody who’s been on Dragon Age since Origins, timelines are always a little iffy. They change and they morph over development as we see how longs things are taking, but for Veilguard we were actually pretty consistent from the start that it's been about 10 years since trespasser, as you may or may not have noticed, Varric's become a bit of a silver fox. I’ve seen a lot of comments about that on social media. Yeah, 10 years. Solas's ritual has taken time to set up and you’re kinda coming in at the end of that hunt.
Q: Is Solas still bald? 
Matt: Yeah. I mean if you’ve watched the gameplay thing, we can all confirm that Solas is still bald, Solas is still Solas. I really like how Solas has turned out this time around. I will say, here’s a comment on this specific question that’s gonna sound like a non-sequitor, but once you get a chance to play a little bit more, maybe you’ll – In Thedas, ancient elves go bald when they are millenia old, so Solas wasn't always bald. So if you end up seeing what Solas looked like in the past, things might be a little different. Now that said, I’m sure some of you are wondering what happened to Solas’s wig from Tevinter Nights. I’m sure he still has it somewhere, so… It’s his most important possession.
Corinne: Some pride there, huh.
Q: Will we be able to change companions appearances and outfits or are they fixed, similar to Dragon Age 2? 
Matt: Dragon Age 2 was, we loved how the followers turned out in that, but it was sad given our constraints that we had to keep them with just one basic outfit. We really tried to make some space for them this time around. They have iconic color palettes and things like that, but they do have a wider range of appearances that you can find for them, some are just cool but then there are some  that are tied to directly to their narrative and just kind of what’s happening in their life.
Q: Will we be seeing or visiting Kal’Sharok? 
Matt: What’s been really cool, so in previous games, we’ve kind of alluded to this before, it was a lot of fun to hint at the locations that were off the map, the mysterious places you were not going, and so you could just bring in some props, some characters, a piece of art, things like that. Even Tevinter was only vaguely hinted at and we’d just add drips and bits and pieces, so that stuff was really fun. In the Veilguard we’re actually getting to visit a whole lot of those locations that had only been hinted at for real, so you do actually run around Tevinter and a bunch of the other locations that we’ve revealed. But this also means that we're not completely filling out the map, and that there are new things we can start hinting at and we can start drip feeding. It’s kinda fun, I’d say for what we can show of Kal’Sharok and other locations, there’s more to do.
Q: Will the dialogue wheel/options be similar to Inquisition and Andromeda in the sense that it's more tone based?
John: We have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle, anyone who’s played a dragon age game and remembers what they look like. In Dragon Age: the Veilguard, we have tone wheels which are roleplaying your character picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions, and choice wheels which are, I don’t have a strong emotional or tone tie here, but I do want to make a choice based on what I do. Investigate’s obviously return as well. We want players to understand as much as possible what it is they are going to be picking, we want the choice to be clear even if one of the best things about consequence is making sure that’s not entirely clear.
Q: How extensive are Rook’s dialogue decision trees? 
John: Huge. Again, it’s a Dragon Age game. We wanna make sure you have choices, we wanna make sure you can choose your roleplaying, but also choose outcomes of conversations, choose how events unfold. Again it’s a Dragon Age game, we wanna make sure we also react to decisions you’ve made. So for example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously you'll have a different perspective on events than someone who’s not an elf. Sometimes that means different conversation options, sometimes that’s going to be entirely new dialogue trees, as well as based off decisions you’ve made throughout the game, so again, making sure the game feels like it notices what you’re doing is a huge part of how we’ve written out the dialogue wheel and dialogue trees in this game.
Q: All companions romanceable by all player characters regardless of race and gender? 
Corinne: Yeah, yeah. We have talked about this in some of the interviews, I’ve seen a few articles about it, so I'd recommend everyone check out those articles, but let me just give you a quick interview. Each of the seven companions has full romance arcs and they are romanceable by all genders. Absolutely. But something that’s really important to us on the team, and so I just wanna make sure and double down on, that doesn't mean playersexual. If anyone’s unaware of what we mean by that, it doesn’t mean they conform or twist their identities to who you the player are. They won’t suddenly have a preference for men or women based on what you’re playing. Instead they have their own fully fleshed out identities. They are true and authentic to that. So in this game they are all pansexuals, they all have histories and romances, sometimes you’ll hear about preferences and things of that nature. And what I really love is if you don’t pursue a romance with them, they’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 it’s one of my favorites. I’m gonna put a question back to the community though. I’ve heard we’re going with Laash for that ship name? You tell me what is that ship name?
Q: What are the markings on the faces of the elven warden and veil hopper?
John: So there’s quite a few, I think more than we’ve done before, tattoos from various cultures. We're bringing the vallaslin back of course but there's a ton of different options, especially when we’re going into these new regions. Each area has its own kind of visual language for that. We are bringing the vallaslin back and a couple characters have them, but we've customized them a bit. They’re a bit more specific to their personality.
Q: What are you as a developer most proud of and excited for players to experience? 
Corinne: I suspect for most of us, myself included, it's the depths and authenticity of the companions journey along with on their arcs, learning about their hardships, what they care about, being by their side. 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... I'm a Qunari fan, so even just the way you customize the horns and combine that with the really great looking hair. Character creator has to be my very close runner up.
Matt: As far as what I can say I’m most proud of on this one, I can speak for the art team, we worked incredible hard to make the story more visible than ever. Games are a visual medium, but sometimes it's easier to do things in text format or written in a codex somewhere or alluded to off screen, but we really leaned into trying to make sure that every design, prop, character, environment, that the effects we’re choosing, all these choices were putting the story on screen so you can see it unfold, and I think having worked on all the dragon age games, I'd say Veilguard represents one of the best attempts at that we’ve made yet.
John: I’m gonna cheat and kind of combine both Corinne’s and Matt’s answers. Honestly the companions for me are the absolute highlight. 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 we've ever done, not just on Dragon Age but in BioWare in general. Each companion has their own story arc you can go through, decisions you can make. They really do take center stage. As you play through them, you see the care and love that the team has put into each and every one. I mean, there’s moments in each arc that make you cry, make you angry, make you excited, and the way they integrate into the story as a whole for me is something that’s been really fun. Finding ways to bring these characters together, ways to bring this story, this narrative, of you know, you need to put together a team and stop the end of the world, has been absolutely exciting and thrilling. And again, you see the team's love in every single piece of it. As for what I’m most excited, Dragon Age has been part of my career and part of my life for literally the last decade and a half, I’ve worked on it since Origins, and there's something about the Veilguard that feels an amazing mix of novelty and familiarity, it’s like coming home in a way that I feel is going to be very exciting for people who are existing Dragon Age players, but there’s also so much here that’s just new and exciting for people, new players and old players alike. Going to parts of the world, seeing things we’ve never seen before, and just getting to take this amazing world and series and expand on it and build on it in ways that I’ve just been, honestly an absolute thrill, the best part of my career, and I’ve been in games for 17 years now and this has been the absolute highlight for me, so that’s what I’m excited about.
Corinne: I just wanna yes and that. I so completely agree with you. There’ve been times in companion arcs where even knowing what's going to happen, we work on the game, with some of these decisions, I've had to set down the controller, let out a heavy sigh, and go “oh my god, what am I gonna do here?” The depth of them is wonderful. I do wanna put this out there, when we talk about as a developer what we are 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 hearts into this. Anyone from BioWare who’s listening in, thank you so much. Y’all are just the best.
Q: Why does Varric have dark hair now? 
Matt: He's been adventuring for a while now. His hair is more gray, but he's been in very dark scenes so far, so we’ll see him in some more contexts.
Q: Will the Inquisitor be appearing in the flesh or are we just choosing their major DAI decisions?
Corinne: Yes they will. The Inky does appear. We've know how attached y’all are to the Inquisitor, we’ve seen the love for your OC. Yes, the Inquisitor shows up. We'd already confirmed that a few places, so let me just say you can also customize them and it includes some of our new customization options. Yeah they’re gonna show up and they’re gonna be your Inquisitor.
John: And I think beyond that, the story of Solas and the story of the Inquisitor obviously are tied together as much as any story, so it would have been strange for us not to bring them in for this one. They’re gonna be a part of this story.
Q: Will there be any planned DLCs and transmog armor? 
Corinne: Right now our focus is entirely on the quality of the game, it's so important at this stage for us to be all in, all attention on finishing this game and delivering on the quality and the promise of it. So that's all I can really say on it, we're 100% focused on this being the most complete game we can make it. I wanna emphasize, there's not gonna be any microtransactions or battle passes, you don't have to connect online. Our focus is making this the most complete single player we possibly can. Now this was kind of a twofer question. Will there be transmog? Hell yeah. I’m the kind of player that believes fashion is the real endgames. Yeah there’s a transmog system, absolutely. It’s sick.
Q: Will any of the characters be asexual? 
Corinne: Such a good question. So, look I'm gonna be really forthcoming with yall and a little bit vulnerable, I'm ace. I'm a gray ace, I don't mind sharing that, I’m kind of public with it. I will say though that none of our companions this time around are explicitly ace. We look at the characters, their motivations, who they are, we always assess is this the right time. This time it wasn't. What I will say for everyone on the ace spectrum on 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. And I do see some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Q: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: OK, this gets a bit spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna wanna 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 I’ve seen “just tell us about the specializations”. I’m not gonna tell you the deets, but there is a necromancer one. There is an elemental one, and there is one that’s actually more of like a combat mage. It’s my favorite.
Q: Can we name the griffon? We also have a griffon emoji in this Discord server.
John: Excellent. So, someone in your party, again, spoilers, may have already named the baby griffon, but don’t worry, Assan is a very good boy.
Corinne: All these griffon emojis, y’all are killing me.
Q: Will we have a camp/home/headquarters that we’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 narratively it serves kind of 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 you can adjust. I don’t know how much we’re really going into that at the moment. One thing I like about it is that it definitely does start to feel very much like home over time.
Q: We need to know, does pasta and noodles exist in Thedas? 
Matt: I’ll take it as a chance just to geek out about worldbuilding. Again, the Veilguard for us is a really kind of dream opportunity to go to places we've only ever heard reference to or we’ve seen in set. In going through the world building process, and trying to build these things out not just as neat things from the IP, but also as, if you’ve read about this stuff, you've got your own version in your head, you’ve imagined what it might be like and you're probably hoping for something spectacular, and our brains are always far better at creating this stuff than any game developer or any artist can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. That can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture and costume design, and also food. This time around that was one of the many things we did look into to try to catch the character and feel of a place to make it feel believable and lived in. So that’s my really long answer for yeah, I'm sure at least one place does have pasta.
Q: Are we getting a mabari?
Matt: Ooh, that’s a good question. I will say you’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.
Q: Can we pet the griffon? 
John: You, I’m really sorry to have to be the one to tell you—Nah, I’m kidding, yes you can. It's not even just petting the griffon, I've actually hugged the griffon, so that feels like even there a step up.
Matt: There’s lots of opportunities to interact with the griffon.
Corinne: Can we see Assan in chat if we wanna see him in the Lighthouse hanging out? And hey, y’all, this was so important to the team, too. Like this is the team’s like, just huge support for this feature, so props to them.
Q: Will we get to see any of the character creator before the game releases?
Corinne: Yes. Yes you will. You've probably seen we are laying out a roadmap for what we're gonna show and when we’re gonna talk about it. You will see it  as we get a little closer to launch.
Q: Will we be able to play as a qunari dwarf elf or human? 
Corinne: hell yeah you will. All 4. And all 4 have that full body customization. I already talked a little bit about, I’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 related to this, your lineage gives you a lot of really unique dialogue options. So that’s really one aspect of choosing your lineage as well.
John: So actually just to bounce off that, earlier questions about backgrouds. Each lineage, depending on the lineage you choose and the background you choose, there are some specific callouts to, for example, if it’s a Mournwatch, Mournwatch being from Nevarra and mages, if you play as a dwarf, obviously your experiences in that faction is going to be different from, say, a human or an elf, so there are also specific callouts tailored to those combinations and, with the intention of giving each lineage a little flavor as to how they fit into that faction as a whole.
Q: Where is barkspawn and is he ok?
John: Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden. Don’t worry, he’s fine. You may ask yourself, “but John, it’s been so long.” To which I say, Mabari live exactly as long as they need to.
Q: Will Rook have a set of default name?
John: Yeah, so Rook’s last name is defined based on their faction, again we wanted to tie that into your backstory, but also there's a name generator that can give you a selection of first names, obviously if you wanted to make your own first name, that’s definitely something we support as well. If you’re somebody who maybe has a little more difficulty coming up with a name, so for example you name every single character Bob because that’s the only name you can think of, we also give that opportunity for that generation.
Q: When will the voice acting cast be announced? 
John: We worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast, we’ll be talking about it more over the summer, we’re not quite ready to announce names yet.
Same answer for collectors editions and preorders, and required PC specs.
Q: Any special musical guests? Tavern songs? 
Corinne: Yeah there are tavern songs and a huge credit to the audio team and performance teams, because they’re pretty great. There’s one at a little tavern in Minrathous called the Swan, and the song you hear there might just be my favorite of the tavern songs.
Q: DA2's main theme brought back motifs from DAO main theme. Can we expect DAV to recall more or less of that original thematic material than inquisition? 
John: We are not quite ready to talk about music yet in specifics. But in broad strokes I can say that the process for us is always the same. Working with the composer, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to maybe specific characters, it's very in depth process and a very collaborative process. We have some fantastic audio people on our team that have done some fantastic work, that have done an 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.
Q: When writing the overall story of this game, what themes did you want to have as the prominent focus? 
John: Again, it’s interesting. When writing these games, and this has been true on every Dragon Age I’ve been a part of, what you start with and where you end up aren't always necessarily the same. Sometimes you start writing a theme, you realize actually it’s more interesting if you attack it from this angle, or maybe it ends up twisted a little bit. I will say for Dragon Age: the Veilguard, from the beginning one of the biggest themes has been regret. How regret shapes people’s lives, how they deal with their regrets, how maybe people move past regrets. Each of the characters and the story as a whole have elements of these. We wanted to have that thematic, that cohesiveness to the game’s story and the game’s writing.
Q: Can you play a dwarf and does the world react to your race and backstory?
John: Yes, you can play as a dwarf. Yes, the world does react to your race and backstory. And again you’ll have unique dialogues or unique conversations based on that backstory as well as that race.
Corinne: And to give you a little nugget here because I saw it scrolling through real quickly, you have beards. So when I think of dwarves, I think about glorious, fantastic beards. Hell yeah we do.
John: Yeah I can say, as somebody who plays a lot of games, the character creator—I don’t know what magic they did, but the beards, they feel like a beard should feel like, it’s great, they look awesome.
Q: Will our heroes and companions leave us if we go against their wishes? 
Corinne: Do y’all just love pain? Do you want us to make you cry? Um... if you go against their wishes and make decisions they don't like, I will tell you, you can piss them off, they might not agree with you, and they will take some time away. That said this is the biggest threat to Thedas we've ever seen, so they will always be willing to defend Thedas, but yeah you can piss them off and they’ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah they will, UNLESS…
John: No spoilers, Corinne. No spoilers.
Corinne: Alright, alright. But they want it!
Q: Did any songs, books, movies, or anything inspire character writing? 
John: 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. I don't think that any characters have a direct reference or inspiration, but yeah, they're all inspired by the things we do both in the real world and in the media we consume. And you’re gonna see elements of characters that yeah. The things that we’ve enjoyed show up in these characters. For me it comes down to, writing can be a deeply personal experience, so even if you don't intend for it to be the case, parts of you will show up in the characters. I think that’s true for all the characters in the Veilguard. Sometimes it's exploring things about yourself that you may like or may not like, and sometimes exploring things about characters you like or don't like. So that’s my longwinded way of saying yes, it’s impossible to not have that happen when you’re creating art, but I don’t think there’s one where you can say, “oh this is this character, this is this character.”
Q: What was the thinking process behind making Harding a companion this time around? 
John: When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. She has always been a fan favorite obviously. But I think beyond that, it's something that Harding's writer wanted to explore, there was more of a story to tell there and more perspective. And beyond that Harding also has a strong connection to Solas, to Varric, and the events of the last 10 years. So I wouldn’t say it’s always been but I’d say Harding’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, actually, to piggy back on that, that’s something I hadn’t even thought about that much and it’s not a huge part of her character, but she tends to be one of the people that have the most insight into who he was.
John: Yeah that’s exactly—that’s a great way of looking at it, too, it also provides you with a little bit of perspective, for players who’ve been around for previous Dragon Age games, but also for new ones, who was Solas? What kind of character was he? Yeah it’s a great, using characters to provide windows into the world is honestly one of my favorite things.
Matt: And when I say was, I just mean in Inquisition.
John: Yes, that’s exactly, yes. Thank you for correcting that.
Q: 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 wanna make sure that each quest provides either a perspective on the world, a perspective on the characters, or it feels immediately and obviously relevant to what you’re doing here. You’re here to save the world. At the end of the day, one of the things that we heard loud and clear was the feedback about how relevant, or in our case not relevant, previous quests have felt, so for Veilguard, we really wanted all quests to feel like something somebody faced with the end of the world would believe was necessary and important. So again, there’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 kind of thing that my hero would do. Especially faced with the end of the world.
Corinne: That’s really good, John. That’s so right. I would just again double down on how hand crafted all the quests are. Whether you’re doing the main story or you’re journeying with your companions or you’re out exploring and you encounter a mystery, everything's hand crafted, intentional, we spend a lot of time listening to what yall said, and of course everyone has slightly different tastes, but you're not gonna be gathering shards in the Hinterlands. Everything is built with intention and they’re lovingly handcrafting the experience.
Q: Are there any locations in the game that can only be accessed by making specific story choices? 
John: So I don’t wanna get too much into spoilers here, 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 choices you make have an impact on how these spaces exist and develop.
Q: Will we be able to control companions in combat?
Corinne: If Rook gets KO'd, the player character gets knocked out, this time around it is time to reload your save, or better yet, the companions have really interesting progression. You can spec them out to be able to revive you, but that’s if you’ve invested in their progression and what they can do. And that said, I mentioned this earlier but 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 that’s interactivity between them. Once you play it you’ll see just how engaged the scene is.
Q: Will Solas still occasionally or dramatically speak in iambic pentameter? 
John: 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 always writes Solas so well. Again, Solas is a returning character. It's the same Solas you know and love or hate depending on who you are. The same writer. So I think this is, the answer is yeah, it's Solas.
Q: Will our decision of who was left in the fade be important? 
John: While that decision does not show up—not for the Veilguard, now that said, that doesn’t mean that’s not a decision that won’t ever be important in the future. Not for this one.
Matt: I’m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in Reboot.
John: That’s a deep cut! The sound of my childhood.
Q: Will we have mounts again? 
Matt: No, mounts were, they addressed a need in Inquisition that we don't have in Veilguard, and you’ll see why when you get to play.
Q: How is the side quest design? Will they be mostly story based or will there be a lot of radiant and quests for power like in Inquisition? 
John: We talked about this a bit earlier, but they are all hand crafted and story focused. The narrative, the companions, not just the companions but the characters and the world as a whole, are so much at the core of the Veilguard that anything other than handcrafting quests just felt like it would be a disservice to the game we were building.
Corinne: And maybe we can clarify as well, because with power was such a devisive mechanic in Inquisition, there’s no mechanic like that that blocks your progression until you fill a bar. That’s just not a thing in this. You have the autonomy to engage in these quests as you like, there’s no grind out gates before you can progress.
John: That’s right. Again we want to make sure that doing this content feels as natural and part of the logical flow of the story as possible.
Q: Will there be a similar system to war table? 
Corinne: We haven't talked much about the player's base, the Lighthouse, and we're gonna save that, 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 that's an area that we'll leave for you when we talk more about the Lighthouse and when you have a chance to hop in, you’ll be able to see what those unique purposes are.
Q: If there is dual wield for warriors, is it dex or str? 
Corinne: So we did wanna bring dual wielding back. It is part of the rogue kit this time, warriors are really focused on mighty two handed weapons, I can’t wait until you see, when you swing those weapons there's a real heft to it, and then of course sword and shield. So we’re leaving the dual wielding to the rogues, but you can see, the amount of hits you can get in in rapid succession dual wielding as a rogue is really satisfying.  
Q: What have been some of the challenges and advantages of working on a single game for so many years? 
John: That is a fantastic question. I have often joked, and I don’t know how much of a joke it is, that when this game is out and I suddenly don't have to keep all these pieces of game and lore and story and everything straight in my head, I'm suddenly gonna be able to speak Latin or something because there’s gonna be a ton of brain power freed up. But for me it’s just, the thing that keeps me sustained is just knowing the game we're building is the right one. Knowing that the pieces 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 the team has been doing. I’ve been on this project since the start, and even today I see things on a daily basis that I’m like holy smokes I can't believe what the team is doing, I can’t believe how good this looks. It's a huge game and I don't see every piece every day, so I get pleasantly surprised on a daily basis. Sometimes if I’m having a particularly long day, I'll spend about an hour late at night just watching cutscenes come in, watching the work coming together, and just sitting back and being like, holy smokes, I can’t wait for someone who hasn’t seen this every day as I have, to see this and just be blown away by the work.
Corinne: It's been very real, hasn’t it? I will just say speaking on behalf of the dev team, everyone's working so hard and putting so much passion, so much of themselves into it. This is a franchise they truly love and seeing your support cheering us on has meant a lot to them. So let me just say thank you to all of you.
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felassan · 6 months ago
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BioWare Blog post: 'Unveiling The Veilguard: Cast and Characters Detailed at San Diego Comic-Con' [July 31st]
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"San Diego Comic-Con has come to a close, but not before delivering mountains of Dragon Age fun for the amazing fans in attendance. The highlight of the week was the panel we hosted on Friday featuring some of our cast of companions who – in conversation with host Lucy James – shared new insights into their characters and revealed even more lore about Dragon Age: The Veilguard. We also joined our partners at Dark Horse on the showfloor for fan signings, giveaways, cosplay photoshoots, and more. In case you weren’t among the lucky attendees who got to experience this year’s convention in person, don’t worry – we’re here not only to recap all the action but also to share photos from throughout the weekend. Everything kicked off Wednesday night with the Dark Horse booth opening and some giveaways. Our team also enjoyed a celebration of Dragon Age with our partners at Fandom on Thursday night. Then on Friday came our panel “Dragon Age – Meet The Heroic Companions of The Veilguard,” which featured voice actors Zach Mendez (Lucanis), Jessica Clark (Neve), Nick Boraine (Emmrich), and Ali Hillis (Harding) and highlighted the heart of every Dragon Age title: the companions. The panel opened with a bit of background from Creative Director and 16-year BioWare veteran John Epler and Creative Performance Director Ashley Barlow, who helped to cast and direct over a thousand conversations and brought hundreds of characters and storylines to life."
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"As Epler explained, Dragon Age: The Veilguard sees players embark on a perilous quest to face powerful Elven gods and stop the apocalyptic destruction they’re unleashing. You’ll step into the role of Rook, battling on the front lines alongside a deep and compelling cast of companions who together comprise The Veilguard, a group of heroes who have come together to stop the veil from breaking and bringing about the end of the world. Rook must become the unexpected leader who can rally and unite the group. Throughout the game, you can explore the detailed storylines of each companion, navigating love, loss, and complex choices that influence your relationships. “Companions have always been such a big part of this franchise,” Epler asserted at one point during the panel. “You’ll navigate some of the most compelling individual storylines you’ve seen from BioWare. I’m really excited about the bonds players will form.” Barlow later added, “I feel like you can fall in love with any of them. Everyone that has touched this project has put a piece of their heart into it and into all of the different characters you could cross paths with. I know for me at times, in the companion stories, it seemed like I was watching a scene out of my own life. It’s a powerful feeling to have something or someone to relate to on screen.” Meet the Cast With that, the panel shifted towards the companions themselves, as well as the actors who brought each character to life. First up was Zach Mendez (Horizon: Forbidden West, Married Alive), who voices Lucanis: an expert assassin of the Antivan Crow faction. Bloodthirsty, calculated, and a workaholic, Lucanis was raised with high expectations and fears disappointing those he loves. To him, being an assassin is his only job and identity to be excellent at. “As soon as Zach was cast, he deep dove into Dragon Age and read everything he got his hands on. He did it all to create that depth of character you can really feel,” Barlow remarked. “Zach’s a comedian, he would easily find the humor in anything Lucanis was saying. And sometimes I’d have to remind him he’s a deadly assassin and to stay bloodthirsty, but I think he found this cool way of finding the light in the darkness.”"
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"“After I finished [The Wigmaker Job], I realized this might be the coolest guy I ever get to play,” Mendez said. “What struck me was his mind is as dangerous as his knives. He’s constantly attuning himself to the kind of shifting terrain of every mission. And also, he’s kind of hilarious. I mean, if you look at his relationship with his cousin Illario in The WigMaker Job, they’re constantly giving each other crap. But there’s a lot of love there. So I got to pull from my relationship with my brother, because we love each other dearly but we can be ruthless with each other.” Mendez also revealed to fans that, in addition to voicing Lucanis, he actually recorded lines for a variety of other characters, including the Grey Wardens. “I can go ahead and play a bunch of characters, so I had to really steep myself in the understanding that, okay, the Grey Wardens go through a lot to actually do what they do. They make a pretty intense bond. So, I tried to bring that as best I could to the physicality… I cannot wait to see how it plays out the game.”"
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"Following a few more quips from Zach, the conversation moved to Jessica Clark (True Blood, Pocket Listing) and Shadow Dragons rebel Neve, a cynic with a heart of gold who cares deeply about helping people and never leaves work half-done. She also has ice powers to halt an enemy or take advantage of the environment. “I’d describe her as the working class hero trying to make her hometown better,” Epler commented. “I love her loyalty,” Clark shared. “I love her dedication. I love how much she loves Docktown and its people and how she really sees a different vision that I’m into, as John said, and then what’s previously been depicted, and she’s really really fighting for those people and she loves those people.” Clark also commented on her experience with the casting and recording process: “Even though [the cast members] were all separate disembodied voices a lot of the time, we really all bonded. I know in a lot of projects they’re like all ‘we love each other,’ but we really do! And it just evolved so organically. There was something magical about it just being our voices in the beginning.” Full of Character Next up was Nick Boraine (Call of Duty: Modern Warfare, Black Sails), who plays Emmrich – a sincere, friendly, and scholarly necromancer who comes complete with a skeletal assistant, Manfred (voiced by Matthew Mercer of Critical Role). “He’s part of the Mourn Watch,” Epler explained, “an elite group of necromancers who are revered in Nevarra, but outside it, they are odd at best and evil at worst. He’s your well meaning but oblivious academic – assumes everyone has an academic’s curiosity, so can be pedantic on select topics.” While Boraine agreed, he found another aspect of the character even more remarkable: “I love the fact that the writers took Emmerich and explored the whole idea of death and the whole idea of necromancing by bringing kindness into it. I really responded to that and got into that and I know it sounds crazy, but it’s to not have this idea that death is vulgar or something to be terrified about, but something to actually engage with on so many levels. I just love the fact that the writers had the courage to do that in a game like this.” Barlow chimed in to share insights from her time working with Boraine: “Nick encompasses Emmrich; his sophistication, and eagerness to teach and learn, his hot nerdiness. Often Nick is just playing off of someone making a sound, and he takes it and internalizes it and gives it meaning and care, which is amazing to watch.”"
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"Finally came Ali Hillis (Mass Effect 3, Naruto) and everyone’s favorite dwarven scout Lace Harding, who returns with a big heart, positive outlook, and some unexpected magical powers. “The world’s changed a lot in the time period since Inquisition,” Epler observed. “She returns as an excellent scout and archer, and has been leading teams through the wilderness while covering friends in battle.” “My favorite things about Harding are the little things like she loves her mom,” laughed Hillis. “You know, she loves to write letters home and she’s always talking about her mama’s stupid stuff like that. I love that relationship. She likes plants and raising plants which is inspirational since I kill them. But just the texture they add to the characters. That’s in general, but for me, it’s those little things that really kind of give me a bunch of stuff to work with in my brain.” Barlow effused, “Ali brought a weight and a history to this project as an anchor of the series. There was a growth to Harding. She’s a veteran now. She’s a trusted voice at the table, and the writers did such a great job of integrating her with the new team and finding the relationships with each of the unique characters.” Photo Opps Our panel ended with a crowd Q&A, but SDCC was just getting started. Our team spent the rest of the weekend giving away posters and exclusive Discord pins, signing those posters, and of course, meeting fans out on the show floor. Footage of the full panel should be available in a couple weeks, so for now we hope you enjoy these photos of our favorite SDCC moments! We’ll have more to share next month – including a new roadmap, more looks at the game, and our official release date (!) – so don’t forget to follow our BioWare and Dragon Age social channels. – The Dragon Age Community Team"
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yokelish · 2 months ago
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About Lucanis and Neve
I need someone to make a valid argument to convince me this relationship isn't' doomed the moment Elgar'nan dies. Especially if Lucanis is the hardened one.
Either way, one of them gets hardened. Neve still retains more leniency when hardened (Rook can pursue her), her complex about attachments to people is made worse. Rook would have to actively dismantle walls to be able to pursue Neve romantically. Neve (hardened or not) sees the Venatori wounds on Lucanis and refuses to poke them. In her own way, it's out of consideration, sympathy. To her, it's kindness. Venatori wounds are painful like bones that never fuse together properly, and she isn't exactly a healer (pun intended). She doesn't like anyone poking into her Venatori wounds either.
Lucanis, while passionate, is just isn't' very good with people or feelings. He isn't good with his own emotions in terms of processing them. He is great at compartmentalizing but that mostly means an emotion is put on a shelf and never touched again. It takes Rook, romantic or platonic, to literally speak into his mind so he has no choice but hear: this is NOT how you deal with complex feelings or trauma. You can't just put it on a shelf and forget about it. You will have to stare down the abyss if you want the abyss to stop haunting you.
Hardened Lucanis is an even bigger can of worms in terms of romantic entanglements. Because via the virtue of Veilguard writing, the man is denied healing. He not only denies Rook a possibility of romance (which isn't the best writing choice, hardened Lucanis romance could have been mindblowing, but I can understand the choice to cut off romance). Lucanis denies himself the possibility of healing. There is a prison inside his mind he could start to dismantle after Inner Demons quest, but hardened Lucanis will fucking ignore the prison's presence and will internalize continue carry it like it's a vital organ and not appendicitis.
And in Neve/Lucanis pairing one of them IS hardened, no matter what. Which is nice! You deserve love and affection even if you've been through shit. But the virtue of Veilguard writing, either Neve or Lucanis gets the short end of the stick in terms of character growth.
So you either have Neve who has drawn the line in the sand, built a wall upon it, and decided that certain depth of a relationship with another person is just a bad idea. It's like underwater pressure: at certain point you just need to stop swimming deeper. She will dedicate to her pursuit of helping dock town, but if LI Rook hasn't carved out a hole in that wall and climbed through-- it is solid. Only people who got on the other side before the wall was finished (Rana, Bellara, Harding) will get to stay behind it.
Hardened Lucanis is...What kind of deep relationship do you expect from a man who actively sees himself as a danger to his romantic partner? That's a man with a broken leg refusing to get a cast. And Neve will not be able to watch this happen. Neve tells Lucanis they are both terrible at letting go and he shouldn't adopt that quality, but Hardened Lucanis not only adopts it, he cranks it up to 11. She will ask him to put on a cast, he will refuse. They'll argue about it. No one will give in, they are both incredibly stubborn. Maybe it happens once, maybe twice or thrice, but Neve will not do this to herself and simply watch a man she cares for, however deeply, sinking into misery. And Hardened Lucanis kinda comes across as miserable, even his speech of reclaiming his life after the war is over is underlined with 'or I'll die trying'.
Both of their romances require Rook to display incredible patience and understanding of the past wounds on either Neve or Lucanis, to encourage either to stop wearing the shackles of past traumas as part of armor. Those are shackles, they do not protect unless you seek protection from a fuller, richer life.
But in Hardened Neve/Lucanis this will not happened because Lucanis, while passionate and kind, just isn't fucking good with such things. He will come across an obstacle in his relationship with Neve and is just about as likely to think it belongs there as he is to make it awkward. It's a talent and a skill that will take years to even begin to master. Hardened Lucanis/Neve is just a bit of a nightmare for my girl, honestly. While they claim to take their romance slow, it will definitely take a few years for those problem spots to star showing. And I hope either Lucanis or Neve get the help they need before their romantic relationship with each other combusts like an ancient elven relic.
On that note, it is ENTIRELY A FUCKING CHOICE that you have the ability to forgive and push a man towards healing, when said man has:
a. Committed genocide via Rite of Tranquillity b. Tried to tear down the Veil twice and all with disastrous outcomes where thousands died c.Once accidentally killed his friend and twice very deliberately d. Betrays both Player Characters even if you are have been nothing but a friend to him e. Used blood magic on your to alter your mind
Butt you cannot push your companion, your friend, person you trust with your fucking life and the fate of the world to, to heal if you do not save his city. Even if the other city might be your home. it's a fucking choice, to be honest. Lucanis could have still hardened and healed and perhaps started to choose himself over other people finally but nooooo.
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viviennevermillion · 2 years ago
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With an s/o who is a writer
notes: so we have this now
contains: character x gn!reader, established relationship
characters included: leona kingscholar, rook hunt, idia shroud, malleus draconia
warnings: none
dark content creators & consumers do not interact
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Okay so Leona is like, the last person in the cast who'd be into creative writing if it wasn't for the fact that he was dating a writer but he's supportive. He's got the spirit. Even if he has different priorities.
Literally comes into your room, sees you sitting at your laptop and working on a story and he's like: "Are ya winning?" He pulls a chair next to yours and rests his head on your shoulder, looking at your draft with you. "Tf am I supposed to be winning?", you chuckle and ruffle his hair, gently scratching his ear in the process. "I don't know, the recognition of the internet people or something. You were the one who said 'Spite can be a great writing motivation' if I recall correctly", he shrugs and presses a kiss to your cheek. "It's not a competition, you know?", you laugh and get up, shoving your chair to the side to sit on Leona's lap instead.
He doesn't mind just wrapping his arms around your waist and letting you sit on his lap while you write. He'll read along and rest his head on your shoulder from behind, wrapping his tail around you as well. Now you have a clingy oversized cat attached to you while you work on your latest project. Congrats. He probably falls asleep halfway through, not that you'd mind.
It took a while for you to feel comfortable to show Leona your writing, because the second prince of Sunset Savannah could be quite the judgemental person. Leona would never mock anything you cared about as soon as he started dating you but seeing his demeanor towards other people still made you hesitate. But Leona has been supportive of you ever since you talked to him about your passion, even if he doesn't quite get it. Honestly be glad Leona isn't someone who'd ever start writing because he's inspired by you, he would turn this into a competition.
If you post your works online, Leona makes an account on whatever platform you post them on solely to follow you and support you. If you work on something for several hours and get less notes than someone with two paragraphs Leona is more frustrated than you.
He originally just wanted to support you but he finds himself surprised at how the plot of your stories actually intrigues him and he's curious what happens next.
If you write poetry, he's less involved. He just doesn't get poetry. He's like "why don't they just say what they mean?"
If you ever get Leona to write anything it'd be literate roleplay. Only joins because you asked him but gets really into it halfway through. Wants to make his character cool and wants him to fight the other characters. He's like "this is my character, he's a king and he can do whatever he wants-"
Leona's stylistic device is using poetic descriptions in the same sentence with words like "bastard" and "shitfaced" and he somehow manages to actually pull this off
You took him to tabletop night with Idia and Azul once and he got himself perma-banned from Board Game Club because he fucked with their nerves so much that they never wanted to see him there again.
He's worried you might be mad at him at first. "Nah it was kinda funny", you reassure him, "though if we ever do this again it should probably just be the two of us..." Leona chuckles and pulls you close, pressing a kiss to your temple.
Rook writes poetry himself and he loves the arts so he's so on board with this.
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But, listen. Rook is that one reader every writer wants but few of us actually get. He reads literally anything you write ever and he responds by sending you like a whole essay of his thoughts on the characters and the plot in depth and how it made him feel.
"Beauté", Rook tears up and pulls you into a hug, kissing your forehead enthusiastically, "I must thank you, mon chéri / ma chérie, by sharing the work you put your heart into with me and presenting me with the result of your creativity and passion; you have made my heart feel a little more complete and my mind more enlightened. Because you have chosen to let me view the beauty that is your prose and poetry, every day I get one step closer to truly call myself le chasseur d'amour! Truly extraordinary!" He takes your hands into his and looks deeply into your eyes as he tells you this; like he's confessing the full extent of his love to you. He cups your cheeks and kisses your lips softly, trying to convey all the feelings that overwhelm his heart and that words would never do justice to you.
He will gush about your works to Vil and Epel so much that they are tired of hearing about it.
He’d be happy if you tell him your thoughts about his poetry too. He writes a lot of it but he doesn’t really have anyone to talk about it with because most people just don’t get his poetry. But if you keep an open mind and give him some appreciation for what he wrote, Rook is so thankful and excited.
He’s so excited for anything new you write. “Feel free to notify me immediately once you’re finished with your newest chef-d'œuvre, even if it’s the middle of the night and I am asleep”, he smiles at you and kisses your hand. 
He’s not kidding, btw
He wakes up in the morning to see you snuggled up against him and he gives you a kiss on the forehead, waking you up softly. “Ugh…just 10 more minutes”, you groan and bury your face in his chest. Rook chuckles and runs his fingertips up and down your back. “You seem very tired, mon cœur”, he whispers and presses a kiss to your lips. You kiss back gently and wrap your arms around him. “Were you working on your newest oeuvre d'art until late at night again?”, he asks and shakes his head. He loves everything you make but he’d rather have you well-rested and comfortable. You confirm his suspicions with a tired nod. “Well, did you finish it?”, he asks. “Yes”, you mumble and try to hide from the rising sun by burying your face in his neck. “Didn’t I tell you to wake me up, so I can read it?”, he gets up and turns on your laptop, carrying it over to the bed so you can enter the password. “I thought you were exaggerating”, you shrugged and opened your finished project. “When have I ever exaggerated?”, Rook asks and wraps an arm around you while his eyes wandered across the document, “you should know best that all I express towards you is nothing but raw, unfiltered honesty.” You sigh. “Right, you have a point.”
Getting to read your newest work literally makes his day. Rook is your biggest fan definitely.
Okay you can't tell me Idia doesn't write fanfiction or at least read it. That man has been through every genre of fanworks.
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You write? He admires that. You write fanfiction? Even better.
Send him soul-crushing angst of his favorite characters please, his reactions are so funny. He's like "why would you do this to my poor otaku heart HEFHHSJEHFHSBFDBSNFXNNENNSNR 😭😭😭😭😭😭😭😭"
He will literally commission you or request from you to write his ideas and surprise him with something he'd love.
He'd be like, kicking his legs and text you his live-reaction.
Idia is one of those people who request from you and make it so hyper-specific that you need to read into the lore of an entirely new game or anime just to even understand what exactly he wants. He'd send you "Can you write angst with this character if his love interest had the blood curse from the hit-game 'Below the 2nd Temple' but if the blood curse made you seek out the 5 goblets of wisdom and then drop dead. What would be their reaction to the one they love dearly leading such a pitiful existence? Oh and can you make the dragon from the sequel 'Below the 3rd Temple' appear at the end when the love interest runs out of horvathian gemstones?" and you sit there like what the fuck did he just say????
He's like "oh it's all on the official forum lore section" as if you're going to read in-depth lore for a game you never played just to write his angsty crossover AU.
"Why don't you write it yourself at this point?", you look at him and sigh. "But I love your works", Idia wraps his arms around you from behind and kisses your cheek repeatedly, pulling you into his lap.
He will absolutely try to bribe you into writing it. He'll offer you kisses and a nice, warm bath and a massage....whether you fall for it is up to you.
But he's so happy when he gets the final result. He geeks out about it to Azul who understands even less about the request than you when you first started working on it.
Idia would also do semi-literate and literate roleplay with you online.
Overall loves that you're a writer and will support you whenever you need it. Idia can actually be pretty creative himself so when you struggle to continue and lack an idea, he might just deliver exactly what you need.
Malleus has read many books throughout his lifetime. Be it biographies, fiction or textbooks about all kinds of topics. Most of them were outdated and the writing style of the novels he’s read has long since gone out of fashion. 
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Malleus is mostly unfamiliar with the modern way of writing stories. Hell, many of the things he’s read have been written with a magical pen and ink. The Briar Valley castle libraries contain many books that are unique and don’t have any other copies in the whole world. The newer ones were written on a typewriter. 
He’s super interested when you tell him you write as a hobby for the first time. He’s seen many printed books since coming to Night Raven College but watching you just pull out your laptop and write a whole story in just a couple of hours is fascinating to him. He lets you sit on his lap and wraps his arms around you. He rests his head on your shoulder or against your head and watches as the words just seem to spill onto the pages. He reads along and asks you a couple of questions in the meantime, still being careful not to distract you though. 
“Why did the king say this to his daughter?”, Malleus asks with a surprised expression, “is he hiding something?” You chuckle. “You’ll find that out in about five chapters”, you turn around a bit to be able to press a sweet kiss to his lips. Malleus smiles and puts his hands on his hips. “And when do I get to read those?”, he asks and you let out a sigh. “Only god knows”, you bury your head in your hands, “if the heavens decide to randomly inject me with whatever writer steroids I was on when I wrote the first three chapters, it might be tomorrow after an all-nighter and an unholy amount of coffee. If things don’t go well it could be next New Year’s Day.” “But it’s January…”, Malleus sighs.
He’s always the first to witness all the frustrations that come with being a writer. He finds it amusing but he also hopes you always find the motivation and productivity you want. 
If you write poetry, Malleus always reads it with great interest, trying to search for messages within the lines. Before the two of you got together, this was how he’s been trying to look for hints of your feelings for him.
He’s so unfamiliar with the modern world that sometimes he finds out way later that something you mentioned in your works is in fact not a fictional thing you made up. He’ll smile at you and tell you how creative you are for coming up with all this fantastic and wondrous stuff and then you rent an apartment with him to stay at during your fourth year internships. “Wait, you’re telling me roombas are real???”, he just stares at the little apparatus cleaning your living room floor in awe. You raise an eyebrow: “You thought they were fake?” He just stares at you with a slightly confused expression.
Malleus is actually pretty easily motivated to write something himself. And he’s good at it too, given his eloquent way of speaking and writing that has been taught to him at a young age due to him being a prince. He has so many in-depth thoughts, it’s pretty easy for him to make detailed descriptions of something and bring a story to life. He projects a lot too. Like, you know him too well and you just know exactly where the lines in the story about the lonely gargoyle just wishing for a friend or for anyone to care about his feelings come from. But that’s a conversation for another day. 
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lafaiette · 3 months ago
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Look I wanted to have a good screaming match with Solas, telling him in short, military words where he can shove his redemption (alongside with inquisitors left hand) BUT I respected him, even understood to some extended and I wanted to save him. Seba wanted to make him 'a true villain of the story' no matter what ( that one memory about sacrificing ghost???) but that's a problem I have with most characters in TV - they lack depth the previous parts offered.
I would have had no problems with the game offering the chance to antagonize Solas in a respectful manner, yes! Players in Inquisition could find ways to respect his wisdom, but not like his manners; they could punch him when they believed him to be an insufferable ass; they could become great friends with him and genuinely enjoy his company; they could romance him. That is because he was written like a compelling, multifaceted character, and those are the ones that evoke the largest number of feelings and reactions in people: rage, disgust, interest, adoration, respect.
But in Veilguard he's simply introduced as the villain. Ghilan'nain and Elgar'nan are terrible, yes, worse than him, and Rook and Strife admit this, but they are relics of an old age and they can be dealt it as one would deal with a very bothersome bug that has been suddenly set free. The game implies (without holding back) that Solas is clearly the real problem Rook will have to face at the end.
The corrupted elven gods are just a temporary threat; Solas is the true villain Rook must worry about, because, as everyone reminds them, he is the elven God of Lies and Trickery, so he's definitely planning a way to escape his prison and resume his ritual.
And to convince the players of this, they heap all the sins of the world on his shoulders. Not only the creation of the Veil - with Bellara lamenting the loss of the elves' true selves and culture, entirely blaming Solas and not realizing it was necessary to free the elves from their terrible existence; but also the Titans' severed dreams and the creation of the Blight - with Davrin and especially Harding being outraged by it; Varric's death and Solas' trick on Rook to make him believe he's still alive; his constant sacrifice of people, which was alluded to in Inquisition and Trespasser, but never to these extents and with Solas showing little to no remorse, even when he uses spirits to achieve his goals. Solas, sacrificing spirits without a second thought, when he literally breaks down and leaves Skyhold for a short time to recover from the grief of losing a spirit friend in Inquisition...?
It's clear as day that Weekes wanted to go back to the version of Solas he had written for The Masked Empire, that Fen'Harel who let an entire village get killed and spared only the children, that Fen'Harel who told a noble to kill the king's other daughter to see his beloved at the funeral again. But that was a Fen'Harel that made very little sense with the Solas we find in Inquisition - too cruel, too distant from the empathetic figure who tells a boy to abandon a senseless rebellion and return to his ailing parent.
Now, clearly free from the constraints the original lead writers and creative directors had for the series, Weekes went back to that cruel Fen'Harel persona, but this cannot be reconciled with the Solas we have in Inquisition anymore. And so we are left with a character that existed only in a book, who was changed into a kinder, more sympathetic figure, only to be reduced to a villainous figure once more because... well, because the new players would never be able to engage with him otherwise. How could they, since they never talked with him when he was simply a hedge mage obsessed with spirits and Fade? How could they, when all they ever hear about him is how distant, cold, and stuck in the past he was?
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the-literary-apothecary · 7 months ago
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A Vanity’s Goodnight
౨ৎ ˚。⋆ ⋆.˚౨ৎ ⋆ ˚。⋆୨୧˚ જ⁀➴  ˚୨୧⋆。˚ ⋆ ౨ৎ‧₊˚ ⋅ ⋆。˚ ⋆ ౨ৎ
Category: Fluff, Comfort
Characters included: Vil Schoenheit, Prefect (Female)
Oneshot Prompt: After a very strenuous day of the Sing and Dance Competition, Yuu invites Vil to her room for a small chat- and hopefully a heart to heart.
౨ৎ ˚。⋆ ⋆.˚౨ৎ ⋆ ˚。⋆୨୧˚ જ⁀➴  ˚୨୧⋆。˚ ⋆ ౨ৎ‧₊˚ ⋅ ⋆。˚ ⋆ ౨ৎ
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The soft creak of the floorboards reverted with every step they made. It filled the awkward silence between them, or at least it tried. One could only hope that those loud creaks could mask this- this bespoke silence as a more comfortable one.
Obviously, it didn’t.
The silence was just too palpable. Palpable enough to be stricken by a magical pen.
The elephant in the room, or in this case in the hallway, was a bit too big. It made this scenario all the more disagreeable. Almost unsightly and never ending. Like each step added five more years. The walk to Yuu’s room felt like a punishment in itself.
But that wasn’t what was on Vil’s mind. He didn’t care about the walk. There were more irritating things.. Like the growing intensity between him and the Prefect for one- but it was only natural.
Yuu could have died today because of him. Many could have died today because of him.
Today was a disaster, and his overblot was the main course for that. And still, it wasn’t the main thing he was so stuck on in his head.
The other thing, or the main thing as is more appropriate to call it, was how the Prefect clearly knew more than she let on. And it was just a matter of time until they sat down and talked about a topic he definitely didn’t want out in the open. For better or for worse. Some things were just meant to rot in the deepest depths of his convoluted heart.
And how did Vil know? Such a question was redundant. Vil can always tell with such things. He’s always had a knack for reading the behaviors of the people around him. ‘Tis but just one of many talents and pros from growing up in the acting world. The blonde beauty could deduce who is most likely to double cross him the moment they smile at him. Spotting betrayals is trivial for someone like Schoenheit.
At the same time, Vil was plenty capable of sorting out the genuine earnest types. That’s trivial for him too. Afterall, discerning that Silver was perfectly harmless during the Beanfest games was rudimentary. So, why?..
Why couldn’t he seem to figure her out at this moment? It positively peeved him. How much did Yuu know for her to personally ask him to talk things out alone like this?
Surely, she knew something. And knowing her, she’d tell him. That’s just how blunt the Prefect was. And it’s not like it took some sort of maverick genius or a savvy merchant to figure out that Vil was.. upset. Upset beyond words. Words he still hasn’t spilled out just yet. Not even to Rook. Yes, he who can notice things as little as a gram more of weight gain couldn’t even notice the agony that Vil had been living with for almost all of his life. Yes, the very hunter who studied him almost daily like some forbidden work of art figured it out when it was too late. And so did Yuu.. But when she looked at him as if there was more. Almost as if… well..
He just didn’t know. It was as if you read his mind and then some.
It was as if she were a gemologist. A very special kind. Studying his eyes after what happened shortly in the SDC. Vil recalled how she studied his gaze and was trying to peel him apart like he was under her microscope. Studying the glimmer in his rare hue. Studying the fractures too. That only grew more over time until it shattered under enough pressure. Like a punch to a glass pane, it felt like. And what leaked out was that putrid smell of blot, as well as an ugliness Vil never wanted anyone to see.
And even now, it barely stayed together. Every fracture was still on the floor in his eyes.
And with so much hurt that kept getting forced to reveal itself one after another, it was safe to say that it wouldn’t fade away with just a little pep talk.
And Yuu knew that. Recognized that upon a glance. That’s how it always was with every Overblot case she’s been stuck with. This was the part she hated the most. The helplessness. The realization that she couldn’t solve this with some motivating pep talk. She knew that it would so much more to heal Vil.
But at the very least, she could understand just one little thing about Vil. A feeling.
The feeling of simply not being enough.
Something that she needed to face many lone nights when slumbering in this magical world. So, who better to talk about this with Vil than the veteran Prefect? No matter how vexing that elephant was, it needed to be talked about.
But let’s start light for now.
“I think you did wonderfully.” Yuu starts. “The performance, I mean.” Her eyes looked back down to the creaky floorboards, just in case Grim left one of his empty tuna cans on the floor again. It’d be embarrassing to trip now in such a crucial moment of need. But then again, maybe Vil could benefit from a laugh here.
“Knowing that it was your all- it felt so special, you know?” She admits, hoping for success in breaking their silence to completion.
Her steps were slow to match with Vil’s pace. They suddenly halted. Changing direction.
The tips of her shoes now pointed at her door.
It wasn’t anything special. Simply painted in her favorite colors on the outlines to differentiate between the other identical doors. With how garbage the locks are, it’d be terrible if any visitor were to barge in and accidentally sneak a peek. A nightmare, actually.
“Maybe I should paint it some more” She blurts out, turning the knob and pushing the door forward.
“There was a trend back in my world where people painted their doors or bedroom walls out of pure boredom at the time.” She rambles, racking at her brain on how to move the conversation. Vil was just so silent, simply listening to the ramblings of the first year- He could tell that she was sweating bullets, but chose not to say anything. His intensity was more fervent, and that definitely wasn’t helping.
“Maybe I should test it out on the canvas I have in my room first. It’s been collecting dust for half the semester.” She stammered, motioning the Pomefiore Housewarden to sit on the green armchair.
Vil could only smile, and hope that was good enough to ease the many worries that struck the poor girl’s heart.
He couldn’t blame her- Anyone in her shoes would be worried sick about him after such a nasty overblot.
“I think that’s a sound enough idea, but do be mindful of the colors and the technique you end up using. What you decide to paint on your door should also compliment the structure- you wouldn’t want it to be an eyesore” He advises, sitting up straight once he feels his body properly press itself against those cushions. It was a cheap couch, and it did not befit nor him or the stammering little prefect in front of him. But that was a comment for another day: the importance of furniture replacement for aesthetic and convenient purposes, he’d note.
Still, Vil couldn’t ignore the purpose of this small talk anymore. She was just trying to lighten the mood. Guilt twisted his bleeding heart, for he knew that her nervous smile was all his fault. Those nervous gazes to any other angle of the room befalls on him. And he was at a loss on how to smoothen it. If only he weren’t so tired right now. He’d know what to do. He usually did.
Instead, he opted for following along her lead. Swallowing the growing lump in his throat again. Maybe not his quickest thought to cross his mind, because right as he tried to open his mouth, Yuu turned herself back around the door.
“Stay right there. I’ll be riiight back” was all she said before booking it to the door in quiet steps.
‘Like a little mouse’ he adds to no one in particular, smiling at how endearing it was to see her so flustered despite the circumstances. Usually, Yuu didn’t really insert themselves too much in situations, much less conversations. That was always the job of that vulgar little cat monster you call Grim. But, as if to prove that you are your own person, your personality is highlighted with how your comments go straight to the jugular with the truth.
A funny little maus, she was.
The actor would relax a bit. He took this moment to gaze around her room. The way you take care of your room reflects how you are as a person, this was something that the blonde believed in deeply. And it was definitely correct.
It was clean.
The bed was tucked and lacked any wrinkles. That empty canvas she mentioned earlier was right next to her bed. Tucked away in that corner with that purple drape that covered very little. His eyes naturally pandered to the windows next. They were shielded by those blue curtains that she most likely forgot to pull back.
The last time he was here was to remind her and Grim of their necessary alarm clocks for the whole month, by then the curtains were open as usual. He wouldn’t be surprised if she woke up in a horrid rush to avoid being late. Vil felt tempted to stand up and to look beyond the shielded glass panes, but instead found himself drawn by something else.
“What a beautiful handcrafted cuckoo clock… it suits the aesthetic of such an antique dorm, but it stands out alone as such a conversation starter.” He mutters to himself. Again. To no one in particular.
He stands up to properly inspect it. His gloves hands were gentle in brushing against the sides. It’s been properly dusted too.
“What a diligent little maus you are” He hums, chuckling at his little sentence before glancing over at her desk to inspect it on a surface level. And then he stops.
“..... Sevens, what am I doing?” Vil groans, his hand covering his eyes from the frustration.
A girl has invited him to her room after a very dangerous day to hopefully unwind, and here he was marveling at her- very basic- decor. His priorities right now were shot. Shot and muddled into a mess. He was a mess.
Removing his hand from his eyes, he glanced back at the clock, and then at the mirror.
As if on record time, he saw the door open.
Soft steps. Short steps. He noticed her focused stare at the objects in hand.
A soft clink on the table echoed this room. He looked down.
A bowl of sliced strawberries in one hand, two water bottles on the other. The Prefect smiled at him.
Soft eyes. Patient eyes stared back at him from the reflection. Soft lips. Slowly curving to a patient smile.
“Let’s just talk for a bit” She suggested.
And what was he to do? Decline? Please, not with that discernable soft spot he had for her.
“Alright” he replies, and already found himself sitting right back down where he belonged.
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Just a simple conversation. More small talk than anything. He was surprised to hear that Yuu had researched some films that Vil was in. With how natural the conversation flowed every time, he almost forgot that you were from another world. Which meant that he wasn’t a face that you knew about prior to this school year.
It was a strange idea. Humbling even.
It turned out that the Prefect watched a movie that was set in the Sunset Savana. He recalled the production, and he recounted the story of how an elephant dumped some water on him. It made her laugh. Concluding with the same thought he had; that the elephant must have done that as a gift.
Such a pretty laugh, Vil thought. And it was, at least for him. It suited her features more than that straight lined expression she always had.
And then the conversation dialed back down again.
He closed his eyes- and immediately perked up to Yuu’s demand.
“Be honest? About what?” He asked, chugging the last drops of his beverage. He looked over at her whilst twisting the tap back on.
“About… y’know, this. All of that. The uh… the overblot. I’m sure you know what happens to me every time that happens by now.”
Vil blinked, keeping his inflated ego to himself. He knew he was right about something here.
“No, mein maus. I don’t. Care to fill me in?”
Yuu sighed, setting down her own bottle. “I see where it started… I see the source” She paused. “In your memories”
“...”
Vil felt at a loss of words, because he knew what that meant. Without him knowing, he opened this door of vulnerability for what was basically a stranger. And that made his blood run cold. “Ah.. so that’s the rumor.”
He had to ask. Now he just had to. “So, you’re aware of my… hatred for him?”
The Prefect would only nod. Honestly, Yuu was a bit shocked that his hatred even reached the point that even now he refused to say Neige’s name. “I… I didn’t know.” She awkwardly whispered.
“No one did. Something as… hideous as that, must be kept a secret.”
“Hideous? What, your feelings? That’s not hideous Vil.”
“It’s not beautiful either”
“It’s human, Vil. There’s nothing to be ashamed about either.”
“I wanted him dead, Yuu.” He fixed his posture, almost as if for a moment he forgot that he’s meant to be perfect. Because if he wasn’t perfect, if he wasn’t the fairest of them all- then what is he?
“What could you possibly know, Miss Prefect? How could you possibly hope to understand?”
His eyes. Bubbling up with a contempt Yuu didn’t know how empty out. And yet she didn’t have to. They faltered just as quickly as it erupted. He was too weak at the moment to continue with such a strong act. He knew that. Even now, Vil couldn’t last to the very end of such a scene.
Merciful Sevens, he didn’t even understand why he was being so uncharacteristically vulnerable in the first place. Was he truly that much of a mess? That weak that he’s falling apart to the first person that offers just a little bit of sympathy? How horrid. The last thing he’d ever want is to be pitied.
And yet he couldn’t find it himself to stop her.
His lips trembled, his own lipstick having faded. So deep in his mind, he’s even forgotten to reapply it. “I…. I’ve never felt uglier than I did today…”
He looked away from her yet again, as if the truth compelled him to look at anywhere but her. “And no beauty treatment washes this off. It never goes away. Why won’t it? Why should it?”
Yuu knew that it took a lot out of him. To admit something so foreign out loud.
In a sense, he was right. She has no idea how he feels, because they were his feelings. Not hers.
She closed her eyes and tilted her head down.
The young Prefect expected many things from this point onward, but she ruled it down quickly to two. One, he would leave without saying another word, forcing her to reflect in her presumptuous statements. Or two, he would keep scolding her for her assumptions and then he’d leave. Yuu was leaning towards the latter.
“I’m sorry”
It interrupted her thoughts. Stopped them completely.
This voice, it was so sweet. You’d almost think a melody would follow.
When she opened her eyes and lifted her head, she saw none other than Vil. He was bowing, trembling a little from the lack of strength. And to be honest, it almost scared Yuu.
It was all so raw. A complete far cry from his cold display before..
It was at this very moment that she understood something about Vil. Beneath all this beauty, all this shine and determination to reach towards a dream that most would deem impossible, there was him.
A Vil that fell in love with the cinema. A Vil that bowed on a little school theater stage and realized that this was the feeling that he wanted to feel for the rest of his life. A Vil that cries himself to sleep on harsh days and nights. A Vil that just wants to stay on the stage to the very end.
A Vil that’s fragile.
A Vil that is beautiful.
A Vil that is ugly.
A Vil that is so human.
Arms reached out and hugged him tight. Like a vice.
It was warm. And soft. As if the gentle wind, as playful as it was, forced a light pressure to his body
"I-... Why are you?..."
Her embrace felt suffocating. He was..
… at a loss for words.
He never realized just how small she was compared to him.
He never noticed how fluffy her hair was, and how it bounced so graciously with each step she took. It was well taken care of as well. Good. She was following his advice then. No. Not the time to think about her improved hair routine, no matter how proud he was of it.
When was the last time he’d been hugged like this? When it didn’t come from her father or for the purpose of a scene?
He didn’t know. And it made him melt even faster.
That scared him a little. He’s never fallen apart in front of someone so quickly. But Yuu seems to have that effect on so many others too. To experience it first hand was.. Well, it didn’t matter.
"I'm so sorry.. my dear" he whispered into her ear.
But for Yuu? She could have sworn that the room had gotten much warmer after that.
"It's okay.."
"No, I.."
"It's alright…" she persisted, slowly letting go as she felt him start to shift and move.
Vil said nothing, his gaze to the floor as he struggled a "Sweet dreams" and would start stepping away.
The Prefect would follow of course, but would stop him the moment he reached the door. With the sleeve of his uniform, she’d tug it and force him back a step, as well as to her height level. Vil obliged, expecting her to say something else, but-
"You've never looked more beautiful to me than now.” She smiled. “Even as you tremble, you shine… you're a gem I can't have, and I envy that about you.." Her voice was low. It was almost quiet. Like a forbidden whisper. As if she’s admitted a secret none were ever supposed to hear. But Vil couldn’t help but feel more glad that he heard it.
When opening the door for him, she showed him out, and said "Please go to bed now, you've done enough for today."
She would have stopped there, but..
She didn't know what it was. Maybe it was the light that perfectly casted onto Vil's skin. Maybe it was his soft breathing that she had the pleasure to hear at such a close distance. Or maybe it was his eyes that once again entranced her to think unthinkable things.
But whatever it was, it gave her feet the courage to step towards and push her perfectly shaped lips to collide with his cheek.
"...." He was… dizzy.
He felt dizzy.
He felt tense and unsure of where to go from here.
How did?..
Why did she?..
She pulled away, and whispered a comforting, "Goodnight" and walked back inside her door without looking back. The sound of the doorknob turning echoed for a moment. And once again, Vil was surrounded by silence. A warmer silence that covered him like a blanket.
"Ah.." There we go, that makes sense. He recognized this. A traditional greeting and goodbye from her homeland. That was all. Yes. That was all it was.
“I suppose I’ll chide her about this at another time.” He hummed, making a mental note about that. To confront the Ramshackle Prefect about the thin line between traditions and inappropriateness that she was playing jump rope with.
He tried to concoct a speech in his head. It was all for naught. Every sentence he tried to form in order to scold her, turned to mush.
That cheeky little goodbye kiss definitely took much longer than the regular goodbyes she’s done befo- Huh.
Wait a moment…
He stiffened a little, stopping suddenly in his walk back to his room.
He smiled again.
One last smile.
Such a devious little maus. Only further proving Rook’s title of a Trickster.
"..... Maybe not" He silently proclaimed to no one in particular, and left it at that.
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Author's Note
౨ৎ ˚。⋆ ⋆.˚౨ৎ ⋆ ˚。⋆୨୧˚ જ⁀➴  ˚୨୧⋆。˚ ⋆ ౨ৎ‧₊˚ ⋅ ⋆。˚ ⋆ ౨ৎ
I disappeared for a bit. I'm sorry :3
For more of my fanfics, go HERE to see my list of published fics (and other information)
Tee hee
Fun fact, this fic used to be for a friend at the time. That's why the story has a fem!Prefect instead of a gender neutral one. It was easier to take out details and stuff if I just kept the gender.
Changing this fic from a story that specifically meant to cater one person into a general story for a wider audience was a bit difficult. And it took me a while.
Still, hope you liked it!
More is on the way, no matter how long it takes (⁠人⁠ ⁠•͈⁠ᴗ⁠•͈⁠)
Thank you! Buenas noches! 💜
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nadas-dirthalen · 16 days ago
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It sounds petty but I don't feel bad about liking veilguard and getting what the game is trying to tell me after I read the nonsense that people say on why this game is bad, especially from that solavellan corner that seems to think that this game was made to slight them because it's not solavellan the reunion game. The romance that got a special ending 🤡, made to slight them...pls tell me ur joking.
Listen, pal. I am a Solavellan, and I agree with you here. Obviously I have nothing against the ship (because it's my ship, too), but I feel like frankly it is silly for anyone to expect that Veilguard would be a Solavellan game. With my writer hat on here, you just cannot expect that the devs will make a choice that will deeply anger 50% of their playerbase, when there are options out there that fit the narrative even better that don't cause that anger.
At the crux of that are two pillars that I believe make using Rook as a protagonist the best choice:
Your protagonist cannot know everything that's going on. The Inquisitor learned so much during Trespasser that I was able to predict a lot of Solas' backstory with a reasonable amount of accuracy in the weeks before Veilguard dropped. If the Inquisitor was the protagonist in Veilguard, their dialogue options would have to reflect that players are able to start the game knowing that information. Even in a direct sequel that follows a year after the preceding game, that is going to cause the majority of your playerbase to be completely lost while they play. We forget, on tumblr dot com, that most Dragon Age fans are not at all like us: they don't know the intricacies of the lore enough to be able to even know what their dialogue options are really implying. And BioWare is, unfortunately, a company that has to make money to keep itself afloat. They have to appeal to more people than just the ones here on tumblr dot com.
We needed to see an utterly diabolical side of Solas. For the ending to have any nuance at all, for the narrative to properly acknowledge and display that Solas was ever anything but a humble apostate, we had to not just hear about, but see firsthand that Solas can, in fact, be awful. That depth is what makes his character compelling in the first place. Without it, Solas would not come off as convincing in either direction: he would not be seen as an Evanuris in the way that the narrative tells us he is, and he would not be seen as this guy who is redeemable despite everything, because who he still is after all that horror can in fact be someone who is soft, who is kind, who is caring. If that side had been displayed in full to the Inquisitor, especially a romanced Inquisitor, their relationship would have been redefined. The person Solas was with the Inquisitor (be they friend or romance) would have been cheapened, if not outright ruined. Could you imagine if Solas had lied about Varric's death to his vhenan? The friend they both had? Could you imagine if Solas betrayed his vhenan and locked them in the prison of regret without second thought? Nope. Noooope.
That's why I love Rook as a protagonist. The next iteration of Hawke: just a small cog in the machine, one person affected by Solas' actions (the blight, the Veil thinning, the dwarves, being mortal at all—take your pick). An underdog with the odds stacked against them, who is unequipped to deal with those many betrayals and gets through with the help of their companions. That's the angle to Solas that we needed.
To say nothing about how amazing I feel the parallel with Rook grieving Varric versus Solas grieving Mythal truly is.
I am happy we got an ending, because Solavellan did not get the chance to conclude in DAI, and I feel like the Solavellan ending added something meaningful to Veilguard. But I am happy we got exactly what we did, and not all that much more, because I really enjoy all the room that leaves me to write in my own headcanons into the spaces left. >:)
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