#cw for character death
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amarcia · 1 year ago
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19 BBY, Cirz and Enah are coming back from a mission.
21 pages, one-shot, the rest is under the cut:
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mostrovskaa · 2 months ago
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Chapter I: Death foretold. Lechior, an ancient warrior of olden tales believed to be cursed into the body of a beast as punishment for his pride, was doomed to a certain death from the moment his human body morphed into the body of a creature. On the dreaded day, his corpse became a blessing for one lonely and strange, forest-dwelling hermit.
(A first little snippet of the story of my ocs. I'd like to finally reveal it in a few parts, as I've been working on it for a very long time and wasn't sure whether to post it. Excuse my shitty writing - it's just trying to set some mood.)
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megahertzmaroon · 7 months ago
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Fool’s Paradise /// Loop
Special thanks two my friends Carol (cowsaresushi) and hatch for helping out with this comic!
Here’s the song that partially inspired the thing.
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sunnymainecoon · 11 days ago
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Dust had difficulties killing Papyrus smh..
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ninamodaffari · 1 year ago
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So happy to finally show off my final piece for the Tome of Pacts zine I feature in.
This is Hagne, the Herald of Rot, and faithful servant to her Patron, Cicardia. Her look was inspired by several things -- death masks, pomegranates, worn bronze, flies and centipedes. The butterflies she carries feed on death and decay. Hagne herself felt the cold embrace of the grave, but was blessed to find herself given another chance. She will not fail.
I am so honored to have been a part of this project, and this is one of my favorite pieces to date. I hope you guys enjoy it as well. :)
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felassan · 2 months ago
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Matt Rhodes: "Some "Non-Standard Game Over" slides from Inquisition. -Red Templars win -Kicked out of the Winter Palace -Inquisitor possessed -Inquisitor dies" [source]
Art by Matt Rhodes
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frosted-co0kies · 5 months ago
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been really into tsp lately (for the third time). i think they would be friends
(also full unobscured narrator text is in alt)
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kodasea · 12 days ago
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Good fishing
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ym523 · 3 months ago
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I had a render of this from a while ago, but decided to do a little animation instead. Inspired by this song/chorus ❤️
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ao-xingyume1987 · 4 months ago
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( x )
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canisalbus · 10 months ago
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I keep imagining Vasco finding Machete dying, covered in blood and he's just there, helpless. I think he'd try to yell, ask for help but no words will come out, only a broken howl. Maybe it was a nightmare and he wakes up panicked, his hands and chest full of blood from Machete's nosebleed.
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dcartcorner · 28 days ago
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That's Not Funny!
i know.
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lynxgriffin · 7 months ago
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Eldritchrune - Knock You Down!!
1 | 2
Story Setup Eldritchrune Masterpost
Queen tries to get to Kris with some psychological torment, but Kris pushes through, and the Fun Gang wins! Berdly is also recruited to the team...for better or for worse!
Aaaand yay, this part's all done! Definitely one of the most complex so far, but also satisfying to do a real boss battle!
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stellewriites · 22 days ago
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very much inspired by a post i’ll link at the bottom to avoid spoilers
i love putting john price in situations
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simon had known price for over a decade, had served under him as his lieutenant for a good portion of it, so he was pretty confident in answering yes when asked if he thought he knew the captain well.
he could acknowledge he wasn’t as close as say laswell may have been, but he knew that price’s wife was not common knowledge around the base either.
he’d pieced it together over the years on missions; catching the odd comment shared over coms; the glint of a ring around his neck; the odd teased mention of her when they sat in the rec room after barely scraping through a tough spot, when price needed the company as well as the silence ghost offered before returning to the real world.
it was how simon knew the sergeants were staying when price let slip about her one day. because he doesn’t let anything slip, wouldn’t, especially about her.
“got anyone at home waiting for you, sir?” gaz asked as he sighed impatiently over the coms, hour three of silently waiting and watching had finally gotten to him.
“i do,” price said simply, not offering any further information. ghost could imagine the amusement tugging at his daft facial hair as price refused to continue without prompting and simon smiled under his mask when he heard johnny scoff next to him before chiming in.
“c’mon sir, give us a wee bit more’n that,” he weedled. “when’d ya meet? is she nice?”
john hummed, the sound low and crackly over the radio in their ears. “met when i moved.”
“oh, a real meet-cute type thing, eh?” gaz teased.
john ignored him. “wouldn’t say she’s nice, soap. she’s more than that. ‘nice’ is your aunt’s new wallpaper; you have permission to shoot me point blank if i start calling her nice.”
“what is she then?” ghost piped up. this was the chattiest john had ever been on the subject and he was going to take advantage.
john went silent for long enough that the three men thought that was it, the end to their sharing session and knowing more about their captain outside of work. simon chewed the inside of his cheek.
“she’s devoted,” john whispered finally before his voice firmed. “heads up, team, movement 2 o’clock. anyone got eyes on the target?”
it was months later when she was brought up again, the team thinking. nothing of it until price’s phone pinged in his pocket enough times to pique johnny’s interest as they prepped to leave.
“that the wife, sir?” he asked.
john huffed, didn’t bother checking his phone as he turned and shook his head. “she’s clingy, but she doesn’t bother me when i’m at work.”
“how’d you know?” gaz asked. “could be an emergency.”
“‘n’ how’d you get her to agree tae tha’?” soap followed up quickly, having had issues with his own flings petering out when he was distant and slow to reply.
“been with her long enough now it’s routine,” john said simply. he checked his weapons before heading for the exit. “helo in 5, be air ready.”
the mission had gone to shit, and they were stuck hidden in a building that looked like it was 10 seconds away from collapsing under a brisk wind when ghost finally felt his patience snap.
it was no one’s fault, but being stuck in another country with no back up and a target on their backs for an extra three weeks wasn’t ideal and johnny’s insistence on playing cards at every opportunity to keep his idle hands and mind busy combined with gaz’s tinny whistling had made for the perfect scenario to grate on simon’s patience quicker than anything else ever had.
“tell us about her. ya wife,” simon asked, his gaze slipping across to john, watching him pick at his nails. his cuticles were red and raw from four days of agitated fidgeting since they’d ran out of cigars and cigarettes. every so often simon caught him pat his empty pocket before he’d remember and huff heavily through his nose like a bull.
john closed his eyes at the mention of his wife and sighed. he started his description without protest or hesitance. “shes soft spoken. christ, you’d hardly know she was there half the time, she’s so quiet. but she’s firm. stands her ground no matter what,” he chuckled. “don’t think i’ve ever won an argument against her.”
kyle laughed and ghost closed his own eyes, trying to picture what he thought the captain’s wife might look like. pretty certainly, but was she tall, plump, did she have an endearing gap between her front teeth, did she keep her hair short or long?
“she’s a bit of a homebody,” john admitted bashfully, unaware of simon’s drifting thoughts. “but i can’t say i mind it.”
“not wanting to leave the bedroom much when yer back?” johnny joked, hissing when ghost punched his thigh.
john just smiled placidly, eyes still closed. his eyebrows pulled down as he gushed, “god she’s gorgeous in red. wears it every time i come home.”
“lucky bastard,” gaz huffed.
“yeah.” john nodded and finally opened his eyes. “yeah, lucky.”
“you’ll be back with her soon, cap,” gaz reassured him when he saw price swallow thickly.
“thanks, gaz. now who’s taking first watch tonight? soap?”
john was quiet on the plane ride home, not unusually so, but ghost noticed the difference all the same.
he was pensive perhaps, worried what his wife would say when he finally got home a month later than scheduled, uncontactable the entire time. ghost could understand to a certain degree that john would have more important things on his mind than what his three subordinates were going to do as soon as they stepped foot on home soil, so he didn’t push when john ignored the few threads of conversation thrown his way by their younger sergeants. instead he nodded when john said a quick goodbye as they all parted ways in the airport.
simon could only assume john was the same all the way home in the cab that dropped him outside of his little three bed house.
he didn’t see however how john hesitated at the door to his home that evening. how he gripped the front door keys tightly in his fist, shook as he stared down at his feet instead of letting his eyes drift and catch on the windows, and felt as though he could crack a tooth from how hard he was clenching his teeth.
he finally opened the door when he thought the neighbours might begin to get worried and stepped inside, flicking on the lights as he went.
it wasn’t until he got to the kitchen that he found her.
stood bare foot, silent, eyes wide and pleading, blood seeping - always seeping. would it ever stop? would the blood ever end? - through her white pyjama top, his top that she’d borrowed for the night, and trickling down her bare legs.
her mouth opened and she visibly struggled for breath, but no sound escaped even as her tongue wagged on the floor of her mouth, lapping at the backs of her teeth as all words escaped her.
he swallowed back bile.
“hello, sweetheart,” he choked out. “sorry i’m late.”
the blood pooled at her feet, the panties she wore were seeped a dark purple from the viscus liquid dying the dark blue material and the shirt stuck to her front. john had remembered loving seeing her like this in a morning, had always thought she looked best in as little clothing as possible.
“i know you hate it when work keeps me busy, but it was unexpected. we were caught—“ a high screech, not dissimilar to that of a whistle that only a dog could hear, pierced through his ears and cut his words short. he curled in and covered his ears, but he knew it would do no good, he should’ve known better than to talk about work around her.
not after what had happened last time he got back late after overtime.
tears prickle at his eyes and the sound abruptly stopped. he’d never questioned why it seemed to be only him that could hear her protests, why his neighbours never mentioned a shrill cry every so often from his home. he had always said she was made for him and that had apparently translated literally into the afterlife.
he looked up at her again - it was best not to ignore her he found. it only made her angry.
“it won’t happen again,” he promised wetly. “i did my best to get back as soon as i could, i promise, sweetheart—“ he choked on his words, biting back a sob. she watched unblinkingly, silent except for the wet squelch of her feet on the laminate.
they both knew he wasn’t apologising for being late this time. he got like this sometimes, when her agonised face and mangled body was too much to bear after a long mission and the guilt bore down like a physical presence.
he couldn’t help but think if he’d gotten home even just an hour earlier he might’ve been able to save her, to have kept her company instead of leaving her on the floor alone and cold, maybe he could have caught the bastards that had hurt her while he was still travelling back from deployment after agreeing to hang back and finish his paperwork there and then instead of emailing it across.
he reached a shaking hand forward and blew out a ragged breath when his hand met nothing but frigid air. but when he brought his hand up to his face he could smell the copper tang of his dead wife’s blood on his skin. the stench unwashable, cloying, but if he concentrated hard enough it ever so faintly smelt like the vanilla perfume she used to wear.
“was telling the lads about you, love,” he forced an empty chuckle as he walked around her to the kettle and went through their usual routine. “think they might’ve fallen a little in love, not that i could blame them.”
he ran a hand over his face and gave himself a moment to let the tears fall as his palm hid his eyes. her silence was the worst part of it all, but he could see the glaring red of her in his peripheral when he dropped his hand to the counter.
it wasn’t pretending his wife was still alive if she was right there at his shoulder, was it?
“looks like i’ll need to grab you some more pg tips, sweetheart,” he said and poured the boiling water into two cups, sparing a glance over his shoulder at his wife. “we’re almost out.”
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meruz · 11 months ago
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i watched kore-eda's recent film Monster this past week and i truly.. cannot stop thinking about it. maybe my favorite kore-eda film yet
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felassan · 6 months ago
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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