#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 · 6 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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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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ym523 · 2 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 · 9 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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captainmera · 3 months ago
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"ℙℍ𝕀𝕃𝕀ℙ---!!!!"
ᴬⁿᵈ ᵗʰᵉⁿ ˢʰᵉ ᶜᵘʳˢᵉᵈ ʰ���ᵐ ᵗᵒ ʳᵒᵗ.
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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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dcartcorner · 11 days ago
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That's Not Funny!
i know.
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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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39raccoons · 9 months ago
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i might’ve missed valentine’s day but it’s never too late for doomed yuri
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loudclan-clangen · 1 month ago
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Loudclan - Moon 29: Part 2
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Back in camp, the warm weather gives the healers a chance to relax, and puts Wildfirecry in a particularly good mood, reminding him of his former home in Forestclan, far to the south.
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Wildfirecry takes Songpaw out to look for Fiercestripe's patrol. Along the way they discuss what's really been on Songpaw's mind.
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The scent of blood sits heavy in the still air. With Songpaw sent back to camp for help, Wildfirecry steels his nerves and rushes ahead, prepared to join the battle against whomever had made the mistake of tresspassing onto Loudclan's territory. As he neared the Loudclan border, though, it became clear that the battle was long finished.
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Fiercestripe, Chumtail, Dogwoodmoth, and Dashpaw were killed in the rogue attack, taking 4 of their attackers with them. Rosehiptree managed to survive by staying hidden in the bushes, but she is by no means unscathed. Loudclan is devastated by this event, and will need time to mourn, but on the other side of the valley, three trespassers thank the stars for whatever might have delayed their pursuers.
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[...so ... how are we feeling about this one, folks? bad? yeah, I feel bad. full disclosure, if Eklutna dying was the moon that I decided I wanted to keep playing Loudclan, this was the moon that almost made me quit. I was and continue to be DEVASTATED by losing these guys, Fierce, Dogwood, and Chum were some of my all time favorites as I played and I fell in love all over again writing their stories here. (Sorry Dash, you just weren't around long enough for me to get attached.) In game technically Fiercestripe died of heatstroke, but since it was the same moon as the rogue attack this felt like a much more fitting way for her to go. Anyway, I think one more part should wrap up this moon, and my deepest apologies to you all.]
First Moon
Next Moon
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felassan · 5 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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