#most of the elven lore I doubt it was so much a character choice as it was just making room for Other Shit
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lliquidllyrium · 8 days ago
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People acting as though the mod that allows for the hardened romance doesn’t mean the voice acting for it was already there…hello? Is anyone home?
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time-to-write-and-suffer · 3 years ago
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I wouldn't mind that post on VNs!
So I was gonna write three different lists, but then after writing the first part I realized this is very long and takes a while to write and nobody cares anyway so I’ll just post my recommended list only. Well, I mean, you asked, but I doubt you wanted all this lol. Thank you for giving me an excuse to talk about this stuff, though. Hope you enjoy my ramblings!
An explanation for what this list is: Sometimes I know a game isn't perfect in many aspects but I still had a genuinely good time playing it, hence why I'm recommending it. Also I should mention that I could talk for hours about some of these games so if anyone’s curious about more of my thoughts, let me know.
Alright, now that that's out of the way ...
How to Take Off Your Mask / How to Fool a Liar King / How to Sing to Open Your Heart (f/m): This is a trilogy of smaller, single-RO games where you can take one of two routes depending on how you act, and they’re all interconnected where you get to meet and interact with the previous games’ characters in the sequel games. I went into this expecting very little but what I got blew me away with how funny, charming and cute the games were. They don’t take themselves too seriously, at one point an angsty male character monologues deeply about some shit, and another one just slides into frame and starts mocking him. It was so fucking funny, holy shit. Also, a central theme is literally racism against catgirls? Which is monumentally stupid, and probably the games’ main flaw, especially in the final game where it pairs up a catgirl with a catgirl racist, but that one still ends with a literal bisexual queen literally making a man her malewife because she fell in love with his cooking, so like ... It speaks for itself. My favorite game of the three is the second one, where you get to play a punchy fake catgirl and romance a pink-haired prince. And honestly, all the female protags in these games are lovely and a breath of fresh air, and the male characters are fun and not abusive assholes either. There’s full Japanese voice acting, and two out of three female protags are literal catgirls who pepper in “nya” and “mya” into their dialogue, and it’s just treated as a quirk of their catgirl race. I AM NOT KIDDING. Yet somehow it never comes off as cringe, because it doesn’t take it self too seriously. These games are just cozy. That’s the only way I can describe them. Cozy and hilarious. Play them yesterday. Dream Daddy (m/m): Man tumblr did this game dirty. This is just a cute, wholesome daddy dating simulator with gorgeous art. Coming out on Top (m/m): So you know Dream Daddy? What if it was EXTREMELY, MAJORLY NSFW? Though I realize how bad the comparison really is, the only thing these games have in common is that they’re gay dating sims and don’t have an anime art style and oh, yeah, they’re both really well-written. Or at least, extremely funny. COOT (heh) is DDADDS’ horny older cousin, and I first encountered the game on a lesbian letsplayer’s YouTube channel. Yes I watched a lesbian play a gay porn game and it was GOOD. I was there for the cringe and fun and got surprised by how genuinely funny and sometimes actually touching the game was. I can’t give it my universal endorsement because it’s not a game for everyone, as I said, it’s extremely NSFW and the menu theme literally includes the singers screaming “SEX SEX” at the top of their lungs. There’s more to this game than the porn, but there’s just so much porn. It can be censored in the settings but it’s unavoidable. However, I still think it’s worth a look just because of how funny it is and how charming the characters are. If you don’t want to play it yourself, at least watch Anima’s playthrough of it. It hasn’t aged super well in some spots but I still go back to it every now and then. Akash: Path of the Five (f/m): This game markets itself as a more “professionally produced” western dating sim, and that’s accurate in some superficial aspects. The game is pretty poorly written, but it’s absolutely gorgeous and has really good English voice acting by actual professional voice actors. The premise is quite self-indulgent, but I genuinely respect that about it. You play as the only female elemental in a village with only men, and all five of your classmates want a piece of you. It’s clear the writers have put some thought into the lore and worldbuilding of this world, but barely any of it comes through in the actual writing and plot, which is basically just a vehicle for you to get together with your boy of choice. The ROs aren’t very well-developed either, and the plot is the same in every route with only minor variations depending on which guy you pick, up to the point where the protag has the same voice lines in some parts regardless of which guy she’s talking about. It also has one extra half-route that’s so bad and pointless I genuinely wonder why they wasted resources on making it instead of spending a bit more on the writing/adding some variations to the main plot. So why am I recommending this game? Well, it’s pretty, and it sounds nice. This game is a himbo, gorgeous but dumb as rocks. Enjoy it for what it is. I know I did. Get it when it’s on sale, I think if I hadn’t gotten it at half-price I would’ve felt a bit more cranky about it. Also Rocco is bae. Mystic Destinies: Serendipity of Aeons (f/m): Yes that’s the full title, no I don’t know what it means either. You may have noticed how most of the games so far I’ve enjoyed because they don’t take themselves too seriously? Well, this one does. It takes itself SO FUCKING SERIOUSLY. Like, way too seriously. It’s a little embarrassing at points because baby, you’re an urban fantasy dating sim. Calm down. But the game has gorgeous art and 3 out of 5 routes are very good. The last route, the one with your teacher, is both the most problematic yet somehow the one that breaks down the very concept of a dating sim within its own narrative (yes, this shit gets fucking META) and it got so wild at the end that 1) I still listen to the soundtrack for that route and 2) I still remember it to this day despite finishing it ages ago. My favorite route is Shou, he’s a sweetheart, but the mindfuck route is so buckwild that I think the game is worth playing just for that. There’s also a route that’s like a neo-noir mystery? I Do Not Know. This game is many, many things and it does them so sincerely and tries so hard, you can’t help but respect it. It doesn’t always stick the landing but man, just let this thing take your hand and wax poetic at you for a bit. Also get this one at a sale because it’s very expensive to get the full version. I got it for 9 bucks on itch.io and I felt that was a fair enough price, I’d say I wouldn’t have minded paying more for it because there’s a lot of content to enjoy and/or be baffled by. Arcade Spirits: This one’s a bit more weird from what I recall, and I honestly couldn’t tell you much about it, but I remember having a very good time with it and recommending it to a friend when she was going through some tough times and she said it made her feel better. I remember it making me feel better, as well. This is a VN about an arcade and the ROs are wonderfully diverse, with very real human conflicts that get explored in each of their routes. It can get quite existential and heavy at times, but in the end it’s a kindhearted game that I think everyone can enjoy. The main character was also, how you say, mood. It’s a game about getting possessed by a video game and then learning self-love. Ebon Light (f/m): This one’s free/name your own price on itch.io so go play it. It’s a weird plot where you play as a girl who ate an elven relic? And then the elves kidnap you because you’re the relic now. All the ROs are extremely pasty (like, literally white, as in literally the color white) dark-haired elves, except for one, who’s an extremely pasty blond elf, so ... diversity? I honestly don’t know what this game is aside from unique. I used to be a bit put off by the art style but now I think it contributes to the general atmosphere. It’s a weird game that technically doesn’t do anything groundbreaking but still left an impression of “huh. weird” in my mind and I think more people should play it. The ROs are all pretty generic dating sim archetypes but done well, with bonus points to Duliae who’s just a massive creep and I love him, and also Vadeyn who’s the only bitch in this house I respect. The worldbuilding is honestly a bit buckwild and I can’t give enough credit for how unique the elves’ culture is in this game. Definitely give it a go. Hakuoki: Kyoto Winds / Hakuoki: Edo Blossoms (f/m): These two are newer releases of an older Japanese visual novel. I wouldn’t call it a dating sim, it’s ... it’s more of a super depressing historical fantasy epic with some minor romance aspects awkwardly wedged in. It’s seriously some of the heaviest and most grimdark shit I’ve ever played in a VN/otome. I don’t understand why it’s a dating sim, it doesn’t read like one, it’s just historical fantasy based on real world events with characters based on real people, and they kill and they die and they grieve and they suffer. The games are literally about the downfall of the Shinsengumi, there’s no way of avoiding everything going to shit and you get to watch and be in the middle of it all as they struggle to stay alive and relevant in a world that doesn’t need them anymore. And there’s the protag in the middle of it all, being useless and submissive and bland just the way the usual otome protag is. I don’t think these games are necessarily fun, and the romance is certainly a lot more downplayed and deeply problematic just based on the age differences alone with some of the men, but the sheer amount of horror and sadness in these games make them stand out above its peers. It’s like watching a war movie. Since most of the characters are based on real people, they feel like real people instead of the usual otome archetypes, and they are so, SO flawed, it’s interesting to just watch them deal with the shit the world throws at them. It’s an Experience, and if you’re up for it, I think it’s worth the time. Cinderella Phenomenon (f/m): This game is free on Steam so go get it. You play as a really, genuinely shitty princess who gets cursed to be poor and forgotten and she has to help one of the ROs break his fairy tale curse so that she can learn about being a good person herself and return to her normal life. This game doesn’t look like much, but it has a genuinely well-written main character who’s actually at the center of each of the stories and in the overarching plot instead of just being around to make eyes at the real protagonists, aka the love interests. Aside from the main character, my favorite part of this game’s writing is how each route slowly but very smoothly expands upon the overarching intrigue. If you play them in a certain order, you get more and more info revealed to you that you didn’t see in other routes, gaps are filled in as you find out more about what actually happened and why, but every route also stands on its own as a full experience and none is more canon than the rest. There’s also some really heavy emotional parental abuse explored, which I found quite potent at times. The romances themselves were alright, I think Karma and Waltz were my faves.
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theharellan · 4 years ago
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THE POSITIVE & NEGATIVE; Mun & Muse - Meme.
fill out & repost ♥ This meme definitely favors canons more, but I hope OC’s still can make it somehow work with their own lore, and lil’ fandom of friends & mutuals. Multi-Muses pick the muse you are the most invested in atm. tagged by: stolen from @dansiere tagging: @ghiassan, @deathsreflection, @altuspavus, @windrunnerrs (velanna), @hopewrought, @willbeshot, @seahaloed (iron bull), @asterfed​ (noctis), @ anyone who wants to steal it! also multis feel free to choose a different character
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My muse is:   canon / oc / au / canon-divergent / fandomless / complicated (i’m open to roleplaying with non-dragon age characters, and have AUs for other fandoms)
Is your character popular in the fandom? YES / NO. solas is both wildly popular and wildly hated. he’s been more consistently popular than the controversial women in the series, like sera or vivienne, who have only recently begun to get to the point where their tags are less vitriolic (although i’m sure it’s still out there), but there’s still a sizable hatedom that can’t have his name breathed in their vicinity w/o them talking abt how much they hate him. even if you’re currently cosplaying him!
Is your character considered hot™ in the fandom?  YES / NO / IDK. again, you have ppl who are super into him and ppl who think he’s ugly. my personal opinion is that i think he’s weirdly pretty, and wish ppl would commit more to his unconventional features rather than try to chisel him into sb more traditionally attractive and that ppl who don’t find him attractive would maybe chill w/ calling him ugly. find him unattractive by all means, but lets embrace the fact that inquisition let their love interests have skin flaws etc and accept that some won’t be our cups of tea.
Is your character considered strong in the fandom?  YES / NO / IDK. its hard to deny at this point tbh.
Are they underrated?  YES / NO / IDK. frustrating as the hate in the tags he has enough fans that i couldnt say he’s underrated w/ a straight face.
Were they relevant for the main story?  YES / NO. he’s the reason the game starts with a bang and not the inevitable dissolution of the conclave b/c the sides are disparate.
Were they relevant for the main character? YES / NO / THEY’RE THE PROTAG. regardless of solas’ relationship with the inquisitor, there are parallels and contrasts in their stories and he also is the reason they survive inquisition.
Are they widely known in their world? YES / NO. fen’harel is well-known and revered, if feared, among the dalish, yet at the same time he’s not remembered for a lot besides locking the gods away-- and the context of that decision has also been lost. as solas he’s relatively unknown until inquisition and especially trespasser.
How’s their reputation?  GOOD / BAD / NEUTRAL. again, polarising!! he has loyal agents and people are willing to speak well of him despite everything, including his enemies sometimes (depending mostly on the inquisitor). 
How strictly do you follow canon?  — generally i try to have a canon basis for my interpretation, even if i interpret the text differently than the author.
SELL YOUR MUSE! Aka try to list everything, which makes your muse interesting in your opinion to make them spicy for your mutuals.  —  solas is an immortal who is simultaneously jaded and very much invested in the small moments of life. far from being weary of the day-to-day lives of ordinary people, it is systems and orders he is most tired of. he walks an interesting line that feels far less misanthropic than other immortal characters i’ve experienced, yet still he’s quite cynical. as a character who has fought against religious based tyranny before, but in a completely different era, he is in a unique position where what he sees around him is both horrifyingly familiar and yet completely new. it allows an exploration of the wrongs of thedas’ society from an outsider’s perspective. his motivations are complex and multifaceted, often condemnable and yet also understandable. his character arc in inquisition (if befriended, or regardless in the case of my solas) takes him from a dispassionate, disconnected antagonist to someone deeply invested in the people of thedas, deeply conflicted and actively hoping he will be proven wrong again. i think his story is a testament to human (or elven, or dwarven, or-) connection and how even when we resist we can’t resist creating bonds with the people in our lives. i personally see this bond going beyond the inquisitor hence why i play low-approval solas as conflicted as high-approval, if not when it comes to the inquisitor.
Now the OPPOSITE, list everything why your muse could not be so interesting (even if you may not agree, what does the fandom perhaps think?).  —  solas is selfish and motivated solely by revenge, he’s clinging to a past that clearly no longer exists, if you ignore all the people from it who are still alive. he’s totally unaware of all his flaws and never owns up to any mistakes ever. no, i haven’t listened to a single word solas has said in my life why do you ask. he’s also critical of my faves which means he’s #cancelled, there is clearly no validity to what he’s saying. ksjdf no but in all seriousness i think a lot of reasons ppl don’t find solas interesting are just... weird readings of his character that sometimes have no basis in the text of inquisition, but also there are plenty of perfectly valid reasons to not find him interesting. usually those ppl don’t like... talk abt how much they don’t find him interesting constantly tho. they just chill and aren’t invested in this particular villain. for one thing i think the game missed out on opportunities for exploring how someone who may not have even had a body at the beginning of his existence would feel about gender and sexuality, so making him presumably straight and cis was a boring choice. i also think that the dragon age games being very protagonist-centric hurts solas’ character, there’s no real reason why the inquisitor is the only one who can throw his plans into question but making the player the center of the universe means he’s not allowed to change due to the effects of other companions or NPCs. thank god this is rp and i do what i want.
What inspired you to rp your muse?  —  i have a history degree so when the inquisition companions were being teased, solas describing bias in primary sources from the memories he’s seen got me interested in him. but my first playthrough i didn’t actually take him with me all too often, i think my main party was dorian-blackwall-varric. i liked him, and i think he or dorian were my first friends in skyhold, but my initial interest was in other characters. between his dialogue that appealed to the historian in me tho and how his spirit opinions sort of turned everything i’d felt about spirits in the last two games on its head, i started vibing with him more the farther i went in. like merrill set me up for the “spirits are people” thing and solas hit it out of the park. then temple of mythal happened, and i did bring solas with me there. i found his dialogue fascinating and also suspicious, i’d just finished masked empire like the day before da:i came out so i definitely thought solas was an ancient elf in the same vein as felassan. it was after temple of mythal that i actually decided to make his blog, although like as one idk linchpin to cement my status as solas trash... i was hit BAD by the banter bug on my first playthrough, probably got like a dozen banters total. but then at some point late in the game i took solas to the forbidden oasis and he wouldn’t stop talking to people, and i really loved his banter with the rest of my party at the time.
What keeps your inspiration going?  —  replaying inquisition, new DA content when the bioware gods deign to grant us a lifeline, but the biggest thing is my rp partners. i wouldn’t be here if it weren’t for the people i write with, new and old. my activity of late hasn’t been the best, work and the summer heat has really been sapping me of energy, and does even during years when we aren’t going through a pandemic. but it’s the thought of my rp partners and love of solas that keeps me coming back.
Some more personal questions for the mun.
Give your mutuals some insight about the way you are in some matters, which could lead them to get more comfortable with you or perhaps not.
Do you think you give your character justice?  YES / NO / I SINCERELY HOPE I DO? i have my doubts sometimes, but i think i do ok.
Do you frequently write headcanons?  YES / NO / SORT OF? there is no headcanon too small for me.
Do you sometimes write drabbles?  YES / NO. but not lately * gestures to the low activity * i’ve been in this cycle where i get anxious abt late replies, so prioritise them, then burn myself out and can’t write the fics i want. i’ve had two i’ve been DYING to write tho i just... need to find the space in my brain to let myself.
Do you think a lot about your Muse during the day? YES / NO. i mean it depends on the day. if i work closing shifts at my store it gets very quiet and boring around 8:30 so i spent the next 90 minutes thinking about character stuff.
Are you confident in your portrayal?  YES / NO / SORT OF? 
Are you confident in your writing?  YES / NO / SOMETIMES. 
Are you a sensitive person?  YES / NO / SORTA.
Do you accept criticism well about your portrayal?  —  i’m going to say ‘no’ because like, i don’t ask for criticism. this is a hobby based on my interpretation of a character, if you think i write solas too soft then you’re welcome to think that, but i’m happy with the balance i’ve struck with his internal versus external behaviour and how he changes based upon who he’s speaking to. if you think i’m erasing straight people by making solas pan then ksjdfs. ok.
Do you like questions, which help you explore your character?  —  yes!!! even if they retread ground already trodden, a) my interpretation may have adjusted since the last time i played or b) a reminder is nice. if it’s new stuff then it’s fun to think about.
If someone disagrees to a headcanon of yours, do you want to know why?  —  it’d depend on why they disagree. if they just disagree on a subjective opinion about what i took from a certain line, then they’re welcome to their opinion but i don’t necessarily care to hear it. if it is unintentionally hurtful then i would like to know. although rather than a comment i’d rather a non-anonymous message.
If someone disagrees with your portrayal, how would you take it?  —  same as the above.
If someone really hates your character, how do you take it?  —  if they’re vocal about it i typically just unfollow / softblock if i was following in the first place. people can feel how they want about solas, but i’ve found over the years that if people really hate solas ooc it can often bleed into their ic interactions. it’s really weird seeing your character being brought up repeatedly in threads with others specifically to dunk on, for no reason other than i guess solas is living rent free in their heads, so at least we have that in common. but anyway unfollowing is just the best choice to avoid getting kinda pressed if i’m having a bad day.
Are you okay with people pointing out your grammatical errors?  —  roleplay is the wild west of writing, so i think it’d depend on what the error was. coming at me like “you shouldn’t start a sentence with a preposition” would get a laugh, but i don’t edit my replies much if at all and mistakes will 100% happen. pointing out typos is chill so long as you do it politely.
Do you think you are easy going as a mun?   —  it depends! i’ve learned that being too easy going actually just means i’m subjecting myself to negative emotions to please people. so i’ve gotten less easy going as the years go by. how does one define “easy going” anyway? does asking that question mean i am objectively not easy going? the longer this thought goes on the more the answer seems to be “probably not,” but i like to think it could be a lot worse.
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in-arlathan · 5 years ago
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Elenara Lavellan
Elven rogue and archer, specialized as Artificer
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Hunter of Clan Lavellan, Inquisitor and Comtesse of Kirkwall
Finally, I managed to update Elenara’s profile and biography. Yay me! I wanted to do this for the longest time. The first iteration of her biography was rather short and I have developed her character since then a lot more through little posts here on Tumblr and fanfiction. I didn’t even know how many head-canons I had for Elenara until I started writing this. This made it so much more fun (and challenging).
I hope you enjoy reading this, although I know this a big reference post for myself for the most part. If you wanna know more about my Lavvelan, you’ll more posts about her via her tag.
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PROFILE
Full name: Elenara Lavellan Race: Dalish elf Class: Rogue, archer Specialization: Artificer Nationality: Free Marches Religion: Elven gods
Biometrics
Age: 32 (in 9:41 Dragon) Eye color: Green Hair color: Blonde Height: 1,55 m / 5,1 feet Weight: 43 kg / 86 pounds Vallaslin: Dirthamen Scars: Two facial scars (left eye, left side of her jaw), one on the lower back (from an arrow), two on the abdomen (from stab wounds).
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CHARACTER TRAITS
Positive: Empathetic, patient, and open-minded. Negative: Too trusting, tends to avoid confrontations, prone to procrastination
Motivation and goals
Elenara is driven by the desire to understand–be it politics, history or people. She always looks for the why and goes out of her way to see the world from other people’s perspective. Her goal is to create a world in which the people of Thedas can learn to co-exist peacefully.
Strengths and weakness
Due to her empathetic traits, she is a good mediator and knows how to broker a deal between different parties. She can make everyone feel valued and appreciated and thus build strong alliances between parties that would otherwise be at odds with each other. This strength is also the source of her greatest weakness. Her trustworthiness and forgiveness can be exploited by different people. Oftentimes, Elenara will not know that she has been betrayed until it’s too late.
Special abilities
She is a hunter first and foremost, skilled with the bow as much as a blade. As a young woman, she would learn how to mend old armor and sow new clothing. Her talent with a needle became useful when patching up injured hunters in the absence of a healer or medical professional. She is used to closing her own wounds, even if they will leave a scar.
Dreams and aspirations
As a young girl, she would dream about going to visit the Grand Tourney. As she became older, she aspired to attending a university to further her studies and be up-to-par with human scholars.
Best friends and confidants
With the Lavellan clan: Deshanna, Erendir and Almaril With the Inquisition: Varric, Dorian and Cassandra
Likes, dislikes and other preferences
Loves roasted chestnuts
Likes to sleep in open fields
Enjoys being alone in the woods,
Can spend hours on end daydreaming
Despises human shoes, but has a nack for make-up. Lipstick, especially.
Red is her favourite color
Nicknames
While the faithful called her “Herald of Andraste”, she never took much liking to the title. She prefered the nicknames given to her by relatives and friends like Nara (used by members of her clan), Aunt Ell (by the children of her friend Erendir), as well as Inky or Boss. After the Exalted Council, Varric would start to call her “Comtesse”⎯an ironic reference to the informal title she owned thanks to him.
→ You’ll find her biography (plus screenshots) behind the cut.
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BIOGRAPHY
Early years
Born in 9:09 Dragon as the daughter of the former First Hunter of the Lavellan clan, Elenara learned how to provide for herself and her kin at a very early age and became a fairly skilled archer. With a gift for crafts and needlework, she would often create new clothing or armor of her fellow hunters and help their healers tend to the wounded.
After the death of her father in 9:22 Dragon, she became fascinated with the lore and history of Thedas. More often than not, she would wander away from the camp to search for old ruins, until the keeper decided to provide Elenara with books to study instead. From then onward, the young hunter would craft new clothing to sell in the various cities in the Free Marches to pay for her education. 
When coming of age, she decided to have the vallaslin of Dirthamen, keeper of secrets, tattooed to her face, as she felt drawn to the past of her people and the secrets it might hold. At the age of 31, she was knowledgeable about history, politics and the culture of various nations, which made her the perfect candidate when it was time for the keeper to choose a clan member to witness the conclave at Haven.
Although she deeply cared for her clan, only a few members ever got close to Elenara after her father’s death. Her aunt Irileth, her father’s younger sister, took care of her but became estranged from her niece when Elenara had grown into a woman. From then on, Elenara spent most of her time with Erendir, a young hunter only three years older than her. She admired his kindness and practicality while he was fascinated with her curiosity. For a time, they maintained in intimate relationship, until Erendir asked her to be his wife and have children with him.
Joining the Inquisition
When she was asked to attend the Divine’s conclave in Haven, she was eager to go, but uncertain how she or her clan could benefit from the outcome of the mage-templar war. Using her knowledge of human society, she managed to blend in with the crowd at the Temple of Sacred Ashes.
Being a simple hunter beforehand, she was confused by the explosion at the conclave and its aftermath. When she saw the destruction the Breach caused in Haven, she agreed to help in the efforts to stop this madness. She was reluctant when it came to joining the Inquisition however. Being a firm believer in the elven pantheon, Elenara had no ties with the chantry. Being called “Herald of Andraste” felt like deception to her, and so she never actively claimed that title for herself. She ultimately agreed to help Cassandra, Leliana and Cullen to form the Inquisition to secure her own safety and play her part in closing the Breach.
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Her biggest concern in the early days of the Inquisition was to save the refugees in the Hinterlands and other regions of Ferelden and protected them from rebel mages and rogue templars alike. Soon, she became known for her compassion and temperance among the Inquisition forces.
With her choice to side with the rebel mages at Redcliffe, Elenara gained a whole heap of enemies, but also new powerful allies.
Becoming Inquisitor
After the descruction of Haven, Elenara struggled with her new role as Inquisitor. Being a firm believer in the elven Creators, she never quite felt at ease with leading the armies of the faithful, and she kept her thoughts on the matter fairly secret. Although her confidants knew about her doubts, she played along with the diplomatic charade Leliana had set up. She knew all too well that this was the only way to stop Corypheus before he could cloak the world.
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In the back of her head, she was trying to find a way to use her new power as leverage to help her people–the elves.
Wicked Eyes and Wicked Hearts
After ending the conflict in the Dales between the imperial forces and the so-called Freeman, it was time to prevent the assassination attempt on Empress Celene. Leliana, Josphine and Vivienne would teach Elenara in the rules of the Great Game in preparation, as well as dancing and ettiquette.
Upon arriving in Halamshiral, Elenara found herself in a state of true panic for the first time since she joined the Inquisition. Right there, in the heart of the Dales where her people once fought for their freedom, she came to realize that she was no longer studying history, but making it with her own hands. Being looked down upon from the Orlesian nobles didn’t do much to help her ease into the situation. She had no fondness for the great game of deception the Orlesians like to play, although she managed to find her way around the Winter Palace. It was painfully clear that there was more at stake than her own reputation. Not just for the Inquisition, but for the elves in general.
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In the end, she managed to confront Florianne de Chalons in front of the imperial court, putting an end to her plan to kill the empress. Elenara also managed the reveal delicate details about Grand-Duke Gaspard’s plans to usurpe the throne, and Celene had her cousin executed in response. Elenara’s goal was to reconcile Celene with her former lover to give the elven rebel an edge in Orlesian politics, but the empress exiled Briala instead. Elenara had Leliana and her spies keep an eye out for Briala’s whereabouts since she, too, was interested in helping the elves of Thedas.
Relationship with Solas
As Inquisitor, Elenera used every chance she got to deepen her knowledge of the world. Naturally, she would gravitate towards Solas, who knew more about the history of the world than anyone else she had ever met. She was fascinated by his abilities as a dreamer and would often listen to the stories he had found during his exploration of the Fade. More than that, she saw in him what the elves might be: proud, confident, and respected. Soon, she found herself infatuated with him though keep this to herself until the Inquisition reached Skyhold. 
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Even after their first kiss in the Fade, Elenara tried to keep her feelings for him fairly secret, meeting with Solas in private whenever possible. Afraid to admit that she had fallen in love with him, she tried to keep up the illusion of them being close friends in front of her companions. An endeavour that was destined to fail, as Varric and Dorian soon discovered the truth about the couple. And yet, Elenara stalled and put of saying “I love you” as long as possible – until one night by a lake near Crestwood.
More on her relationship with Solas here:
OTP Questions #1
OTP Questions #2
Death of the Lavellan clan
Shortly after the events at the Winter Palace, a messenger arrived with a terrible message. Bandits had attacked and killed the Lavellan clan. Any help from the Inquisition came too late.
After the death of her clan, Elenara was so devastated that she practically avoided any mention of them. She felt miserable and ashamed to have not been there to fight among them, and wouldn’t let Solas or any of her other companions comfort her. That was, until a few survivors arrived in the Frostback mountains. Among them were Erendir and his wife Almaril.
Happy to have them back in her life, Elenara offered them a place at Skyhold, but they refused. Almaril hated Elenara for joining the Inquisition while the clan had needed her, although she knew her friend had good reasons to stay in Haven. The bigger problem was Erendir, however. Although he had ended the relationship with Elenara at his own volition and went on to have children with Almaril, he didn’t fail to notice the attachment his former lover felt for Solas. Erendir had loved Elenara deeply and still regretted ending things between them, because she refused to have children with him. Seeing her with Solas, who was a better match for her than Erendir had ever been, made it even worse.
One night, he confronted Solas to learn more about the apostate‘s feelings for Elenara, eventually bragging about his shared past with her. Despite being tempted to teach the other elf a lesson, Solas left Erendir where he stood, determined to never speak of the matter again. When Elenara got wind of this, she felt betrayed and asked Erendir and Almaril to leave Skyhold. She made sure, however, that the Inquisition provided for them and the other surviving clan members before they parted ways.
Here Lies The Abyss & The Temple of Mythal
After the remaining members of the Lavellan clan left Skyhold, the Inquisition armies marched for Adamant Fortress. Interrupting the ritual with which the Grey Wardens would have summoned a demon army, Elenara and her party were attacked by Corphyeus’s lyrium dragon. Opening a rift, she managed to safe Warden Strout, Hawke and herself, as well as Solas, Cassandra and Dorian who had accompanied her on the mission.
After retrieving her memories and defeating the Nightmare, Elenara pressed on to stop Corypheus as soon as possible. After freeing Emprise the Lion from the red templars, she order a coordinated attack on the enemy troups in the Arbor Wilds.
Once again, she was accompanied by Solas, Cassandra, and Dorian as she entered the Temple of Mythal. Under differenty circumstances, finding the temple would be a life-long wish of hers fulfilled. Tempted to stay and study the ancient relief in the temple to learn as much about the past of her people, only the immediate danger of Corypheus taking the power of the Well of Sorrows let her press on.
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Elenara sided with the Sentinels to bring down the red templars that attacked the ancient temple. Afraid of the power of the Well and what might do it with her, Elenara decided to let Morrigan drink from the waters and be bound to Mythal’s will.
When she ventured deeper into the Arbor Wilds to find the altar of the Mythal, Elenara had already begun to suspect that something was wrong. Until then, her belief in the elven gods had been unfaltering, but knowing that the All-Mother still lived and had chosen to ignore the plight of her people made her question their authority. Had she been unsure if she could continue her life as a Dalish elf and came to except that she had to become some else entirely.
The Vallaslin Removal
When Solas told her about the true meaning of the vallaslin, Elenara was deeply hurt. Though she had taken some pride in being Dalish and loved her people for trying to preserve elven history, she was disappointed by the elven Creators by this point that she wanted to leave her past and devotion for them behind. Therefore, she allowed Solas to take the vallaslin from her.
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The Battle With Corypheus And After
Rattled by the events at the Temple of Mythal and the break-up with Solas, Elenara dove head first into the final confrontation with Corypheus, not hesitating to face the Tevinter magister in the Valley of Sacred Ashes. Fully prepared to die in battle, she fights her nemesis with brute force. When she finally obtained the orb from Corypheus’s hands, she banished the magister to the Fade without batting an eyelide. It was the first time, she came into contact with her darker side and gave in to her own lust for revenge.
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After the battle and Solas disappearance, she began to feel exhausted, drained from the struggles. Slowly, she descended into a state of depression. Not only had she lost her clan, but also her home, her faith in the Creators and her identity, as well as the man she had come to love. Knowing all to well that it would be best for her to move on and find new purpose in live, she clung to her former life and couldn’t stop loving Solas. To distract herself, she took on the mission of finding the resting place of Inquistor Ameridan and was eager to help out with the earthquakes in the Deep Roads. Until...
The Exalted Council and the Qunari Invasion
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Two years after the destruction of Haven, Cassandra, now known as Divine Victoria, called for an Exalted Council in Halamshiral. Returning to the city in which she had fought so hard to gain the respect of the Orlesian nobles – and humans in general – Elenara final came to the conclusion that in it was time to move on. She had felt lost for too long know and it was taking a toll on her. So, when the time came to meet with the ambassadors of Ferelden and Orlais, she fully expected the negotiations to result the the disbanding of the Inquisition.
And yet, when a qunari corpse was found in the middle of the Winter Palace, she felt that sense of purpse again. Dealing with the threat that the qunari posed gave her something to do, something she was actually good at. Even when the anchor was beginning to effect her health, she kept on going, determined to make herself useful again.
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What she didn’t expect was to find out that Fen’Harel, the Dread Wolf, was orchestrating the events from behind the scenes. With what she had learned about Mythal, Elenara was willing to believe that Fen’Harel was a living and breathing entity, too. When she learned that Solas was the trickster god she learned to fear as a child, her world was shattered once again. Not even once did she consider joining him, for she had fought to hard to protect the world as she knew it. Even without a purpose and without a new identity that transcended her role as Inquisitor, she knew she could not let Solas go forth with his plans, no matter how much she still loved him.
After the Exalted Council
Learning that the Inquisition has been compromised by qunari spies and Fen’Harel’s agents, she executed her initial plan of disbanding the entire organization as soon as she and her party returned to the Winter Palace.
With the Inquisition gone, Elenara found herself free to go wherever she wanted. Now holding the title “Countess” in Kirkwall, she returned to the Free Marches and tried to settle in to her new estate in Hightown while corresponding with Cassandra, Dorian, Cullen and Leliana to coordinate the activities to counter Solas’s plan. She felt confident working from underground and plotting to redeem her former lover.
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Six months after the painful revelation of Solas being Fen’Harel and Elenera’s fruitless attempts to learn more about her lovers whereabouts, she called in a few favors and went to Val Royeaux to attend the University of Orlais–one of the first elves to ever do so. The university gave her access to ancient documents with which she planned to further her studies on Fen’Harel, while her presence allowed elves to pursue an academic career more openly. Elenara fought for their rights for higher education, using her reputation as Inquisitor and “Herald of Andraste” as well as her acquaintance with Professor Kenric as leverage. 
And there she remains, until she finds a way to change the Dread Wolf’s heart or counter his plan to destroy the world.
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meldelen · 4 years ago
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Dragonlance’s Lost Chronicles I: Dragons of the Dwarven Depths - A rambling review
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Cover art by Matt Stawicki depicting Tanis Half-Elven, Flint Fireforge and Tasslehoff Burrfoot, three of the main characters.
By now I should be rereading the second trilogy of the Dragonlance Tales, but I couldn’t resist and started with this trilogy of The Lost Chronicles which, to my eternal shame as Dragonlance fan, I didn’t even know it existed until a few months ago during confinement, when I decided to re-explore this beloved franchise of my teen years. The Lost Chronicles is a relatively recent trilogy - year 2006 - if we compare it with the first original trilogy, Dragonlance Chronicles (1984) that complete each other. Those who have read the Chronicles will remember that after finishing the first volume - Dragons of Autumn Twilight - in the second, Dragons of Winter Night, the authors made a temporary leap omitting part of the story - due to lack of time and creativity, they admitted at the time - in which the main characters’ group was recovering a sacred relic from the Dwarven nation of Thorbardin, The Hammer of Kharas, in exchange for providing protection and accommodation to refugees driven from Solace and enslaved by the Dragon Highord Verminaard. Well, precisely, this what the first volume of The Lost Chronicles is about, written no less than 20 years later, to complete this and other gaps in the original plot.
I have to say that on one hand I was excited to find this trilogy written to complete the original, and on the other hand, I was skeptical about it. Because writing decades later to complete something you had already done usually results in a grievance compared to the original work; it seems unlikely that something better will be done so long later; and unless you go with the lead feet, reread your original work VERY WELL and have a good publisher, it’s very likely to fall into contradictions and inconsistencies in the plot.
Well, nothing of that! This book is great! Not only have the authors recovered the original spirit of the Chronicles, but also - at the risk of being burned as heretic at the bonfire of fandom - they have improved it, and how! On the other hand it is logical, because writers are supposed to improve with time if they care for what they do, and let's not forget that Weis and Hickman are also the authors of that wonderful series called The Death Gate Cycle, which it is totally on another level. All that experience of years has been invested now and it shows.
How does it show? The pace of the plot, for example. The Chronicles, specially the first volume, had a very stressful rhythm - it was like climbing a roller coaster without harness - while Dragons of the Dwarven Depths has a sensible and constant pace, dosing the action and the dialogues in a balanced, fluid and consistent way. Secondly: it’s much better written than the original trilogy, both in terms of prose and setting. They take more time to describe the environments and the lore without becoming tedious, boring, or too hasty as sometimes happened in the original trilogy. Of course, the poems of Michael Williams are still horrible - or perhaps it is the translation that is horrible, I will give him the benefit of the doubt -; that issue seems to be doomed.
And finally I stop at what has always been, for me, the best of Dragonlance and the reason why I love it: the characterization. It has always been wonderful, and in this volume it shows. The Companions, very different in their origins, abilities and personality, have always fascinated me because they seem absolutely human and relatable, believable although many of them are not "humans" per se or have supernatural abilities, of course. They are supposed to be childhood friends and allies of their own free will in a world at war, but they actually malfunction as some kind of dysfunctional family, if I may allow redundancy. The mean-spirited and grumpy dwarf messes with everyone and scolds them all like a curmudgeonly grandfather, the others handle him making him believe that his decisions matter and his intervention is essential to them, the knight won’t stop annoying everyone with his ideals of honor and justice, lecturing them on what is right and good and cooperating rather little when it comes to making morally questionable decisions, the mage messes with everyone and everyone messes with the mage, who reacts like a furious snake because he’s aware that without him they would not make it to the corner alive, and in the absence of a real culprit, his fangs always end up stuck in his poor twin - an actual cinnamon roll, an example of the most tragic Stockholm syndrome -; the barbarians distrust everyone but they have no choice but to get along with them, the kender is, if possible, the most chaotic element of the group, whose burden and responsibility are passing each other as if they could really control him somehow; all of them led by a half-elf with remorse of conscience because he’s a disbelieving atheist who cannot even make up his own mind about if he feels elf, feels human, feels everything or feels nothing, and is not able to choose if he is in love with the elf girl or of the human girl, having enough work with babysitting this sociopathic group. Anyway. A delight for the senses.
Already experts in handling such a bunch of misfits, Weis and Hickman make you laugh hard at the interactions between them. In the Chronicles it wasn’t yet quite funny - especially if you hadn’t gotten used to Raistlin's mood, whom you’ve to swallow in little doses like a bitter medicine - but here, you’ve a great time! The knight annoying the mage, the mage messing with the knight, the two messing with the dwarf, the dwarf messing with everyone, the kender in the middle messing around... it seems incredible that these people saved the world, right? Well, they did! And even though they can’t totally get along, without a single one of them it would not have been possible. There, the greatness of the story.
I don't want to wind up much more. In this volume, the authors take the opportunity to correct other failures their original narrative had, such as devoting more attention to Riverwind, who plays a fantastic role as leader of the refugees - at the cost of casting a shadow over Goldmoon and therefore obtaining the inverse result of the original trilogy - and also, to pay a little more attention to poor Tika - the most human and perhaps most relatable of them all, although unfortunately she’s forgotten, like Goldmoon, halfway through the book - and above all, pay much more attention to Flint Fireforge, the dwarf, who’s really the main character of the book, and who finds himself faced with a moral dilemma: recover the sacred relic of the dwarves, the Hammer of Kharas, and hide it from his own people to take it to the Knights of Solamnia and therefore be used as an artifact to solve the war and give the world in danger of destruction a chance; or willingly return it to the dwarf nation and risk losing it to the cause.
5 stars. Great. Fantastic. It’s not boring for a single moment, there is no tedious, long or unnecessary part, the characters are genuinely themselves, the plot is better written and the style much improved. In short: it seems that time has not passed at all, or rather, it has passed, but for good. Highly recommended for Dragonlance fans and especially for those who are already familiar with the Chronicles. You will not regret it.
Geez, I need to shorten these reviews.
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ohsweetflips · 5 years ago
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DAO really was the best game, the lore the ability to absolutely wreck shit, the fact that they didnt do that bullshit ‘all sides are grey’ and clearly showed oppression. I think of my warden, an elven mage, and wonder how she’ll be rewritten more than anything.
right like!!!! i love each dragon age game with my whole heart and they all have super special places in said heart, but origins handles a lot of the social problems really well, or at least from the perspective that i play it as (also an elven mage!)
the rest i’m putting under the cut bc holy shit i can talk abt dragon age a lot. also nothing is proofred. i’m so sorry this got so long i hear “bioware” and “grey morality” and i go wild
(pls talk to me abt dragon age.....)
(also please don’t reblog this!!)
like i understand da2 having a type of grey-morality thing bc the final battle was choosing between the mages and the templars (tho imo they could’ve done better than “the mages hate us bc we keep them locked in a tower and there are multiple accounts of us abusing them and therefore some of them turn to blood magic so therefore we should kill all of them” but still, in a setting like that where the Main End Game Choice was mages vs. templars, then that is understandable)
(but also i haven’t played da2 in a couple years so maybe it’s more nuanced than that)
but inquisition! it’s weird bc inq has a super special place in my heart. i’ve played it 6 or 7 times to completion, not counting the other times i got 20/30 hours into it before external forces distracted me. inq is overall the game i think abt the most, most of my playthroughs average over 100 hours, it’s the only game that i have all the dlcs for, for me it’s the easiest to replay, and yet there’s so much that frustrates me abt it! like, i’m gonna avoid talking abt the actual parts of the writing that bother me, bc that can be it’s own standalone thing, but imo it felt like they never actually solidified what actually caused the mage/templar war? there are those that say anders started it (seems likely), then there are those who talk abt fiona leading the rebel mages in the war? and there, of course, is the “the templars have done wrong but so have they mages and therefore you’re shamed either way for what you do” like i Get what they’re trying to do, trying to encourage players to explore their options and really delve into their own moral values of the game and not just adhere to what the game says, but idk the way they always went abt it always rubbed me some type of wrong
i think part of it is bc, when people mention circle mages turning to blood mages and demons and such like that, it was always framed as “ah these evil mages!” and not “[if these are circle mages] most likely their want for freedom pushed them to that”
does that make it right? no, not necessarily! look at uldred from dao! imo, he was wrong! i don’t like the circle and my warden herself has a complicated relationship with it, but i like that you can say “hey! this is wrong!” without legitimate plot-based “but what if it isn’t?”
of course there will always be companions who push for the more chaotic/harsh choices (morrigan is the one i have the most experience with giving me disapproval for being what i think is nice) (still love her tho), but i think dao handled “okay, look at the big picture, and really think abt what hill u want to die on” stance well
and then there’s the way the mage/templar thing is handled in inquisition vis a vis companions. specifically cullen. and, listen, i as a player have a very complicated relationship with cullen and my heros do too lmao. and i really don’t want to get into the nuances of that bc that can 1) turn into a fight i don’t feel like having and 2) can be it’s own discussion, but basically, from my own perspective, he’s a well-written character who makes for a good antag to a mage-siding hawke in da2 bc of how pro-templar/anti-mage he is. again, don’t agree with any of it (honestly da2 alone puts me on the “okay fuck this” level w/ his character), but it does offer an extreme that is interesting to see. origins is more complicated bc in a game not directly stepped in mage/templar and also a game that stems from 6 different origin stories, it’s very easy to be a non-mage and be like “why do i care abt this guy” (if you get what i’m saying? like i got immediately invested in saving the mages bc my first warden was a circle mage so i was very put off by being told to kill all of them, as compared to if i played a non-mage origin and didn’t really have that background knowledge). but overall, origins and da2 puts cullen on the “pro-templars, mages are more dangerous than they are good side.” and then inquisition is where things get interesting!!
and, for a quick ref, i’m very into getting invested in my characters and really figuring out their morals and what they would actually do, or at least think, so dai becomes interesting bc i play as another elven mage who has never stepped foot in a circle and never will. so, bc of that, i play him as naturally more inclined to not initially Think abt cullen’s past like as a templar bc, as a dalish mage, i hc that he does not know what actually goes on in circles (as compared to my warden, a circle mage, and my hawke, an apostate) (but i hc that, overtime, as he has more and more experiences with templars, he becomes more cognizant of that) (but bioware doesn’t give me the option to just dictate everything my camris lavellan is thinking akjsjkdjk)
and dai-cullen, imo, is actually very interesting! and, tbh, i do have to give it to bioware. i feel like i’m abt to say an unironic controversial opinion, and i feel like i’ve already talked abt the nuances of all of this, but i do think dai did well at reworking cullen’s character. however, i feel like that was also done to feed into the grey-ness of the mage/templars. and, imo, i think they almost did well at actually making cullen show regret for how he treated mages. almost. again, i think there’s a lot of nuance! bc we do see him show some type of regret for how he treated a mage!warden (if he said all that shit like “all these people’s blood are on your hands” if u talk abt not wanting to kill innocent mages) and we do see him step away from templar life (that is, if you tell him to stop taking lyrium)
but!!!! there’s One Thing that puts a thorn in this, and it’s that cullen says something along the lines of, “meredith wasn’t all wrong, she had reason” like bitch!!! no matter what side you choose in da2, you fucking fight meredith!!! she’s wanted to kill innocent mages/make them tranquil even before anders blew up the chantry!!! meredith was all wrong!! she was evil!!!!! she was objectively a harmful person!!!!!!!!! bioware really makes this bitch the final boss of da2 and then has the audacity to say “but maybe she wasn’t all bad” in dai like WHERE IS THIS FOR ORSINO??? ORSINO ISN’T ALL BAD, IS HE???????? OH BUT HE IS BC HE RESORTED TO SUDDEN BLOOD MAGIC IN THE LAST TEN MINUTES OF THE GAME, AS COMPARED TO MEREDITH WHO WAS A DANGER FOR THE ENTIRE FINAL ACT and i digress but the fact that bioware is trying to redeem cullen but also showing that he still sympathizes with a woman who 1) turned against the templars and 2) Literally Everything She Did To The Mages always makes me “hmmmm are u really trying tho :/”
also tho one thing i’m actually not the biggest fan of is that cullen is like “oh i knew hawke in passing........ knew varric in passing.............” meanwhile let’s just cut to everything that happened at kirkwall. this is my own opinion bc i see varric as hawke’s #1 but i personally think that at least half of the comraderie varric and cullen sorta-kinda-had in inq was varric testing the waters of “okay what is cullen going to be like if and when hawke shows up”
also tho i will say a hot-take of mine is that if cullen gets to be redeemed by bioware, then i want something for anders, too, but i doubt bioware would do something so clearly pro-mage. but it could be two sides of the extreme! extremist templar gets redemption, extremist mage does, too! come on, bioware, show your grey morality
(again, i think it’s interesting what they did with cullen in dai and does give some sympathetic light but i also do think the reworking of his character was working towards bioware’s moral-greyness agenda with dragon age. not that that’s necessarily a terrible thing, i understand them wanting some nuance, but it’s the way they do it. like, you can show bad templars and bad mages and still not have “but who is really the bad guy? the oppressors or the oppressed? who is it really?”)
(and also just bc i feel like i need to put my own player claim in this, my opinion on cullen is complicated and also i’m gonna be completely forth-right with u, dear anon, i appreciate cullen in inquisition but, as a whole, he can be terrible to ur warden in dao (that’s not me being shifty it literally just depends on the choice you make in broken circle) and in da2 he’s a nightmare, so bioware had to do a lot of legwork in dai) (tbh tho in my personal-player opinion, if i was to ever romance cullen in inq, it’s not gonna be with a mage)
god this got so out of hand anon i’m so sorry you probably didn’t want this messy essay but i just love talking abt dragon age!!! i think abt it a lot and i have five years worth of headcanons and i have a family tree set up for my surana/lavellan bc of some bullshit i pulled and also!!!! bioware’s writing can get so frustrating but i also think it’s so interesting to pull apart and discuss bc i think the bioware has actually shifted from pro-mage (origins) to neutral-mage (da2 kinda) to anti-mage (dai) and i feel like So Many Choices with characters and their plots reveal that!!! so it’s a frustrating agenda but i also just love dragon age so much that i can’t help but get excited and talk abt it!!!
like, as all things, i do believe there are times when grey morality does work, but, at least from a mage-siding perspective, it hasn’t really landed well for dragon age. bc, and i don’t want to drag in real-life scenarios bc i feel like it would be incredibly inappropriate of me to use any oppressed minority as a comparison for a fantasy world, but it’s the age-old thing of people saying the shitty “but the oppressed fight back and therefore they’re just as bad as the oppressors!” and that’s like....... not how it works.
but also you’ve caught me in a wonderful mood so i feel like, if i was in a bad mood, this would be a lot more “and fucking bioware can’t make a goddamn decision on what side they actually support so instead most of the companions are gonna made rude remarks abt you supporting mages and the ones that support you are seen as distrustful and fuck this and fuck that” but i think that is the joy of loving something with you’re whole heart and also saying “there are so many things abt this that piss me off and so many things that i would change”
and also!!!! ik bioware probably killed my warden so like rip electra surana but i would love for the warden to make an appearance in da4 as a temporary companion/advisor. but! but!!!!!! i also don’t know how much i trust bioware with my “elven mage who is alistair’s mistress and preferred the mages and wanted to free the circles and etc etc etc” bc... idk how to explain it? like, i don’t want them taking my warden and putting words in her mouth that go against choices i meticulously made in dao
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simaethae · 6 years ago
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quendi and eldar
so i finally got around to reading the Quendi and Eldar section of HoME XI and it was interesting enough that I felt like it was worthwhile writing up notes! no particular coherency or structure here, I’m just pulling out bits I like (but sparing you guys the sections on the evolution of various dialects from Primitive Quendian/Common Eldarin since it doesn’t extract well) ^_^
Hence Hekelmar and Hekeldamar [“Home of the Forsaken”], the name in the languages of the loremasters of Aman for Beleriand. It was thought of as a long shoreland beside the sea (cf. Eglamar under Sindarin below).
This is weird. Surely the Noldor…. remember crossing Beleriand? I can only think that maybe “thought of” means like, “in the popular imagination, the Elves left behind in Beleriand are always staring sadly out from the western shore, singing sad songs” or something like that?
As a prefix the form usually used was ava-, the force of which can be observed in avaquétima ‘not to be said, that must not be said’, avanyárima ‘not to be told or related’ as contrasted with úquétima ‘unspeakable’, that is, ‘impossible to say, put into words, or unpronounceable’, únyárima ‘impossible to recount’, sc. because all the facts are not known, or the tale is too long. Compare also Avamanyar ‘those who did not go to Aman, because they would not’ (an equivalent of Avari) with Úamanyar ‘those who did not in the event reach Aman’ (an equivalent of Hekeldi).
Mostly I just think this is neat. I’m enjoying all these careful distinctions between Amanyar and Umanyar and Avari, though.
In the use of the Exiles Quenya naturally came to mean the language of the Ñoldor, developed in Aman, as distinct from other tongues, whether Elvish or not. But the Ñoldor did not forget its connexion with the old word Quendi, and still regarded the name as implying ‘Elvish’, that is the chief Elvish tongue, the noblest, and the one most nearly preserving the ancient character of Elvish speech.
Of course not.
The Teleri had little interest in linguistic lore, which they left to the Ñoldor. They did not regard their language as a ‘dialect’ of Quenya, but called it Lindarin or Lindalambe.
I’m really enjoying how much the Teleri just keep Doing Their Own Thing.
The Elves of Beleriand were isolated, without contact with any other people, Elvish or of other kind; and they were all of one clan and language: Telerin (or Lindarin). Their own language was the only one they ever heard, and they needed no word to distinguish it, nor to distinguish themselves.
[…] By the Sindar anyone dwelling outside Beleriand, or entering their realm from outside, was called a Morben [“Dark-elf”, “Dark-person”]….The Avari thus remained the chief examples of Moerbin. Any individual Avar who joined with or was admitted among the Sindar (it rarely happened) became a Calben [“Light-elf”]; but the Avari in general remained secretive, hostile to the Eldar, and untrustworthy; and they dwelt in hidden places in the deeper woods, or in caves.
Sindarin isolationist paranoia is so charmingly fucked-up. <3 “We’re not going to let you into Doriath, stay away from us,” “the Avari are so secretive and hostile wow”. Wowwww.
But the form Golodh seems to have been phonetically unpleasant to the Ñoldor. The name was, moreover, chiefly used by those who wished to mark the difference between the Ñoldor and the Sindar, and to ignore the dwelling of the Ñoldor in Aman which might give them a claim to superiority.
I’m not copying out the purely linguistic bits but this whole section is basically a 50:50 ratio of linguistics to terse notes about Elves sneering at each other. This is turning out to be a really worthwhile read.
The Ñoldor indeed asserted that most of the ‘Teleri’ were at heart Avari, and that only the Eglain [Círdan’s people] really regretted being left in Beleriand.
Love you Noldor never stop <3
The first Avari that the Eldar met again in Beleriand seem to have claimed to be Tatyar, who acknowledged their kinship with the Exiles, though there is no record of their actually using the name Ñoldo in any recognizable Avarin form. They were actually unfriendly to the Ñoldor, and jealous of their more exalted kin, whom they accused of arrogance.
1.      That’s super interesting that the Avari in Beleriand were more closely related to the Noldor than the Sindar! I love an excuse for some nice complicated cultural tensions.
2.      Wait, this implies Eöl’s one of the Tatyarin Avari. Eöl is obviously Tatyar. Godddd.
This ill-feeling descended in part from the bitterness of the Debate before the March of the Eldar began, and was no doubt later increased by the machinations of Morgoth; but it also throws some light upon the temperament of the Ñoldor in general, and Fëanor in particular. Indeed the Teleri on their side asserted that most of the Ñoldor in Aman itself were in heart Avari, and returned to Middle-earth when they discovered their mistake; they needed room to quarrel in.
a;fn;gngn <333333
For in contrast the Lindarin elements in the western Avari were friendly to the Eldar, and willing to learn from them; and so close was the feeling of kinship between the remnants of the Sindar, the Nandor, and the Lindarin Avari, that later in Eriador and the Vale of Anduin they often became merged together.
Lothlórien!! Okay, not just Lothlorien, but it’s so interesting and logical for Galadriel to end up there – someone both Lindarin and Noldorin (and I wonder if that would have been read at all as Tatyarin? but then she’s a little Vanyarin too) married to a Sindarin husband. But I always love seeing reiterated that – okay, they mingle, but the Umanyar are not homogenous any more than the Amanyar <3
In [Sindarin] the word gûl (equivalent of Q ñóle) had less laudatory associations, being used mostly of secret knowledge, especially such as possessed by artificers who made wonderful things; and the word became further darkened by its frequent use in the compound morgul ‘black arts’, applied to the delusory or perilous arts and knowledge derived from Morgoth. Those indeed among the Sindar who were unfriendly to the Ñoldor attributed their supremacy in the arts and lore to their learning from Melkor-Morgoth.
I love this kind of free-associatory etymological slander. Also as always the double-edged and dangerous nature of technology and lore.
This name they first applied to the Nandor that came into Eastern Beleriand; but this people still called themselves by the old clan-name *Lindai, which had at that time taken the form Lindi in their tongue….These names were however later replaced among the Sindar by the name ‘Green-elves’, at least as far as the inhabitants of Ossiriand were concerned; for they withdrew themselves and took as little part in the strife with Morgoth as they could.
Just noting this to help me keep track of the whole Teleri-Lindai / Nandor-Lindi-Laegrim…. thing.
The Valar, therefore, learned Quenya by their own choice, for pleasure as well as for communication; and it seems clear that they preferred that the Eldar should make new words of their own style, or should translate the meanings of names into fair Eldarin forms, rather than [that] they should retain the Valarin words or adapt them to Quenya (a process that in most cases did justice to neither tongue).
I’d actually like to know more about Valarin but this is still really cute.
No Elf of any kind ever sided with Morgoth of free will, though under torture or the stress of great fear, or deluded by lies, they might obey his commands…The ‘Dark-elves’, however, often were hostile, and even treacherous, in their dealings with the Sindar and Ñoldor; and if they fought, as they did when themselves assailed by the Orcs, they never took any open part in the war on the side of the Celbin. They were, it seems, filled with an inherited bitterness against the Eldar, whom they regarded as deserters of their kin, and in Beleriand this feeling was increased by envy (especially of the Amanyar) and by resentment of their lordliness.
I normally try not to take the “unreliable narrator” thing too far but I have to wonder from whose perspective this is being written. The “deserters of their kin” thing is an interesting snippet of the Avari’s own perspective, though.
Eöl was a Mornedhel, and is said to have belonged to the Second Clan
CALLED IT.
It is said also that the folk of the North were clad much in grey, especially after the return of Morgoth when secrecy became needed; and the Mithrim had an art of weaving a grey cloth that made its wearers almost invisible in shadowy places or in a stony land.
The Elven-cloaks Galadriel weaves for the Fellowship! I wonder if she learned it directly from the Mithrim or if it was a more indirect transmission?
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loominggaia · 6 years ago
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A more finalized design for Balthazaar! His character has been almost completely uprooted and redone. In the original comic he had an elven wife and a half-elf son. Since the LG lore has been updated, there are no half-breeds anymore. Balthazaar no longer has a biological child, but I have something planned for him and his wife in the FGG series. :)
Balthazaar grew up in one of Yerim-Mor Kingdom’s many slums. There was no work, but luckily he was healthy enough to join the military. As the kingdom crumbled further and further, Balthazaar’s wages dropped more and more, until he could no longer afford to support his wife, Feredil.
Feredil gave him an ultimatum: if he couldn’t provide, she would leave him for a man who could. So Balthazaar and some of his fellow soldiers decided to desert the military together. They formed their own small mercenary service, called the Steel Knuckle Squad. Still, the work was hard and the pay was meager.
Long story short, the Steel Knuckle Squad was eventually absorbed by the Freelance Good Guys. Now Balthazaar works for Evan, and finally he earns enough to keep a solid roof over his family’s head.
He used to favor the sword until he found a pair of heavy iron gauntlets in an old tomb. He named his company after these “steel knuckles”, and now he proudly wields these lethal boxing gloves as his weapon of choice.
Balthazaar has poor leadership skills, but his loyalty, strength, and integrity make him a fine soldier. Despite his bravery in the face of beasts and undead, the thing he fears most is fatherhood. His elven wife longs to adopt a child, but Balthazaar doubts himself too much to commit. If he doesn’t commit soon, however, Feredil threatens to find a man who will...
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greyhawk5e · 6 years ago
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Raiding Tal’Dorei for your Greyhawk Campaign
A lot of D&D players (including me) like Critical Role, and Matt Mercer has created some great content for his campaign.  The “Tal'Dorei Campaign Setting” book has a bunch of stuff that is suiable for any campaign world, and the “Blood Hunter” class is now on DnDBeyond.com.  Just as the “Sword Coast Adventurers' Guide” had a couple pages on how to convert the sub-classes to an Oerth-based campaign, here are some suggestions for incorporating some Tal'Dorei goodness in the Flannaess.
The Blood Domain Cleric description sites neutral and evil deities as patrons for these Clerics. Basically they give evil options and one option that uses Blood Magic against villains, the Lawful Neutral Death deity the Raven of Matrons.  Probably the closest Greyhawk equivalent would be Wee Jas, The Suel goddess of Death, Magic, and the Law.  Also, when in doubt, any creepy ancient magics on Oerth always make sense for the Suel.
I feel like the Blood Domain would work for some clerics of Wee Jas and also for evil clerics of Erythnul and possibly Hextor.  For Blood Hunters and Blood Clerics who are opposed to evil, I feel an ancient sect of Wee Jas followers who have preserved Suel Blood Magic from before the Rain of Colorless Fire would be a great stand-in for the Claret Orders.
The Gunslinger Homebrew class from DM’s Guild should only have one highly specialized usage, as a multiclass choice available to high level Clerics of Murlynd, the only known Greyhawk character to use revolvers.
The Path of the Juggernaut seems like it would fit Ice, Snow, and Frost Barbarians, as well as the warriors of the Hold of Stonefist. The various Nomads and Rovers seem more into mounted combat and the Juggernaut seems very much to be an on-foot thing.  But Juggernauts coming off of raiding ships and marching into towns in the north seems to fit the setting well.
Because of the Nordic origins of Runes, I'm going to suggest the Suel of the Barbarian North once again for the Runechild Sorcerer.  But any nomadic culture without scholarly magic could producer a raw-power sorcerer like this.  Flan nomads of the Bright Desert might also be prone to producing a Runechild here or there, or villagers born in the strange lands of Blackmoor.
The Way of the Cobalt Soul, like most other Monk fighting styles, has only a few possible homes in a Greyhawk campaign. One is the Baklunish East, where the strange hybrid of Asian and Middle Eastern culture that is the Bakluni produces monks of Xan Yae and Zuoken.  Another is the Scarlet Brotherhood, where the Suel study monkish combat to help their racist crusade against everyone else.  And finally, the far Asian inspired lands of Shao Feng and the Celestial Imperium are perfect for producing monks who have wandered far into Eastern Oerik.
Backgrounds can go as-is, with the Greyhawk Thieves' Guild filling in for the Clasp, Grey College for the Lyceum, lots of candidates for Recovered Cultist, and Fate-Touched being applicable to anyone.  Only the Ashari has no Greyhawk equivalent.
Any of the new Feats can fit into a Flannaess campaign.  
The Vestiges of Divergence are all very cool magic items, and the idea of a three-stage magic item that increases in power along with the character is one of the best concepts in the book.  You don't need the concept of the Divergence at all to use them either.  Just explain that some very powerful magic items take a long time to attune to their wielder and require an extraordinary person with a strong will to unlock all of their might.  After that it's just a matter of applying a Greyhawk appropriate origin to each item and keeping the stats the same.
Agony seems like the kind of thing an ancient Cleric of Erythnul or a powerful Gnoll Shaman created.
The Armor of The Valiant Soul was worn by an ancient king of Furyondy and is buried under a battlefield.
Cabal's Ruin was a Cloak of Zagyg, and is buried somewhere beneath Castle Greyhawk.
The Circlet of Barbed Vision goes to the Drow, and is somewhere in the Underdark.  The Tal'Dorei setting's Spider Queen , after all, is clearly Lolth.
Condemner was the weapon of the founder of the Assassin's Guild of Greyhawk.
Deathwalker's Ward is an old artifact of Wee Jas, and was last seen in possession of the Silent Ones of Keoland.
Fenthras is a Bow of Ehlonna herself, lost somewhere in the forest by a great elven warlord of Celene.
Honor's Last Stand was created by Bahamut (who else could the Platinum Dragon be?) and is now in the hoard of an evil Ancient Dragon somewhere in the Lortmils.
Kiss of the Changebringer was given by Olidammara to one of his faithful rogues and is now somewhere in the Bandit Kingdoms.
Mythcarver was the sword of the founder of the Old Lore college of bards and is now lost somewhere in the Wild Coast.
The Plate of the Dawnmartyr was worn by a great paladin of Pelor and is held by the Pale in a deep vault.
Pyremaul was forged to kill Giants by the Dwarves.  It was taken to Geoff by a great Dwarven hero who died doing just that.  It now lies in the treasure hoard of a Fire Giant.
The Spire of Conflux is held by the Great Druid of the Old Faith.
The ancient Titanstone Knuckles are in the personal possession of the Wizard Bigby, fascinated as he is by all manner of “hand magic.”  
Whisper was used to assassinate many an Overking as it was passed down among the rogues of the Great Kingdom.  It lies somewhere in devil-haunted Rauxes.
The Wraps of Zuoken are held by a great order of Monks in Zeif, usable only by their greatest master.
Any of the Optional Rules fit in just fine.
Ignore the irrelevant monster backgrounds as Greyhawk has its own monster origins.
The Ashari don't fit in, but the stat blocks of the Firetamer, Stoneguard, Waverider, and Skydancer would make great bosses for the four factions of the Cult of Elemental Evil.
A Cinderslag Elemental makes a great servant of evil Baklunish wizards, or any of Greyhawk's Archmages.
The Clasp Cutthroat and Enforcer work well in the employ of the Thieves' Guild or Assassin's Guild of Greyhawk, Dyvers, or any other big city, as well as the Scarlet Brotherhood or the Slave Lords.
The Cyclops Stormcaller and the Goliaths are at home among the Giantfolk conquerors of Geoff and Sterich.  Tribes of Goliaths make great occupiers of subjugated human towns for Giant warlords.
The Kraghammer Goat-Knight can fight for any mountainous group of Dwarves.
The Ravagers would be great in the hordes of the Pomarj fighting for Turrosh Mak, or up in the northern hordes of Iuz
The Whispered One of the Tal'Dorei setting seems like a version of Vecna so the Remnant Cultist and Chosen would work great in any Cult of Vecna.
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thelivingone · 8 years ago
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Part 0 - Meet Clara Tremaine
As in every video game, character creation is one of the most vital parts. This is where the player decides not only who they want to be within the game but also how they want to play it. Like a lot of games, Arcanum offers three basic approaches:
               A Diplomatic Playthrough with a heavy focus on talking your way out of situations.
               A Melee Playthrough which is based on hitting and destroying your enemies.
               A Mixture of Both which mean we can talk our way out of situations but we don’t have to.
In this very playthrough we will play a character I have already welcomed into my heart: Clara Tremaine, a half-orc debutante with a gift for magic. How is a character in Arcanum created? Well, by four simple choices: A portrait, a gender, a race and an optional background.
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Let’s start with the race which will have the most influence for our gaming experience. Races in Arcanum each come with their own benefits and flaws, giving the game a nice re-playability factor. The playable races include humans, dwarves, halflings, gnomes, elves, half-elves, half-ogres and half-orcs. Each of these raises influence the player character’s stats, the reaction of the people around them and even our dialogue options. As we will encounter NPCs and companions coming from each of these races, I will offer a bit more background information to them in separate parts – because, yep, we have that.
Arcanum comes with a wonderful manual that offers ‘in-game’ literature, such as how certain races developed and why they are liked or disliked.
The last time I played Arcanum as the wonderful Jeanne Walker, I was a super boring human. Humans are great when you want to get to know a game because they are usually in a comparable position to real-life and a great variety when it comes to builds. I did not want to be this socially accepted in this playthrough so I choose the most unpopular race in-game: the half-orcs.
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You have probably read it by now, but yep, apparently, our Clara is ugly, bad-tempered and a child of rape. We get to hit things a lot better than other people though. People will not like Clara at first sight. People will not trust her, even be hostile. Half-orcs are usually found in criminal parts of cities, they are in the underground and it is very hard for them to be treated with respect by others, especially humans and elves.
Personally, this background is a bit risky for me. Rape is nothing to joke about. Nor is a whole race that is going to be discriminated against. However, I have heard we can call other characters out for their behaviour which I am looking forward to. In tumblr terms – the half-orc race is problematic in gaming. I am not sure if it would be kept like this, if Arcanum would ever get a reboot. It is one of the questions I want to find an answer to in this Let’s Play as I have never played this race before.
This puts her reaction modifier at -18, something I corrected up at -7 due to my choice of background. “Spoiler”: People still hate her.
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Can I be a girl in this game? Is one of the first questions I ask myself when I want to buy something new. I am a woman and I am very happy when the game lets me be just that, a woman.
Gender, just like races, bring different stat-changes. In Clara’s case this means less strength but more constitution, giving us a slightly better healing rate. I’m not really a fan of gender-based stat changes, however, the races and backgrounds help us to even this out a little.
Well…there is a small problem with that, though.
Arcanum allows me to choose from eight races when I want to be a man. Which I don’t, so it cuts my choices down to four – humans, elves, half-elves and half-orcs. The manual gives us a few lore-related excuses for it, which gets Arcanum a gold star from me.
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I was a bit disappointed when I found out I could not be a female dwarf. If the game ever gets a remake, I’d love this to be different. Some character you encounter, simple NPCs, no companions or anything, even are female dwarves and gnomes. There are, therefore, character models of the races already – just portraits and probably some armour animations are missing. Maybe, with a bit more time, Troika would have been able to create playable female dwarves, too… sadly, due to their bankruptcy, we’ll never know.
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So far, we had a very pro-melee built buut…well…well, okay, I am sorry but I love being diplomatic and I don’t like the violent stereotype surrounding half-orcs at all. Therefore, I choose the debutante background which brings us a much more basic start – we get rid of our melee and dodging advantages by the debutants disadvantages, but also get a bonus in Charisma, my favourite stat.
Also, I am a fan of playing against type – a daughter of a very influential family in the continent? Does this mean Clara will get to wear fancy dresses? Will people be forced to be nice to me despite my race? I can’t wait for people recognizing me and forcing themselves to be polite.
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Sadly, our background is just there to change our stats. People will not comment on it, there are just a few exceptions – those that put our intelligence below 4, resulting in our speech options to be grammatically less correct.
It’s kind of sad, because I would have loved at least a few dialogue options using the knowledge our character would have acquired before the game. Pillars Of Eternity, for example, manages to do just that- your character will be able to use a bit of their background knowledge in conversations with their companions.
However, Arcanum is a fairly old game and Troika has always been a financially challenged studio. I like the variety of backgrounds to choose from – some give you new stats, some give you new equipment and all of them are great to read.  Not choosing a background is also a nice option, I did that with my first character and the game still was a very nice experience for me.
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Clicking through the portraits, I am superficial and choose the prettiest one. Each race has different portraits to choose from and I love the very realistic art style and tend to use Arcanum Portraits in other games as well.
One of my main critic points of this game is, however, already right here.
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Almost everyone is dark-haired and white. The picture above shows us companions - it does not get better. Sure, some people are green...ish. No one is black or brown, everyone is literally a white person. There are no other people in Arcanum – elves are white, humans are white, okay we have some green orcs, but that doesn’t count at all.
We can add custom portraits to Arcanum. Since I am white as well and have chosen an already highly problematic background, I will not do it for this Let’s Play. Not with a half-orc character, not knowing what kind of things I will do and most of all, not knowing what else I do not know.
However, it is not hard to find non-white developers nowadays. So, if Arcanum ever gets a reboot, my biggest wish would be a more diverse cast. I love the characters just like they are, I love them dearly, but please…add more diversity. I cannot imagine there would be a whole continent filled with just white people.
Getting back to business, we have successfully created the base for our character and are advancing forth to the skill screen.
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Here, we get to see how many skill points we have, how close to the next level we are and that half-orc is considered as an adult at 15 years. They are mentally adults, but I was very squicked when I saw that age for the first time.
Trivia: The other starting ages are the following
               Human (20) which makes every action of drinking we can do in this game underage-drinking in America.
               Dwarf (100) which makes their tendency to hold grudges a lot scarier.
               Elves (200) which makes their tendency to hold grudges even MORE scarier.
               Half-Elves (35) which must suck for all those half-elves growing up in elven society because by the time they are considered adults, other elves probably join pre-school.
               Gnomes (90) making them the true ‘nineties bitches’.
               Halfling (50), but not really a surprise, aye, Mister Baggins?
               Half-Orge (20), meaning Half-Orge/Human couples get to grow old together. Awww.
The small clock we are witnessing on the side is our alignment meter. Certain companions we are going to meet on the way are only following us if our alignment is either good or evil. Clara will be a good character, but very snarky as well. It’s gonna be fun.
Before the game starts, we have the option to place 5 skill points anywhere we want: We can either raise our physical ( strength, constitution, dexterity, beauty) or mental (intelligence, willpower, perception, charisma) stats. Raising one of these over 20 gives us an additional bonus, for example strength above 20 means double damage. They also have on influence on the technological, basic or magical disciplines we can learn. Alternatively, we can also get more health points or more mana.
The Disciplines are were the overall story-game conflict begins to become real within gaming terms.
Arcanum is the story of magic vs technology and their in-ability to function together (something, that is actually questioned within the game, but we’ll get to that during the playthrough). The stronger the magic, the weaker the technology and vice versa. As the game is set during the Industrial Revolution, technology is reaching its highest peak while magic, prior strong and honoured, begins to fade.
In gaming terms, a character with high technological skills cannot use magic and magic cannot be used on them – no magic healing spells, no resurrection but later also no strong poison or curses. Character with high magical skills cannot use technological objects like guns, grenades or, sadly, public transport. While the game states you could even play a character with a mixed build, I do not advice that. You get a lot more bonus points for going one way.
We will go magic. Whoever has doubted Claras ability to be patient and focus will be disappointed – this woman knows magic and how to use it.
The basic skills have a wide range from combat (melee, dodging, archery ect.) over thievery to social skills. We will try to max Persuasion before raising any other stat and have our followers do the beating for us. As I said – I love playing against types.
We will put one point into a magical discipline however. A lady needs to be able to defend herself after all. Welcome to the school of black necromancy – the simple spell called ‘harm’ does enough damage for the start of the game. We will be able to defend us without being influenced by our negative combat skills and still be able to use all of the technological devices.
The Magi-Tech Meter at the right side of the screen helps us to keep track of where we stand. The higher our magic, the stronger our spells. Easy to follow, kids.
After spending our last points, we get the chance to purchase some items before officially starting the game. It’s the cheapest one in-game but I was stupid and remembered this only when it was too late. Still, Clara is ready for departure!
Introduction | Next
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