#outlaw mage
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the-antiapocalyptic-man · 11 months ago
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mess of DC work I didn't really click with for whatever reason
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doctor-disc0 · 5 months ago
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Kinda bullshit that riding a horse isn't a skill in the elder scrolls. Like, it takes skill to stay atop a galloping horse. You don't just sit back and relax. Not to mention the skill and practice it takes to actually get your horse to go where you want to go.
Bethesda make horseback riding a skill in TES VI challenge
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hypixelskyblockquotes · 9 months ago
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risingsunresistance · 10 months ago
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so far i've only used the hyperion to kill worms, which is exactly how i think this game was meant to be played
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smegmascot · 5 months ago
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when you’re a hot male elf and The Wizard hits you with that Big Naturals Blast 😓
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athalantan · 8 months ago
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Icb I ever considered an alternative— obvs it’s My.st.ra who’s 🤝 with Cleon from Fou.nda.tion.
For reference there’s an empire in Fou.nda.tion. Ages ago, an emperor named Cleon decided to found a genetic dynasty by cloning himself. The ouroboros of the end result is astounding. There are always 3 Cleon’s: Dusk (oldest), Day (middle), and Dawn (youngest). Although they’re clones, a new Dawn is decanted as an infant at the same moment a Dusk is euthanized. Prev Day becomes the new Dusk, and prev Dawn becomes the new Day. Dusk advises Day. Day rules the empire. Both (especially Day) raise the new Dawn.
The themes of personal identity and ouroboros are so delicious. They are all Cleon; they are all the same person. They’re perfectly synchronized down to the moment they lift their forks. Yet they are each individuals shaped by their own experiences. They are each other’s brothers and fathers and grandfathers while also being each other. In that sense they are also their own brother and father and grandfather — while also being none of that because they’re a clone of the same man. A new one is born the very same moment another dies: an endless cycle like the sun wheeling across the sky. They are at once always alive and always dead. It’s even in the way they’re always addressed not as emperor or your majesty or your serenity or your radiance or as anything other than Empire. Not only are they are seen as one with each other but they are seen as one with the empire they were cloned to rule. As Demerzel put it: Empire does not have individuated sentience.
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archangeldyke-all · 1 month ago
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Sevika and tarotreader!reader. Reader showing up in Zaun all of a sudden. Basically taking residence in a dark corner of the last drop. Sevika may have seen them from the corner of the eye but never played much mind until rumors spread that their prediction always come true. Sevika, who may not believe in fate, is intrigued.
i love this so much hehehe
men and minors dni
technically, all magic, whether it's derived from the arcane, divination, or religion; is outlawed in piltover and zaun.
technically.
but realistically, you and every other person you know with any kind of magical gift are highly valued commodities for the wealthy families in the city.
you see, good business decisions and solutions to political struggles are rarely born out of human ingenuity. nine times out of ten, if the city of progress is making any progress at all; it's because the powerful and wealthy have double and triple checked with their various psychics, priests, and mages that whatever they have planned will be beneficial to them, too.
for a while, you made some real good money working as mrs. kirraman's personal tarot reader.
you were under the assumption that because you avoided consulting her on any political or financial matter, that your background as a zaunite wouldn't come into question when you give your (sometimes hard to hear) fortunes and advice.
but when the cards started letting you in on secrets mrs. kirraman wasn't keen on letting out ((and yes i'm talking about @micronreadzztuff22 's garnet-- an oc that's having an affair with cassanda eheh)) the woman you once admired for her ventilation systems in your home city shows you a nasty side of herself.
"mrs. kirraman... i don't mean to accuse you of anything... but the cards are asking you to be careful about any secrets you might not want getting out."
"pardon?" the woman asked, her face paling in the candlelight.
"i... i worry your husband's growing suspicious of y-your... loyalty."
"what, exactly, are you accusing me of?"
"i'm not judging you, ma'am, and i promise you all my clients have my full confidenti--"
"who put you up to this?!"
"n-nobody. it's in the cards."
"oh, i should've known better than to trust some scamming sump-rat--"
"ex-cuse me?! mrs. kirraman, i've been advising you for three years, and the cards have never led you or i astray--"
"i recommend you shut your mouth and leave the premise before i call for security." she said as she stormed out of the room.
so, that was the end of that gig. you left the premise in the strong arms of a kirraman guard, muttering about summoning janna and cursing the family and woman. of course, you aren't capable of casting curses, but you enjoyed the spooked look your empty threats got out of her as you were dragged off of her property.
it's for the best. or at least, that's what the cards tell you.
you've got a little shop set up in the undercity now, just across the street from the last drop in the heart of zaun. your busiest hours are the evenings when people stumble out of the bar, a little buzzed and needing some advice.
business is fine. you're happy to be working back at home. you just can't help but feel like you're missing something.
and then you meet sevika.
from the moment she steps into your shop, you know she's gonna be trouble for you. she's all skeptical and guarded, looking at you like she can't tell if you're crazy or scamming her. it's hilarious.
"care for a reading?" you ask.
she raises an eyebrow at you. "...so are you a psychic or...?"
you chuckle. "a tarot reader. i don't read minds, just cards."
"hm." sevika sits down at the counter. "alright, fine. how much are you chargin'?" she asks. you chuckle.
"depends how hard your question is."
"what am i doin' tomorrow night?" sevika asks. you roll your eyes and shake your head, pulling two cards. wheel of fortune and the devil. you chuckle.
"gambling?" you guess.
sevika smirks. "easy guess."
"fuck off. you got a question or what?" you ask. sevika sighs.
"what do you know about silco?"
"i told you i'm not a psychic--"
"no no--" sevika cuts you off with a laugh. "i mean, you've heard of him, right?"
"sure." you say, nodding.
"he... might be interested in hiring you as an advisor." sevika mutters. you chuckle.
"you don't sound too happy about it."
"i don't believe in psychics."
"oh, janna, this is gonna be miserable, isn't it?" you groan. sevika huffs a laugh.
it isn't until you've been working with silco for a full month that sevika starts to respect your predictions' accuracy.
it takes another month for her to start being friendly to you.
and then, by month three, sevika's one of your closest friends.
and she asks for a reading.
"you sure you trust me?" you ask with a giggle as you shuffle your deck. sevika huffs and rolls her eyes.
"i've seen the shit you predict for silco. you knew finn was gonna flip before we even knew he was upset. c'mon, give me your worst."
you chuckle a bit, then flip a card. "huh." you mumble. sevika raises an eyebrow at you.
"what?" she asks.
the lovers. you chuckle and shake your head. "you got a crush on anybody?" you ask, flipping another card as sevika sputters across the desk.
"wh-- do i-- what the fuck are you talking about?" sevika's eyes are darting around the room like she's nervous, or something, and you don't understand why she's suddenly so antsy until you look down at your cards.
the high priestess. "oh." you giggle.
sevika's eyes fly to yours and she groans. "shoulda known better than to ask the fuckin' psychic i'm crushin' on to give me a reading, huh?"
you laugh. "only if you were hoping i wouldn't find out."
"fuck. i thought you were gonna tell me to quit smoking or something."
you snort. "i can tell you that, i don't need the cards for it."
"well..." sevika grunts and flails her hands out.
"well?" you ask. she groans again.
"you gonna charge me double if i ask you another question?" she asks. you grin.
"depends what the question is."
"for fuck's sa-- will you go out with me?" sevika whines. you grin.
"i knew you were gonna be someone special to me."
"oh yeah?" sevika asks with a hesitant smile. "the cards tell you that?"
"nah. didn't need 'em to know that." you say with a shrug.
sevika grins, and your cards flutter to the ground as she darts across the table to kiss you.
taglist!
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@lavenderbabu @emiliabby @sevikasbeloved @hellorai @my-taintedheart
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@strawberrykidneystone @sevikasfan @fict1onallyobsessed @greenhazes
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sweetsilver-if · 7 months ago
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To Taste Sweet Silver
Play here [Updated 8/10/24]
Word count (w/code): 16.9k
[F.A.Q] [Spotify][Pinterest]
"The silver of the fruit tastes sweeter than the iron of the blood." There is a City in the center of the remaining world, said to house and protect the last gift from the Old Gods before they vanished. Your mother had told you stories of it as a child, before she died. No one is allowed to enter the City of Forgotten Silver without extensive documentation and proof they are worthy. Not everyone is allowed to grace divinity. There is no reason for you, a nobody, to be here but you've managed to worm your way in. You know the consequences if you get caught, and you know to keep your head down as often as you can. The risk to be here is great, for the City is desperate to protect what remains of the past. Everyone who has dared to take the Old God's last gift, a fruit with silver skin, has had their execution made a spectacle. For this fruit is the key to reviving the world to what it used to be. Or so it is believed. It's why those in power will do anything to protect it. You know this, but you have a plan to attempt its theft anyway. For without it, how else will you finally bring this world to its end?
To Taste Sweet Silver is an 18+ Gaslamp Fantasy IF about putting a crumbling world to rest.
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✽ Play as a fully customizable MC: gender, sexuality, personality, skills, etc.
✽ Decide how you're going to survive in the City; will you fake an identity and do earnest work, rely on thievery, or freeload off anyone willing to take pity on you
✽ Master magic, hone your physical skills, or expand your worldly knowledge
✽ Discover why the Old Gods abandoned the world in the first place, and learn about the New Gods that have taken their place
✽ Decide your reasons for wanting to end the world. Will you really go through with it?
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Caspian Sinclair
The City Mage [M]:
A man who's more important then he lets on. The only reason you know he's a Mage is because you sense it on him. Despite his kind but stoic nature, you hesitate to approach him because if he finds out who you are, he will kill you. If only he wasn't also the holder of key information you need. He never seems opposed to answering your questions or pointing you in the right direction, making him your main source of information about the City of Lost Silver. However, the badge he wears reminds you to still your tongue, and watch your questions.
Whisper
The Jester [NB]:
Xer part of a night show, the sort outlawed in the City due to being propaganda about the Old Gods' departure. When xer not part of the show, xe have a traveling food cart xe only run at night. Although it's best not to draw attention to yourself and get involved with someone like xem, you can't help but wonder what's hiding under the mask. Especially with xer strange charm, odd sense of humor, and ability to show up at the worst of times for you.
Vivienne Silver
The Empress [F/trans]:
The youngest Empress ever crowned, and only due to the tragic assassination of her family. She's an elusive figure, never seen in public, but worshiped all the same. The people whisper her suffering is the reason why the City has seen such prosper in recent years, mythologizing her as a martyr. As an outsider, you have no strong opinion of her, until strange circumstances bring you together. She's exhausted and weary and as willing to bite as she is to be gentle.
Mourning
The New God [M/F/NB]:
Your benefactor and the sole reason you managed to get into the City. They found you in the outskirts one day and handed you a pass, telling you they can help you get what you want. You haven't seen them since. They're elusive and strange, and while they claim they're a God, you're not sure they're something quite so holy.
CW: Gore, violence, torture, cannibalism, death, religious trauma, explicit sexual themes, mtc
Note: This is a side project and won't be updated frequently. My main project is Burning Academia!
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reflection-s-of-stars · 10 months ago
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One really subtle, fun thing about the locked tomb is how they talk about “generalist” necromancy.
Judith says in Cohort Intelligence Files that Abigail’s necromancy is “generalist,” though we later find out her real skill lies with spirits. No matter how true it is, this is one of a few things in CIF that paint Abigail as a less-than-stellar necromancer (another one is the idea that her political power is what sets her apart from the others).
So “generalist” necromancy is seen as less advanced than a specialization, like Harrow’s in bone or Ianthe’s in flesh.
You don’t see a ton of that in fantasy media. In A:TLA, normal benders like Katara, Toph and Zuko are far less powerful than Aang, because he can bend all four elements. In Aurora (my favorite ever webcomic that you should all read), Erin has more prestige than any other living mage because he can do every type of magic. The Owl House shows wild witches like Eda, who do multiple kinds of magic, to be outlaws and outcasts. I could go on.
The reason fantasy authors do this is because they want to present magic as a skill/ability, whether it’s inherent or learned. It’s like sports or an instrument: the more you practice, the more things you can do, and the more things you can do, the better you’re considered.
And that’s the big difference between these examples and the Locked Tomb: instead of a skill to learn, TLT presents necromancy as an academic field.
In academia, specialization (like a college major, or being a specific kind of doctor) is common and expected. You’re encouraged to dive deep into one area of expertise, rather than being a jack-of-all-trades. That’s what necromancy is.
“Yes, Pent is a ridiculously powerful political force and talks to ghosts on a regular basis, but she’s a generalist. Not like Ianthe, who’s good at flesh magic!”
It’s really subtle, but it adds to the tonal blend of sci-fi and fantasy that helps make TLT so cool.
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dalishious · 4 months ago
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can you remember exactly what Solas says about Blood Magic making it more difficult to connect to the Fade? I know there was a shift between DA2 and Inquisition in terms of the whole blood magic/demons thing, but I can't remember the exact wording
Inquisitor: You said that the censure against blood magic was a superstition… Solas: I did. It's fortunate Cassandra is not within earshot. Solas: Most modern cultures forbid blood magic. Publicly, even Tevinter disapproves of it. Solas: But as I said, magic is magic. It matters only in how it is used.
Inquisitor: I'd be interested in learning more about blood magic. Solas: I would teach you, if I knew it. Unfortunately, using blood magic seems to make it more difficult to enter the Fade. Solas: You understand why I have never bothered to learn it. A shame, as it is extremely powerful.
Inquisitor: Every time I've seen blood magic used, it has been for some evil purpose. Solas: I once saw a woman stabbed in the stomach with a dagger. She died slowly, in agony. it was repulsive. Solas: If the Chantry outlawed daggers, would that stop people from using them? Of course not. Solas: Some would use daggers in secret, ashamed, and some would find rebellion titillating, a step down the path of depravity. Inquisitor: You don't need to sacrifice a slave's life to make a dagger. Solas: I suppose it depends upon the dagger. Solas: How many men have you killed while fighting for the Inquisition? How many more will you kill out of necessity? Solas: And if blood magic could help you? Well, it matters little to me. I do not use it, but I do not think it evil. Inquisitor: So we should allow blood magic to be used freely? It works so well for he Imperium! Solas: Tevinter's foundation stones are in the bones of ancient elves with slave-blood for the mortar. Solas: It is an example of nothing more than gilded savagery. Pitiable, in a way. Inquisitor: It doesn't matter how they arrived there. Most blood mages use their power for the wrong reasons. Solas: Yes, but not all. I once saw a blood mage healer who would shed her own blood to close a patient's wounds. Solas: Although, admittedly, you are unlikely to find her here.
Inquisitor: To be honest, I don't see it as different from any other magic. It's a means to an end. Solas: Indeed. The problem is that, under the Chantry, blood magic is forbidden, so only criminals practice it. Solas: While in Tevinter, magisters compete with each other instead of keeping their volatile friends in check. Solas: They always succeed through power, so they have never had the chance to learn another way.
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doopcity · 9 months ago
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character im making for a small dnd game. he's a mage outlaw named milly
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dailyadventureprompts · 9 months ago
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Adventure: The Big Ambitions of Baron Bittly
Monsters from the primal expanse of the Drovidiin Wilds have been appearing without warning in the kingdom's heartland, somehow teleported hundreds of miles to rampage through towns and cities. After more than one skirmish with the beats, your party has ventured to the bordertown of Thimblewell on the edge of the wilds, seeking answers.
Adventure Hooks:
Though the party have heard whisperings of the beast attacks before, their firsthand exposure to the phenomenon comes when they hear screams and cries coming from the town's fancy playhouse. An acid spitting drake has somehow found its way inside the building during the middle of the performance and its rampage threatens to bring the house down.
Tasked with tracking down a crew of bandits that've been plundering local caravans, the party's raid of the outlaw's encampment is thrown into chaos when one of their targets breaks open an innocuous crate, pulls out a glowing glass canister and smashes it in the middle of the melee: unleashing a beast in a burst of blue light into an already chaotic final battle.
The party find a strange tension when they arrive in the town of Thimblewell. Though the settlement has a long history of being beset by monsters from the primeval wilderness it borders, there've been no attacks for the past several years and no one seems to want to talk about why. Eventually a disgruntled former guardsman points them in the direction of the local landholder, an amateur mage with a reputation for conducting strange experiments. He fails to mention that said mage has a defence system built into his manse, and that he's been expecting the party's arrival for some time.
Background: Irnett Bittley was never a mage of large talent, both because he was unable to summon up the showy displays of elemental mastery that would have earned him a living as a court wizard, and because his self important streak made him too proud to ever suffer suffer through an apprenticeship. He was a great mage, destined for great things, and the fact that others couldn't see that was their failing.
Tired of being challenged or denied by people who genuinely knew better, Bittley picked up stakes and went to the boonies seeking to find a pond small enough to consider him a big fish. He found it in Thimblewell, a little town sorely in need of a handymage, and he could have been happy and well liked there if the need to be great wasn't etched on his soul. Thimblewell had a monster problem, and while Bittley was no battlecaster he did have a knack for bindings and containment spells. If he managed to catch a monster by supprise while it was distracted by the local millitia he could shrink it down and hold it in stasis, effectively defeating the monster by kicking the can indefinitely down the road.
The townsfolk heaped praised upon him for his heroics, only to have their goodwill spat right back in their faces as Bittley started asking for increasingly steep "donations" to keep his enchantments in place, all but threatening to release the beasts again if his impromptu tax wasn't paid. Fast forward a couple of decades and Baron Bittley has become rich enough to buy himself a title and become Thimblewell's defacto ruler.
Still not content to be a backwoods landbarron, Bittley's latest scheme is to sell his stockpile of captured beasts one by one to unscrupulous individuals who are in need of a good monster: thieves in need of a distraction, poachers and collectors trafficking in rare specimens, nobles who'd prefer an untraceable and indiscriminate means of assassination. This enterprise is making Bittley even more rich, but with success comes paranoia, and we all know how dangerous a paranoid mage can be.
Challenges & Complications:
1: The drake was intended as a means of assassination, targeted at a countess and her heir attending the playhouse's performance in one of the box seats. As the party runs in to save the screaming commoners, they'll potentially be diverted by the countess's guards, intending to save their employer's life before anyone else's. Saving the noble might earn them a rich reward at the cost of many lives, but choosing to look after the common people will earn them the ire of the acid-scarred heir, who watched them save the rabble while his flesh burned and his mother was crushed to death under rubble.
2: After the party have defeated the bandits, they'll find three more of those arcane canisters left in the box, each containing its own miniaturized monster waiting to be unleashed. The caravan the bandits robbed was smuggling these beasts to a buyer with dangerous aims, meaning the caravan's owners now have good reason to want the party silenced. Do the party report their findings? Extort those who hired them at the cost of a knife in the back? Or do they just take their offbrand pokeballs and run, dreaming of the chaos they can cause.
3: Baron Bittley knows the party is coming for him thanks to his spies in town, he also knows he could never hope to take them in a fair fight. Thankfully he’s got access to magic, so he doesn’t need to fight fair, allowing them into his home only to catch them in a trap that will shrink them down to a few inches tall, whereafter it’s a simple matter of mage-handing them over into the basement bound dowry chest/prison he’s made for all those in town who’ve dissented to his rule over the years.
Thankfully the tiny townsfolk have been working on a jailbreak for some time now, having painstakingly sawed their way out of the box while their inattentive overlord’s been distracted domineering the world outside. The greatest hurdle to their escape has been the wild landscape of the junk fulled manor basement, filled with various pests that’ve become arcanely mutated from the leakage from the mage’s lab on the floor above. The party will need to engage in some borrowers esque traversal across the basement, up through the walls, and into the lab if they have any hope of reversing their predicament.
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risingsunresistance · 1 year ago
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all the gold skills is SO weird, never thought i'd be anywhere near this. how do i get gold in cactus and netherwart someone please send help despite all my farming fortune i still barely break bronze-
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crazyintheeast · 7 months ago
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Why you should watch Renegade Nell
Welcome back to the newest addition of shows you should watch. Today we have Renegade Nell. So who is Nell?
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Nell Jackson (and yes this is Orla from Derry Girls and she is just as brilliant here)is a woman who comes back from war to her village after discovering that for some unknown reason she has superpowers. She has the same personality as our beloved Korra and Ava Silva. She fiercly protects her loved ones, she hates injustice, she questions authority and she tends to solve most of her problem with punching people. After protecting her sister from the creepy Lord's son their father gets killed she and her sisters are forced to go on the run
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The only person to help them is the Lord's "servant" aka slave Rassalas. One of the few good men who truly stand for justice
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They also joined forces with Charles a first class Himbo who is there for the vibes and to get beaten up by everybody and become Outlaws who rob the rich
As time progresses Nell accidentally becomes the most wanted person in Britain and intereferes with the schemes of an evil Jacobist Mage who wants to take down the Queen but the real interesting villain is Sofia
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No this is not Katie McGrath altouh the charcter has been based so blatantly on her portrayal of Morgana both in look and in story that I am pretty sure she can sue. So if you are having Katie McGrath withdrawl issues or you want to see what is essentially a Morgana AU fanfic filmed by Disney you will enjoy her
But is there gay you ask?
Nell shows zero romantic or sexual interest in anybody but we have our lovely Poly who has a bisexual awakening when she sees Nell and spends most of her time having fantasties and writing poems about her. She is living her best life and is here for it
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aita-blorbos · 2 years ago
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Am I the asshole for hating my crush's friend's/subordinate's ex boyfriend even though everyone seems to like and trust him?
For context: I'm (late 20's M) the Commander of a supernatural police force. A while ago we recruited a Mage (late 20's F) who's been an effective and trustworthy addition to the team. In fact, she has killed very difficult demons that no one else would be able to kill (not even I could, and I'm a trained assassin). I quickly promoted her to Captain because of how well she handled a tricky situation. Over time we even became friends.
A few months ago we were traveling to a mission, but had to stop in a city because of a blizzard. There was demon activity in the city which we had to investigate. The demon was affecting the Mages who lived at a secret Mage school (use of magic is outlawed, except for the Mages in our Order). The man who greeted us at the school immediately recognized the Captain, and hugged her. The way he hugged her set me on edge. It was revealed a short time later that the two of them dated when they were both students at the school. She left around a decade ago, but he stayed and ended up becoming the Archmage. The Captain claims they parted on good terms, and it doesn’t appear that the Archmage mistreated her during their prior… relationship. Everyone likes the Archmage. He’s friendly, charismatic, intelligent, seems well adjusted, and is just as tall as I am. But I don’t trust him. He’s too nice and normal, something must be wrong with him. Every time he’s around the Captain I feel this overwhelming sense of hatred for him. When I see him touch her in a casual or friendly way I want to kill him. (I won’t kill him, but I want to.) So am I the asshole for hating the incredibly suspicious Archmage, who’s also the love of my life’s my friend’s ex boyfriend?
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thekingofwinterblog · 1 year ago
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How to fix Halamshiral as a Zone
Inquisition is a flawed game.
I don't think there's anyone who is going to argue otherwise.
The only question is wheter you place it higher or lower than DA2.
One of the things I think it does better than DA2, is that it managed to give every place a soul, an identity of it's own, and at least a distinct, if not always amazing storyline.
The emerald graves doesnt have a very interesting plot, but it has some spectacular side quests, and atmosphere, inculding a haunted mansion, which might be my favorite possession based quest in all of DA because it shows much better than others just how dangerous untrained mages actually are to those around them.
The storm coast tells a story of what was once an important dwarven port, and shows how it fell and was repurposed over time.
The Hinterlands shows the aftereffects of the templar mage war, as well as solas stupid plan to give cory his orb, and the mage rebellion and an actually decent time travel story.
I could go on, but the point is, I usually have at least aomething nice to say about every single region.
All except one.
Halamshiral.
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Halamshiral was the single worst part of all of Dragon Age Inquisition for me, and every single time I boot up this game, it's always the last thing i do before the temple of sacred ashes, despite how bizarre the game flows as a result.
And the reason is because i hate everything about it.
I hate it's unique attempt at side quests, i hate the characters involved, i hate the Orlesians who inhabit it, and i hate how this section tries to copy what worked so amazingly well with Orzammar and Denerim during the landsmeet section, and fails every single shot it lines up.
The ONLY good thing i have to say about this, is that it's at the very least relatively short.
So here's today's question. How to fix Halamshiral?
Let's begin with the three main players.
Celene, Gasparde, and Briala.
The big problem with every single option, is that they all suck.
Celene and Gasparde are both fucking awful people without any redeeming qualities, they have no charisma, and there is no prospect of the Empire reforming itself under either of them, the way Orzammar would under Bhelen.
Meanwhile, Briala is much, much better, but the problem is that we know exactly what is going to happen here if you support her.
Maybe today elves will have it better, but tomorrow, when Gasparde is gone, or celene turns on elves again as she always does all the progress will be repealed, and reversed, along with a few purged alienages.
Its an old story that's been told before in Dragon age.
In short, there is no reason at all to care about this overall plot. None whatsoever.
There were so many reasons to care about both Orzammar and Denerim in the same situation, and every single character involved had so much more charisma than either of these would be monarchs.
So let's fix that.
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Starting with Celene, take the idea of her wanting to reform the empire, and actually take it to the next level.
Celene is genuine in wanting to reform the empire, and has already taken grand, successful steps to make the entire thing much better for everyone, even elves, giving them and serfs more rights, outlawing the practice of chevaliers having a tradition of killing unarmed city elves to graduate.
But the catch is, while she is genuinely making progress, she is doing so within the confines of the great game.
Celene has nonintention of changing the great game, no plans of wanting to remove this thing that holds Orlais back more than any other, this center stone of their nobility and it's culture.
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Meanwhile, Gasparde is a different kind of reformer, one that takes the ideas he had of him claiming to hate the game, and actually doing something with it.
He is far less progressive, has no love for elves, is far more warlike than Celene ever was... But unlike Celene, his ideas of reform isn't going to act within the grand game.
He's going to break it.
Unlike canon gasparde, this gasparde is hated by every single noble family in the entire empire. His only support, and it's a strong one, is the army. The parts of the army that supports Gasparde, and they are a huge part, are loyal to him personally to the hilt.
And he hates them back. He hates the game, he hates the way it cripples the empire, and he wants to change things. Like Celene he plans to break the serfs free of their chains, for the good of the nation and it's power and economy if not for any progressive reasons.
And he'a going to start with Halamshiral.
For this Gasparde isn't merely positioning men to stage a coup... He's planning to kill EVERY SINGLE NOBLE in Halamshiral. Evety man, every woman, every child there.
He's going to reform this empire by wiping out it's cancerous nobility in one fell swoop, and install himself as supreme dictator to see his reforms through, and wiping out the entire Orlesian nobility that might have opposed him, french revolution style.
And thus the Inquisitor has a dilemma.
Unlike Orzammar, where only one side was a reformer, both of these Orlesians are... But you have to choose one.
Do you choose Celene? The more progressive candidate, who wants a more peaceful Orlais going forward? But who is not willing to get ridd of the grand game to do so, thus making it a permanent risk that all her reforms will be undone...
Or will you support Gasparde, and by doing so be complicit in destroying the entire nobility of Orlais, many of whom are not guilty of the shit that Celene and Gasparde here both hate so much? Gasparde is far less likely to create a peaceful Orlais going forward... But he will have obliterated the Grand Game for good and all, a prize that might be worth this Red Wedding style bloodbath.
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Meanwhile there is Briala, the elven spy who has enough influence to allow, or prevent Gasparde's plans from going through.
Here there should be another moral dilemma, quite different from the base game.
Do you convince her to aid Gasparde, in exchange for the Elves getting a duchy of their own in Halamshiral? Do you then back her up with Inquisition forces and support, forcing Him to publicly announce her as such, and trust his own, twisted version of honor to actually stick to it going forward(Something he ultimately does), or do you throw her to the Wolves the moment things get rough?
Or alternatively, do you convince her to side with Celene, and bury the hatchet? And if so, on what terms? And similarly, if she actually wants to get something out of this, you actually need to back her up... Something you may, or may not choose to do.
And voila, here you have an actual story of intrigue, massive, lasting political changes as a result of the Herald's actions, and morally grey on grey choices.
Everything that Denerim and Orzammar had in spades.
Now moving on from the plot to the actual place.
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Halamshiral has no soul.
It's a french villa on a mountaintop. Whoop de freaking do.
It has no interesting murals, unique art only found there, interesting geography, or anything really to make it stand out.
Compare it to Denerim and Orzammar, and the way they fleshed out the entire city's levels of power and criminal underworlds, and you see the difference.
Denerim is a very realistic, squat, squalid medieval city, with it's buildings built on top of every single bit of available space.
Orzammar is a full on high fantasy dwarf city lit up by a lake of lava.
Halamshiral is a villa presented as a city.
How do you fix that?
There is an artist here on Tumblr who pretty much showcased what Halamshiral could have been, if they had taken the idea of the Dalish(who were the original owners) taking inspiration from native americans(amongst others), and use that to build a truly spectacular city, which has long ago been paved over, but the structure is still there.
Make it a city on the water, like the aztex capital of Tenochtitlan, a marvel of canals and stone.
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Make it this Venezia like city, with canals everywhere you look, and the entire city running on water. A marvel of Dalish city building, where they took something as simple as a couple of islands in a lake, and built the most beautiful city in the world.
And rather than just limit you to the palace, instead let you actually explore this city.
Expand the entire event from one night, to a week.
Let the Herald explore the city, meet the players, interact with the nobles, become friends with a few like you could with Ferelden's bans, which in turn makes the possibility of sacrificing them for the greater good hit so much harder.
Let you choose what fancy stuff to wear to the balls and meetings, rather than have this stupid motto of forcing you to wear one, pre determined outfit like this game had for some reason.
Let you discover the places where what little Elven Architecture and art still remains can be found, and talk with the elves who still live here, the descendants after the first elves the Orlesians enslaved.
Make the plotting of Gasparde and the positioning of troops be gradual, not instantly discovered and twarted.
And at the end, if you choose to back Gasparde, you mirror that scene from Dragon Age 2, where the Templars sail across the bay, and you either step aside and witness the bloodbath you just allowed to happen, or you fight them and be recognized by the nobility(most of which are horrible, horrible people) as a hero who just saved the day.
Have the venatori plot be to kill both Gasparde and Celene, rather than their involvement mostly be about handing the player the the easy knife for the knot of which monarch to pick without having to get your hands dirty.
Also have the entire group be gathered for once. Every inner member of the Inquisition just like at Denerim.
Each of whom have their own thoughts on the events.
Who supports who? What is the right thing to do? What is better for the inquisition? Are you staining your honor beyond repair if you back Gasparde? Does the Inquisitor maybe have a breakdown after witnessing what they just allowed to happen and they walk through the gardens or rooms filled with corpses? Maybe have the scene at the end with the love interest be about a moment of them truly comforting their lover in the aftermath of it all, understanding(or not) that as boss, it's your job to have to make the tough decisions. And now you have to live with them.
Or if you wanna go the other way, this could be one of the breaking points like Origins had. If you support Gasparde, Blackwall choses to tell you to get bent, and that he will die as benefits a knight. Defending the week, and calling you out on how you are just as bad as he ever was, a child killer who's going to run away from responsibility, to pretend you are some better person than what you actually are. You're a murder. Just like he was. You are just as responsible for the blood that's flowing as he was with that carriage back in the day.
It would have been a far more impressive reveal moment for his crimes, that's for sure.
Cole probably would be the one who would be second most upset, but wheter he leaves or ultimately stays should probably be depended on your other choices and your relationship with him prior to this, probably have his personal quest be the determinating factor of what he chooses to do.
And i could go on, but point is, this would be a return to Origins choices actually mattering. There were choices that could make or break a characters bond with you. Shale would not budge regarding Caridin, Leliana and wynne would stand against you if you choose to defile the urn, Sevran would choose to betray you for his old friend if he didn't like you enough, and of course the age old choices at the end of act 3 in da2, where you have to pick between templars and Mages, as well as anders fate, and chances are regardless of what you do, at least 1 person ends up dead.
If anyone reading this has any suggestions for how to further improve this storyline, feel free to share, but regardless, i think we can all agree that this is a vast improvement of what we actually got.
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