#rewritingveilguard
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drakorn · 2 months ago
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Rewriting Veilguard Part 2 - The Shadow Dragons
Rewriting Veilguard Part 1 - The World State
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Writing an Origin Story Mission for the Shadow Dragons
Now that we have dealt with our World State, it’s time to pick Rook’s background. When I first learned that there would be six factions to choose from, I was honestly very ecstatic. You’re telling me we’re getting six different origin stories for Rook? Did BioWare finally listen to the fans’ wish to get one more game with DAO-style prologue missions before the big main plot begins? Then I learned that six of the companions you meet would represent one of those respective factions, and I was like “Amazing, so you will definitely have one party member with whom you can at least align interests and goals from the start.”
What we ended up getting was…sort of something in the middle. Your backstory is brought up and you get quite a lot of unique dialogue regarding your faction. If you’re a Shadow Dragon, there’s a lot of Minrathous dialogue tailored to you specifically. If you’re a Grey Warden, you’re having an absolute field day whenever the Blight is involved, which is…a huge chunk of the game.
But there was…something missing for me. You see, when we start the game, we’re immediately thrown into this epic mission where Rook, Varric, and Harding find Neve and race to stop Solas. It feels very much like we’re starting somewhere in the middle rather than at the beginning. And that, in my humble opinion, is due to the lack of a unique origin story that you can actually play through. So, here’s what the next few parts of this hypothetical rewrite of Veilguard will focus on: creating six unique playable origin stories that would very much be doable without the vampiric leech known as “development hell” hovering over you. This post will focus solely on the Shadow Dragon origin story, so stay tuned for the others. I’m aware of how long it might take between posts, but I want to make sure I do this the right way.
Creating Rook
We start the game, which immediately kicks off Varric’s opening narration. But instead of Varric talking about Solas immediately, we’re gonna set the stage for the general state of Northern Thedas: with the South experiencing a few years of relative peace, the North is a wholly different story: Tevinter and the Qunari have engaged in a bloody and brutal all-out war, the Grey Wardens are growing more reclusive, strange reality warping occurs in Arlathan Forest, a part of the Antaam broke off and is now occupying Antiva and Rivain, strange whispers arise from the Grand Necropolis, basically, everything is in chaos. But Varric is certain that one person is the key to all this. Cue the distant howling of a wolf and six red eyes. Cut to black.
Now we get to customise Rook and choose our faction. As the title of this post suggests, we’re taking the Shadow Dragon route. The backstory text, however, is going to be different to the one we get in DAV. You see, when reading through those backstories, I got the feeling that all of them sounded like outlines for what could have been the origin story quest. I am actually 100% confident that BioWare planned on including prologue missions at one point but had to scrap them due to development hell reasons. And all of the six summaries essentially boil down to “you upset some higher authority and now your faction wants you out of the spotlight.” All the choices regarding Rook’s personality have already been made for us. Playing this actual backstory allows us to roleplay in a roleplaying game, which…shocking, I know, but here me out. Instead, the origin text we get when we click on the Shadow Dragons is simply going to be:
“You are a Shadow Dragon. This underground resistance opposes corrupt rulers and slavery in Tevinter. Coming from all walks of life, they are determined to bring justice to the people. As a member of House Mercar, a renowned Soporati family renowned on the battlefield against the Antaam, you have much influence to bring, and much to lose.”
That’s just the small little snippet we see when hovering over the option. But that’s all we’re gonna get for now. There is no mention yet of Rook’s personality as we’ll get to shape it ourselves a little bit. So, we customise our Rook, finalise our massive World State, and click on the play button at last.
Varric’s narration continues, just like in DAV, but this time, he’s going to give us our chosen faction’s backstory. We get a recap on how Dorian and Maevaris founded the Lucerni shortly after the war with Corypheus and how much of a ray of hope this group was in the twisted and corrupt society of the Tevinter Imperium. But then, some of the more powerful magisters began to heavily push against them, eventually leading to Maevaris being framed for treason and losing her seat in the Magisterium. She took all the blame on herself so that Dorian would be able to retain a spotless reputation and continue their work on the great political stage. Maevaris took the remaining Lucerni underground and formed the Shadow Dragons, continuing their work under a different name. Now unbound by political restrictions, the Shadow Dragons are free to take more radical measures in their fight against oppression and slavery. And Varric is confident that the perfect candidate to go against the bigger threat can be found in this group.
The Shadow Lair
Our story begins in Minrathous, in the underground base of the Shadow Dragons. And right off the bat, we’re making a change regarding said base’s location. In DAV, it stands in a random building somewhere in Dock Town that pretty much anyone could access. I get that they were probably going for the “hide in plain sight” approach, but let’s actually have some fun here.
In this rewrite, the Shadow Dragons are literally operating from the underground. Now, Minrathous’ underground system has two things that are very beneficial for a secretive rebellious organisation:
Vast catacombs. The catacombs of Minrathous are so massive that they can store food to survive years of siege. Minrathous, like so many cities and settlements in Tevinter, is built on the bones of Elvhenan. You can easily get lost in those catacombs.
Gigantic sewers. The sewers are arguably even more treacherous than the catacombs, because we have seen in Tevinter Nights what can lurk there. Imagine the sewers of the greatest city in the world, the greatest magical city in the world. Surely it comes with its own set of urban legends akin to the sewer gator. But in a city like Minrathous, those legends are probably true. Failed magical experiments, lyrium-infused mutations, abominations of former mages who failed some twisted blood magic experiment, possessed objects; all this can be found in Minrathous’ sewers. Dangerous for everyone, and therefore perfect for the Shadow Dragons.
The Shadow Dragons operate from a place called "The Shadow Lair”, a section of an underground district known simply as “The Undercity”. That’s where all the poor and forgotten retreat if they wish to disappear from the world, or criminals who flee the Imperium’s justice system. A dangerous but also perfect place.
NOTE: For the duration of the prologue, Rook will be referred to by the name of Mercar, as “Rook” is the name they give themselves after disappearing from the scene.
Depending on what race Mercar is, the stakes vary:
If Mercar is a human, they are the direct heir of House Mercar, destined to take over the family name one day. If Mercar is a human mage, they are currently in the process of getting their family appointed to Laetan status, which will give them more political power and influence.
If Mercar is a dwarf, they are an adopted scion of House Mercar.
If Mercar is an elf or a qunari, they are an official slave of House Mercar, but it’s made pretty clear in the beginning that House Mercar’s slaves are slaves in name only, while actually being more akin to paid servants. House Mercar simply refers to them as slaves to stay under the Magisterium’s radar and actually uses them to pass on information to the Shadow Dragons.
I was personally disappointed that DAV didn’t really touch on Tevinter’s slavery system. It felt a bit like I was treated with kid gloves and not given the trust to being able to handle dark topics. But Tevinter, as has been established in all DA media before DAV, is a pretty dark place for anyone who isn’t a human mage. And it’s important to depict that as it shows the stakes and just how rotten of a society the Imperium is. We need to see what the Shadow Dragons are actually fighting for. It’s not enough to just tell us how much a freedom fighter group we are, no, we need to see it.
Meeting the Leaders of the Shadow Dragons
For the sake of this playthrough, our Mercar is going to be a human mage, and thus not only the direct heir to the house but also one who can elevate it to Laetan status. We have a lot to lose, so we must be extra careful in this precarious situation.
So Mercar meets with the leaders of the Shadow Dragons, namely Maevaris and the Viper. From this conversation, we get the general gist of what’s about to happen and why we are here: House Mercar decided to get a bit more involved with the Shadow Dragons after both parties discovered a massive plot for something big involving Minrathous’ vast slave population. Whatever it is, it’s happening somewhere in Dock Town, and we are to rendezvous with Neve Gallus, a local and renowned detective, to get to the bottom of this.
Exploring the Shadow Lair
After the conversation, we get to have a quick look around the Shadow Lair, where we can instigate a small series of encounters:
We can talk to Maevaris some more and learn about her past and her motivation behind what used to be the Lucerni.
We can talk to the Viper and learn more about him, how he’s usually running operations and that he’s from an Altus house. But that’s about everything you can learn about him at this point in time.
We can meet Lorelei and learn about her being one of the city elves Loghain sold to Tevinter all the way back in DAO. She will give a few remarks on how the Hero of Ferelden dealt with the Alienage and how she and Alistair made it a more just place.
NOTE: For this rewrite’s hypothetical playthrough, the Hero of Ferelden is a Human Noble who romanced Alistair and became Queen of Ferelden. She is now searching for a cure for the Calling.
We can have a bit of a look at the Undercity and just see how much of a poor and dark place it is. This is the gutter, no, this is below the gutter. The people here wish to disappear. They are miserable, most of them have given up hope. The Shadow Dragons are the only ones who actually care about them.
Since the Undercity is below modern Minrathous, we can see traces of ancient elven architecture on display, including mosaics and frescoes.
An Old Friend
Just as we’re about to leave for Dock Town, a familiar face strides into the Shadow Lair: Varric Tethras. Yes, we actually get to see Rook’s first meeting with Varric here! Maevaris greets and introduces him to us (and we actually get to know that Varric and Maevaris are family, which DAV kind of glossed over, thank you very much). Mercar gets to have a first chat with Varric, where he assess our personality. This vibe check is what allows us to determine Rook’s general personality: are we diplomatic, humorous, or aggressive? I fully get that Varric wouldn’t pick an evil person to fight against Solas, but we should still have some kind of roleplay room regarding Rook’s way of thinking and speaking.
Varric’s purpose in these prologues is very similar to Duncan’s in DAO. He’s the one who recruits you into the larger fight and acts as a mentor figure for a while. I was actually fully expecting that to be the case in the actual game when we were told that Varric recruits Rook into the fight against Solas. Well, he did, but I would have liked to see it! Alas, we shall do so here!
Varric stays behind in the Shadow Lair while we go off and do our thing.
Entering Dock Town
Dock Town is pretty much right above the Undercity, the gutter above the actual gutter. The entrance to the Shadow Lair is quite hidden with enchantments, known only to Shadow Dragons and their associates.
Dock Town is going to stay pretty much exactly as we see it in the game. If there is one place in Minrathous where everyone could mingle without being necessarily immediately prosecuted, it’s that place (which is probably why that’s the only part of Minrathous we see in the game, but I digress). However, there will be one major change: slavery is still a thing.
Dock Town is…well…a place where ships dock. That includes ships of slave traders and prisoners of war. In this rewrite, Tevinter is still locked into a war with the Qunari, so there will be a lot of that reflected in the environment. As we walk through Dock Town, we see guards on high alert, slaves and prisoners being led away in chains. We’re doing some important environmental storytelling here that lets us know exactly why Tevinter is a place that needs to be liberated and changed so desperately.
Meeting Neve Gallus
We find Neve Gallus at the Cobbled Swan. Depending on dialogue choices, we might or might not have heard of her up to this point. I think it would be fun if Mercar could geek out about her because he read some sensationalist tabloid about one of her cases.
So Neve tells us that a huge part of Dock Town was closed off for a great event, a former small coliseum that hasn’t been used in decades. Coincidentally, several unpurchased slaves and prisoners of war are being dragged into that area.
Neve has a good lead to assume that the Venatori are somehow behind this because of course they are. Neve gives us a recap on what the Venatori are and how she had multiple run-ins with them already. She is to be absolutely certain that Mercar can be trusted as they will need to work together on this. In response, Mercar shares his side of the information, that his father, Charon Mercar, who is also a respected Legatus in this rewrite, oversaw a strange pattern in how many prisoners of war and masterless slaves, primarily from places like Ventus and Carastes, Qunari-conquered cities, have simply disappeared, and how surprisingly many military vessels have been transferred to Minrathous. Since Neve is a detective, it’s fun to make this part of the journey feel a bit like a crime mystery.
Once all information has been shared, Neve declares that it’s time to go.
Approaching the Coliseum
Neve takes us across Dock Town’s roofs towards the closed-off area of the coliseum. There, we see just how massively guarded it is. The official excuse for all this is a military training exercise. Horrifyingly, this is much closer to the truth than we realise. There are Imperial Templars and Legionnaires patrolling the outskirts, so we have to find our way in.
Neve directs us to a secret hiding spot, where we meet Tarquin, who is, as we know, an Imperial Templar working for the Shadow Dragons. Not even he knows exactly what’s happening, but something definitely big is going on.
There are two options before us: do we sneak in from above and observe from the shadows, or do we disguise ourselves as templars and participate in a more open manner? This right here gives us another choice regarding Mercar’s way of doing things. Are we feeling confident enough to just walk in and hide in plain sight? Or do we take the stealthy approach? While Neve is all for stealth, Tarquin prefers the closer look. So a first major choice presents itself:
Follow Neve and observe the proceedings from above, quietly gathering the information you need.
Follow Tarquin and disguise yourself as an attendant, getting a much closer look at the proceedings.
So I’m feeling a little brave right now. I think my Mercar would try to do the bold approach to get better results, even if it means a higher risk. For this playthrough, I’m choosing to follow Tarquin and let myself be disguised. Neve begrudgingly follows along.
Entering the Coliseum
A few minutes later, Mercar, Neve, and Tarquin approach the Coliseum gates in disguise. Tarquin wears his Templar armour, while Mercar and Neve are dressed as mages of the Legion.
Once we enter the arena, we have the chance to explore it for a little while. Doing so allows us to encounter the following:
We can have an early chat with Magister Zara Renata, who will, of course, be very relevant later, along with her lackeys Felicia and Calivan, all of whom are prominent members of the Venatori. Neve is able to make that connection due to Felicia’s brother Livius having so notoriously attempted to corrupt the Wardens at Adamant Fortress in DAI.
We may encounter Magister Bataris, alongside his son Albin and get early hints of just how far the Venatori corruption runs.
If we make a good enough persuasion attempt at the Templar Captain guarding the entrance to a basement, we shall enter it and discover the prisoners and slaves intended for some heinous affair. Here, and only here, if we perform this correct dialogue choice, and being a human mage, unfortunately, certainly helps here, we get to see that our father, Charon Mercar, is among the imprisoned. And the worst of it all? He doesn’t even recognise you. Actually none of the slaves and prisoners react in any way, as all of them seem to be under some sort of spell. As we look closer, we can see that all of them have strange spiked collars around their necks, filled with blood. This is blood magic that keeps them entranced. If we want to risk it, we have time to break our father’s collar and ensure that perhaps, he can escape. So we do just that.
The Imperator
Following our exploration of the Coliseum, we get streamed into a crowd of onlookers as the Imperator of Tevinter’s legions, the Supreme Legatus himself, Magister Aemilianus Laskaris, enters the centre of the arena.
We know from DAV that Tevinter has an Imperator, and the Imperator is not the same as the Archon in this context. While the Archon is the overall ruler, the Imperator is the highest military commander. Think of this guy as Tevinter’s version of Loghain. Laskaris also happens to be one of the loudest voices responsible for forcing the Lucerni out of the Magisterium.
Laskaris delivers a speech in which he proclaims just how bad Tevinter is faring against the Antaam. Here we get some early insight into the fact that a large chunk of the Qunari army broke off and is now bearing down on Antiva and Rivain. However, a large part of it remained and is following the Arishok into battle against the Imperium. And even against this broken Antaam, the Legions are starting to fail.
Laskaris cites lost cities such as Ventus, Carastes, and Neromenian as evidence for the desperate situation Tevinter is now facing. Therefore, something must be done. Something drastic. He presents, to the gathered onlookers, the Salvatio Initiative. Basically, all unpurchased slaves and prisoners of war are to be given to Tevinter’s legions, where Laskaris and the Legates serving under him will perform blood magic rituals to turn them into mindless but ravaging soldiers against the Antaam. Dangerous cannon fodder essentially. He will use tonight’s demonstration to convince the gathered members of the Magisterium to pass a law that will officially permit Tevinter’s legions to use blood magic. Well, we know, Tevinter has always used blood magic behind closed doors, but this will mean that all safety measures are off, all precautions, all careful attempts at hiding it. And the worst part is: since slaves are considered nothing but tools, it won’t even be seen as unethical by the large portion of conservative Senate members. And prisoners of war? Qunari? Who cares about them anyway, right? This is the darkness and true corruption permeating Tevinter. This is exactly why the Shadow Dragons exist to bring back the light.
Several doors open and Laskaris directs all slaves and prisoners to be brought forth.  They are all wearing the blood collars. Upon the Imperator’s command, him and several blood mages under his leadership, activate the blood collars and turn the slaves and prisoners into an absolute frenzy. A battle erupts in which the sheer destructive power of the now-mindless fighters is demonstrated.
Mercar now has a choice to make, and it is the biggest one there is in the prologue:
Do we stealthily fight the blood mages and try to rescue the innocent mind-controlled people without blowing our cover? You do, however, risk your father dying.
Do we rush in headfirst and fight Laskaris head-on, saving your father but maybe dooming more innocents and risking exposure?
Do we put our personal emotional interest above the greater good or vice versa? Well, because we broke our father’s collar earlier, we can at least assume that he’s going to be able to fight for himself with a clear head, so let’s focus on the blood mages in a stealthy manner.
Neve and Tarquin quickly take us behind the scenes as the crowd watchers in apt interest. There are five blood mages, including Laskaris, who need to be dealt with. Neve takes one half, Tarquin the other, while you have a go at Laskaris himself. You are masked so he won’t know it’s you.
While Neve and Tarquin successfully dismantle two blood mages each, we sneak right up to Laskaris and try to either knock him out or backstab him altogether. This results in the same outcome but tells a lot about Mercar’s personality. Do we kill this guy and end it now? Or do we try and incapacitate him so that he can still be of use for the future?
Regardless, Laskaris sees it coming and engages in a boss battle against us. It’s a tough battle, one that we are logically meant to lose. If we get Laskaris down to 0HP, miraculously so unless we play on Storyteller mode, the cutscene will slightly change but the outcome remains largely the same.
Laskaris lashes out and wounds us, causing us to fall down, bleeding, losing our mask, exposing ourselves to Laskaris, while the slaves and prisoners stage a mad revolt around us, forcing the gathered magisters to flee the scene. But because we freed our father from his collar, he comes rushing in to save us, engaging Laskaris in a one-on-one duel. Despite “only” being Soporati, he puts up quite a fight with his huge two-hander. We want to help him, desperately so, but we are just too weak. Laskaris is impressed by Charon’s strength, but ultimately, deals him a mortal wound. Just before Laskaris turns to finish us off, he is struck in the shoulder by…Bianca!
Varric steps into the fray and fires off a row of bolts against the Imperator, allowing Neve and Tarquin to take us away as we pass out. As they do so, the Viper appears and casts a spell that shrouds the whole arena in fog.
Back at the Shadow Lair
We awaken in the Shadow Lair and are greeted by Varric. It turns out that he was using this whole mission to assess us from the background, to determine if we are the one he’s looking for. And he decides that, yes, we are. Laskaris, the Venatori, all of this is just one puzzle piece of something much greater. We can press Varric on what this could possibly be, but he won't tell us just yet. Instead, he tells us that we should disappear. And he might just be able to help with that. We can be incredibly outrageous about this. I just discovered the biggest plot to endanger slaves ever since the Magister Sidereal tore open the Veil to reach the Golden City! I can’t just leave right now to pursue something I don't even know about!
At this point, Maevaris joins us and agrees that Mercar has to disappear for a while, now that Laskaris knows who we are. We can’t be seen with the Shadow Dragons for the time being. Doing so would just endanger the whole cause.
Reluctantly or readily, that depends on our personality, we concede that there is sense in Varric’s words. Varric advises us to adopt a codename as well, like so many agents of the Inquisition did back in the day. Mercar thinks for a moment, reflects on the most recent events, and decides on “Rook”. Varric approves. “The strongest piece on the chessboard, I like it.”
Afterwards we get a final chance to talk to the members of the Shadow Dragons before we depart, and get a last look at the Undercity. Neve returns to Dock Town to keep an eye on Laskaris and the slave rings, as well as search for any Venatori ties.
What follows is a cutscene where Rook and Varric depart the Shadow Lair and leave Minrathous altogether. One last time, Rook looks at the city he swore to fight for, then turns around and follows Varric into the unknown.
And that’s as far as we’ll go today! I hope you enjoyed my little hypothetical take on a potential Shadow Dragon origin mission. Of course, not everything is refined and perfect, but I hope you still got the overall gist of what I was going for! Next time, we shall focus on a potential prologue for the Grey Wardens! Stay tuned!
Rewriting Veilguard Part 3 - The Grey Wardens
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drakorn · 2 months ago
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Rewriting Veilguard Part 4 - The Veil Jumpers
Rewriting Veilguard Part 3 - The Grey Wardens
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Writing an Origin Story Mission for the Veil Jumpers
The Veil Jumpers are…interesting, the way they are presented in the game right now. At first you might assume they are Dalish, but then they are not, or at least not anymore, because they let anyone join their group. Then they all seemingly know about the true nature of the Evanuris and actively oppose them.
I have to admit, when the one faction that strictly deals with matters of the ancient elves and has the most visible Dalish influence, I expected a bit…well…more Dalish behaviour, I suppose. When I saw how Strife and Irelin responded to the Evanuris returning, I had a bit of a “…huh…” reaction. I expected at least some elves to have a crisis of faith, and Bellara contemplating how horrible this is for one or two scenes does not really count in my opinion.
So, in the Veil Jumper origin story we are about to experience, we have to tackle the following questions in a satisfying manner:
Why do so many seemingly Dalish elves allow outsiders into their midst?
Why does everyone apparently know of the Evanuris’ true nature?
Why does not a single elf have any kind of crisis of faith upon learning that their gods are evil?
At least one of these questions is going to be answered with “this doesn’t happen in the rewrite." I’ll let you guess which one it is.
So, without further ado, let us experience a potential Veil Jumper origin story!
Creating Rook
For a third time, let us press the start button. This time, we choose the Veil Jumper origin, and the little blurb text reads as follows:
“You are a Veil Jumper. This daring group explores ancient elven ruins in Arlathan Forest. Initially founded by the Dalish, they now, albeit reluctantly, accept anyone into their ranks who is brave and cunning enough to face Arlathan’s reality-warping magic. As one of their senior members, you are quite familiar with the preserved lore of Elvhenan and are now entrusted with leading an expedition into the unknown. But will that trust be warranted?”
I think the Veil Jumpers are the trickiest faction to explain the “you can play all races” angle. The Shadow Dragons consist of the oppressed and those willing to fight against tyranny, the Grey Wardens literally cannot afford to discriminate, but the Veil Jumpers? They were, quite probably, founded by the Dalish clans who lived in Arlathan Forest. And if there is one thing, one crucial trait the Dalish are known for across all previous games, is the fact that they really don’t like outsiders. Clan Lavellan was one of the exceptions to the rule.
So, for this rewrite’s version of Veil Jumper Rook, I’m going to do some world building to explain just why everyone brave and cunning enough is welcome to join them. Because all the building blocks are right there in DA lore, we just have to use them.
Let us go back to Tevinter Nights where we meet Strife and Irelin. We know they are from Clan Morlyn, Strife specifically having joined it after coming from a city elf background. We can presume that Clan Morlyn remained in Arlathan Forest to study and combat the wild magic awakening in it. Eventually, however, Clan Morlyn realised they were just too outnumbered against this raw power. So, begrudgingly, they chose to expand. At first, they picked up the straggling remnants of some of the other Dalish clans who lived in or traversed through Arlathan Forest, none of them numbering enough to survive on their own. But even that didn’t get Clan Morlyn the desired effect.
Clan Morlyn started taking in former prisoners of the Antaam (who were deforesting the place a few years ago), but that was not enough. By then, however, they slowly began to accept outside help, even share in their knowledge of the elven past. They looked at Clans Ralaferin and Lavellan as examples of what can happen if the People open themselves up more. While it is risky, it also brings rewards.
Eventually, the Dalish and the outsiders all merge into one large Clan Morlyn, of which several members form the Veil Jumpers, a force of knowledge and protection.
Now, as we know of Dalish naming customs, there is the first name, the family name, and the clan name. Rook’s Veil Jumper name is Aldwir, doesn’t sound pretty elven to me. But what if Rook’s name is their first name, then Aldwir, and then Morlyn? But how would that work for the different races being all named Aldwir? Well, here’s how we do it: they are all part of the same family. But how does that work?
Early into this expansion of Clan Morlyn, a Dalish woman, let’s call her Ashara, and a human man, let’s call him Beldon, met, fell in love, and married. Both had lost their previous spouse and found very common and loving ground. The man’s last name was Aldwir so they chose that one for the new union. Here’s how Rook’s race affects this backstory:
If Rook is an elf, they are a Dalish elf, the Morlyn mother being their biological parent from the first marriage.
If Rook is a human, they are the child of the human man who came to Clan Morlyn, again, a result of the father’s first marriage.
If Rook is a dwarf or a qunari, they are the adopted child of the human man who came to Clan Morlyn.
For the sake of this hypothetical playthrough, let us play a Dalish mage here.
So, once we finalise our Aldwir, Varric continues with his narration, pretty much summarising the Veil Jumper backstory I just proposed there. He also emphasises on how perilous and dangerous their expeditions into Arlathan Forest are.  But because of their knowledge to all things Elvhenan, he thinks this is the perfect place to look for the right person for his endeavour.
The Veil Jumper Camp
We begin our story at the Veil Jumper camp, and one thing I’d like to establish pretty early on is that the camp is incredibly mobile. It’s been visually alluded to in the game, but I really would like to emphasise the use of aravels here, showcasing the Dalish origins of this faction.
The opening scene starts with the aravels sailing through the forests, until they reach and make halt at a great lake surrounded by tall trees. In the distance, we can see some amazing elvhen ruins that are surprisingly still intact after all these years.
We’re also going to be immediately made aware of the fact that Arlathan Forest has some strange stuff going on with the Veil as there are just so many floating buildings and other anomalies scattered throughout the woods, the shores of the lake featuring an extensive amount on their own.
A note on the lake itself: This is, of course, meant to be the Arlathan Crater, where the ancient Tevinter magisters waged their final battle against the elves before sinking the city into the ground, or so we are meant to believe. I’m going to announce an immediate change right now and say that we are not going to see the ruined capital city of Arlathan here. Because…reasons. Either it’s sunk into the ground, or…well, something else.
Meeting Irelin
The game starts with us stepping out of our aravel, because yeah we get one, pretty cool right? Irelin, one of the Veil Jumper leaders, wants to see us. This is our big day, today we begin our expedition, and now we actually get to hear what this expedition is all about:
The Veil Jumpers have been observing a cave on a small island in the lake for a while now. It could lead to the ruins of a part of Arlathan itself, which is still rumoured to be sunk deep beneath the waves. Our first task is to head to D’Meta’s Crossing, get our supplies, gather our team, and head off. This expedition, consisting of three people, shall be led by us, Aldwir, Bellara, one our most accomplished elven historians, and…Merrill.
NOTE: For the duration of this prologue, Rook shall be referred to as Aldwir, for the same reasons as stated in the other origins. Also, Merrill wasn’t killed in the events of DA2, allowing her to appear here now. In this World State, she romanced Hawke.
So, with Merrill, I am approaching this from a very simple perspective: If she’s alive, she’s here. If she isn’t, she just isn’t.
Our next immediate goal is to head to D’Meta’s Crossing, where we shall meet Strife and Bellara, who need to give us some additional briefing.
Exploring the Veil Jumper Camp
Before we head to D’Meta’s Crossing, Aldwir has the opportunity to do some exploration of the Veil Jumper camp. At this point, we can have the following encounters here:
We can encounter Myrion, the mage from Tevinter Nights, who escaped the Antaam along with Strife. He’s now a Veil Jumper and one of those in charge of defending the caravan during travels.
If she’s alive, which she is in this case, we can have an early meet-up with Merrill. We learn that she left Kirkwall after the events of Trespasser and wandered Thedas in the attempt to learn more about the Eluvians and the mysterious Crossroads. We can ask about Hawke, but she’ll be very quiet and sad about him, as he’s presumed dead after the events at Adamant Fortress.
NOTE: In this World State, Clan Sabrae survived and Merrill’s Eluvian was restored.
D’Meta’s Crossing
So, D’Meta’s Crossing will have a bit of a different role in this rewrite. You see, when playing DAV, I wondered how such a village could exist in Arlathan Forest, inhabited by both elves and humans and a human mayor to boot. How is this possible?
Well, thankfully, the worldbuilding we’ve done a little earlier gives us the perfect way out: D’Meta’s Crossing is the settlement Clan Morlyn and the Antaam survivors constructed for themselves after deciding to build a community together. This is where the civilised, non-fighting part that isn’t the Veil Jumpers resides.
However, I am going to change the character of the mayor. Instead of a generic slimy human guy, this rewrite’s version of the mayor is an elven man named Venalin, who is also the Keeper of Clan Morlyn. The idea here really is to show just how much the Dalish of Arlathan Forest were willing to adapt due to necessity.
Our goal in D’Meta’s Crossing is to find Strife and Bellara to fully get our little expedition going. But first, we can do some initial exploration of the settlement:
Instead of it being a regular human-built village as it aesthetically is made out to be in the game, D’Meta’s Crossing is a bit of a mix of cultures: It’s primarily Dalish, we can see how the foundations used to be Clan Morlyn. There are repurposed aravels everywhere, and shepherds are taking care of halla on the outskirts. A great vhenadahl stands in the centre, invoking memories of the city elves. But then there are also normal human-made houses, as well as several collections of tents here and there. It’s a fun place to look at! Kinda chaotic, but also strangely idyllic.
We can run into Eldrin, Davrin’s uncle figure, who is the chief halla shepherd here. As we established earlier, all elves of Arlathan Forest were absorbed into Clan Morlyn and the Veil Jumpers, so it only makes sense for him to be here. He can even mention Davrin if we talk to him and wonder how he’s doing, softly setting him up for later.
We hear whispers about the Blue Wraith, who is, of course, Fenris. He used to roam Arlathan Forest and hunt down slavers. But when the time came for the forest’s inhabitants to band together, he left.
Last but not least, we get to meet our parents, in this case our biological Dalish mother and our human stepfather. We exchange in a few pleasantries and can actually establish the family dynamic between us.
NOTE: In this World State, Fenris survived and Danarius is dead, allowing him to fully embrace the mantle of the Blue Wraith.
An Old Friend
When we reach Strife, he is currently in a meeting with Keeper Venalin, Irelin, and, as, of course, needs to happen, Varric Tethras. Strife introduces us as Aldwir, the leader of the upcoming expedition into Arlathan Crater. Here we get to really see that Strife grew up as a city elf. He just has that connection with outsiders that only the rarest Dalish elves possess. Keeper Venalin is, of course, known to us. Since we’re playing a Dalish elf here, he is extra fond and respectful towards us.
Varric, of course, knows Strife and Irelin from the Missing comics. He doesn’t know Aldwir, though. In our exchange with him, we can establish just how Dalish we are. Despite Clan Morlyn now containing non-elves, do we act as forthcoming to actual outsiders, or are we cordial and respectful?
Since Merrill is part of the Veil Jumpers in this World State, however, the two share a heartfelt reunion, and we learn that it was actually Varric who encouraged her to join up in the first place. That will immediately make him a more respected figure among the Veil Jumpers as Merrill is one of the best historians and researchers around, equal only to Bellara. This reunion carries a sombre tone, however, as Hawke is presumed dead, and both can relate to that feeling.
Speaking of Bellara, Strife tells us that she’s already gone scouting ahead and awaits us at the entrance to the cave, where we shall commence the expedition together.
When we announce or readiness to depart, we make our way to an aravel repurposed for aquatic travel and set sail across Arlathan Crater.
Arlathan Crater
As we sail across the great lake that once supposedly hosted the great city of Arlathan, we get some really atmospheric shots of Arlathan Forest and truly get a feel for how magical and ancient this place is. This origin story must really come across as a proper adventure, where we’re hunting for old relics and uncovering ancient history, almost like an Indiana Jones film.
We get to have some conversations with Strife, Irelin, Varric, and Merrill, especially with the latter two. When Merrill wonders what brought Varric here in the first place, Varric dodges the topic a little and promises to tell her later. All he can say is he’s on a search. Another quest for the remnants of the Inquisition, perhaps?
As we pass some ruins sticking out of the water, we get a short history lesson on how Tevinter sunk the city into the ground with their blood mages long ago and we can react accordingly, establishing Aldwir’s personality a little more.
This is also a good point to establish how wild the magic of Arlathan Forest is. Strife and Irelin are specifically coming with us to shield the island we’re on from collapsing back into the waters while we’re off investigating underground.
Meeting Bellara
We then arrive on a small island far out on the lake, and find Bellara’s own, smaller boat. Bellara herself has already set up a whole campsite in front of the cave, which looks more like a looming crack into the voids of the earth.
After some back and forth that shows us Bellara’s sheer excitement for what we’re about to do, it’s time to depart into the crack. Strife and Irelin remain above and Varric asks to come along as the fourth member of our little expedition. Strangely enough, however, Merrill is against it. She seems strangely erratic all of a sudden. She really doesn’t want Varric down there. But she can’t properly explain why. So, here we have our first big choice:
Do we let Varric accompany us as a fourth member to this expedition?
Or do we listen to Merrill and have him stay on the surface?
I’m choosing to play Aldwir as willing to cooperate with the outside world in honour of Clan Morlyn letting non-elves into their midst, and my stepfather being a human man, so that’s what we’re going with. Merrill seems resigned to something but whatever we try to gauge the answer from her, she won’t speak up.
The Crater Ruins
We descend into the crater and soon find ourselves traversing a great selection of underground passages. As we do so, we get to see a few strange and marvellous things:
Hardened glass from Ancient Elvhenan through which we can see into the waters of Arlathan Crater. We do, indeed, see great ruins from days long past, claimed by the millennia-old waters. Fishes and other aquatic creatures make their home here. Somewhere in the distance, we see a faint strange glow through one of the windows.
We come across some ancient murals on the walls, depicting June, the elven god of Craftsmanship. This is either a temple to him, or the house of an elven nobleman who was dedicated to him in particular. On some of the murals, we see what appear to be eluvians, with one great mirror in the centre. It’s very blink and you’ll miss it, but it’s there.
At one point, Merrill pulls Varric aside and encourages him to leave while Aldwir and Bellara aren’t listening. She warns him that there are hidden dangers down here, which she doesn’t want to expose him to. Varric states that he’s faced Kirkwall and Corypheus, he can handle an underwater ruin.
At some point, we suddenly sense a strange magical reverberation go through the ruins, and we’re attacked by a bunch of ancient guardian constructs. After defeating them, we sense a great surge of magic from deeper within the ruins and follow it, albeit cautiously.
The Great Gate
At some point, we reach a huge gate, which is secured by two complex locking mechanisms. In order to open it, we need to enter two separate rooms and solve the puzzles within. They’re not going to be too outrageously hard, but still enough of a challenge to get one thinking.
The first room features another mural of June and a fractured dragon statue. We have to magically put it back together to access the locking mechanism. The dragon’s shape is strangely reminiscent of Urthemiel, the Archdemon of the Fifth Blight, but in a non-corrupted, beautiful form.
The second room is almost entirely flooded and features a similar puzzle to the first. But this time, the statue we have to reassemble is one of June himself. At this point, it’s clear we’re in some kind of temple dedicated to the god.
Once the statues are reassembled, it almost looks like they’re facing each other across the rooms. But why are June and a dragon that looks suspiciously like Urthemiel connected? Well, those who played the game already know the lore answer, but I’m going to present these connections in a bit of a slower way than Solas expositioning it all to us.
It's safe to say that Bellara is absolutely ecstatic about all this and has the time of her life, while Merrill, whom we know to be passionate about elvhen history from DA2, is surprisingly quiet.
Suspicious Behaviour
As soon as we’re about to enter through the gate, Merrill suddenly looks as though she’s having a collapse of some sort. Tired, she sits down and closes her eyes. Varric is, understandably, worried about her, but a moment later, she’s back to normal. What was that? What is going on? At this point, our Aldwir is getting a little suspicious. First the insistence of keeping Varric out of here, now this. What is going on? Does Merrill perhaps know more about this place than us? Is there something she’s not telling us?
As Merrill starts to slowly break under the pressure, Varric steps in and defends her from our questioning. Had we not taken him along, we might have heard more here. But now, all we can do is press on and watch for anything perilous.
The Hammer of June
As we descend further into this strange Temple of June, we slowly advance to the bottom of Arlathan Crater, where that odd building with the glowing windows could be seen earlier.
We make our way through the remaining passages, fighting a few guardian constructs along the way, until we enter what appears to be some sort of inner sanctum. A large but defect eluvian decorates the back wall.
In a glowing bubble-like sphere, presumably the source of the glow, we see a hammer, and it’s the most magnificent hammer we have ever laid our eyes upon. It’s as long as a staff and infused with lyrium and, since we’re a mage and can sense it, the raw magic of the Fade.
Bellara and Merrill share a historical geek-out moment as they both immediately come to the conclusion that this must be the Hammer of June, the ancient tool the God of Craftsmanship used to build the very foundations of Arlathan, among other works of beauty. If it’s not that, then at least it must be something similar.
As a Dalish elf, we have a moment of absolute reverence that we may have found something that truly belonged to one of our gods.
You can see that I have changed something here: Unlike in the game, not everyone knows the truth about the Evanuris here. Of course, some do, some of the Southern Dalish clans know, some elves in the North know, but not everyone. This is to set up something later in the game.
Now we are presented with another choice:
Do we return to Strife and Irelin and ask for Veil Jumper backup to safely remove the hammer?
Or do we attempt to remove it by ourselves right now? The risk is greater, but oh boy, so is the reward.
Merrill encourages getting Veil Jumper back-up, as does Varric, for wow does he have experiences with ancient things exploding. Bellara, however, wants to remove and examine it right now. As a very curious Dalish elf, we agree with her and choose to try and remove it now. Something about that greatly seems to upset Merrill.
So, in order to free the hammer from this strange bubble, we would have to somehow dismantle this complex mechanism that’s somehow still intact after all those millennia.
Upon exploring, we find a lyrium-infused base. However, in order to fully access the mechanism, one requires blood magic. Since Merrill is with us, she reveals her blood mage powers to us, willing to spill her own blood to open the bubble. Bellara, however, offers to use her own magic to access the intricate system built by the ancient elves (I refuse to call it Technomancy because that just does not fit into the DA setting). Now we have another choice:
Do we let Merrill go through with the blood magic ritual?
Or do we let Bellara tinker around with the mechanism?
So, at this point, my Aldwir is a bit suspicious of Merrill’s erratic behaviour early on and chooses to trust Bellara on this one. Besides, blood magic isn’t exactly great and my Dalish knows that.
Giving our go-ahead, Bellara begins to slowly override the mechanism���s magic with her own. The base flares up, but then begins to crack. Before we can do anything else, the bubble shatters and the hammer falls onto the ground.
However, this unorthodox approach has awoken something as we hear the ground shake. Then, a gigantic construct shaped like an elven warrior appears from below. It bears June’s vallaslin, which begin to glow. This ensues a boss battle, where we have to destroy the Sentinel of June.
During the battle, the entire room slowly gets wrecked and water starts spilling in. In the end, the Sentinel of June is defeated, but we are left severely beaten and battered.
Betrayal
As we struggle to take the hammer and deliver it to the surface, the great eluvian in the back suddenly comes to life. An entire gang of elves bursts through, led by a tall elf with long white hair.
Varric is stunned, for he recognises the man, albeit faintly. “Abelas?” he asks, confused.
Yes, this scene marks the return of Abelas from DAI. Yes, he could theoretically have been stabbed in the back by Morrigan, but there is nothing to say that he couldn’t have survived that wound.
NOTE: In this World State, the Inquisitor respected the ancient ways of the Temple of Mythal and completed the rituals.
Abelas quickly corrects Varric and refers to himself as Revas. He no longer stands for sorrow but for freedom. For he is now the Dread Wolf’s lieutenant, very much committed to aiding him in his plans to restore Elvhenan. The elves we are facing are agents of Fen’Harel.
So yeah…I know the recent AMA on Reddit revealed that Solas broke off contact with his agents a while ago, but…I don’t really like this, I’m gonna be real. Why have this big set-up at the end of Trespasser only to explain it away in a Reddit post?
So, for this rewrite, the agents of Fen’harel are very much active and Abelas, now going by Revas, is their leader.
And it is here where we are hit with a very unfortunate truth: Merrill is an agent of Fen’Harel, sent specifically to infiltrate the Veil Jumpers and get first-hand intel on the recovery of ancient elven artefacts that Solas might need for his plans. And he definitely requires the Hammer of June. This was Merrill’s final mission. When she went dizzy and sleepy earlier, she was actually letting Revas know that they could come along and collect the hammer. And that’s why she didn’t want Varric coming along.
So yeah, if we choose to play the Veil Jumpers as our origin story, we get a much earlier look at Solas’ plans, as the agents of Fen’harel are our direct faction enemies.
Varric is absolutely dumbfounded by this revelation and can only ask Merrill why she would ever join the Dread Wolf, knowing what he plans to do. Merrill begins to break down, but before she can form an answer, Revas interrupts the conversation by claiming the hammer.
We are now engaged in another boss battle, this time against Revas and the agents of Fen’Harel. Had we followed through with Merrill’s blood magic ritual, we would ironically have better odds now as the Sentinel of June wouldn’t have awoken and wrecked the place earlier.
Revas absolutely wrecks us. Then, he offers Bellara and Aldwir, given our Dalish heritage, the chance to join Fen’harel right now and live to see the old world restored. But both of us are too stunned by the fact that the Dread Wolf is among us. Imagine being a Norse pagan in real life and finding out that Loki has returned and is currently planning to kickstart Ragnarök. That’s pretty much what we’re going through right now with our Aldwir.
Before we can even properly contemplate this idea, Varric interjects and chastises Revas and the other elves for wanting to doom the people they share a world with right now. This angers Revas, for he is an ancient elf and shares Solas’ notion that the Veil is a mistake. He uses the hammer to deliver an absolutely brutal blow to us and the whole facility, which begins to finally crumble beneath the weight of Arlathan Crater. The last thing we see before we get absolutely crushed by the water is Revas ordering the elves to retreat through the eluvian, including Merrill. She gives us one last incredibly heartbroken look, and follows through. Revas disappears last and the eluvian goes dark, before shattering.
Aldwir, Bellara, and Varric are swept away by the waters of Arlathan Crater. Bellara is able to cast a spell that shields her and Varric from the impact, but Aldwir is thrown in a completely different direction. We then lose our conscience.
Rescue
Aldwir is faintly drifting in the waters of Arlathan Crater, until, quite unexpectedly, a large fish picks us up and carries us to the surface. There, we are lifted into the air by Strife, who levitates us onto our aravel. The fish jumps into the air and turns back to Irelin, who lands on deck. Yeah…for those who haven’t read Tevinter Nights: Irelin is actually a shapeshifter. No idea why they didn’t include that part of her character in DAV.
Healing
We wake up at our parent’s house in D’Meta’s Crossing, where Ashara, our mother, tends to our wounds.
She informs us that Varric and the Veil Jumpers saved us from certain death in Arlathan Crater. At this stage, we can show Aldwir being a bit vulnerable should we choose to. It’s not often that we get to interact with actual parental figures in DA.
Beldon, our father, joins the conversation and asks if maybe now is the time to take a little break from the Veil Jumpers.
When we head outside, Strife, Irelin, and Varric await us. Bellara is nowhere to be seen and we are told she has already returned to Arlathan Forest, in preparation for a new expedition, as she needs to get her mind focused now.
It is here where we find out that all three already knew that the Dread Wolf has returned and seeks to restore the ancient world of Elvhenan. What we just saw down there is but a fraction of his agents. Varric still can’t believe Merrill is among them and wonders what the Dread Wolf could have possibly done to convince her.
We also learn the true reason for Varric’s visit: he needs to recruit someone in his fight against the Dread Wolf. He was of the assumption that the Veil Jumpers were the perfect place to look. And it seems that he was right, as Aldwir is standing right there.
The implication is clear: we are to leave the Veil Jumpers and join Varric on his quest. We can either protest or accept immediately. Since my Aldwir is very much devoted to the cause, we shall object at first. But then Strife and Irelin let us know that Merrill may not even have been the only agent of Fen’Harel planted amidst the Veil Jumpers. And now they would know who we are if we reveal our survival. Joining Varric is a perfect cover-up, and they would never see us coming.
We are also encouraged to change our name for the duration of this whole affair. And here we get the Veil Jumper origin of our nickname: when we were still a child, we used to play chess in the evenings, on a board our father had secured from outside. The Rook was our favourite piece. This is told to us by our father, btw, causing for a slightly embarrassing scene. So, half-heartedly, we suggest Rook as our nickname. Varric accepts. “The strongest piece on the chessboard. I like it.”
Leaving D’Meta’s Crossing
We are given a bit of time to pack our things and join Varric outside the village. There are a few things we can do here:
We can, and will, of course, give our parents a heartfelt goodbye family hug.
We can talk to Keeper Venalin and maybe risk urging him to look for anything suspicious among the people of D’Meta’s Crossing. But who knows…maybe he’s in on it? It’s certainly a choice.
We can bid Strife and Irelin goodbye before they return to the Veil Jumper camp. They wish us good luck on our journey and hope to see us again soon. We can express our frustration with losing the Hammer of June, but they don’t hold it against us. Nobody could have foreseen what happened.
Once we’re done, we join Varric and express our readiness to leave. Going by Rook from now on, we accompany our new dwarven friend into the wilds of Arlathan Forest. As we reach a small hill, we turn back to view the almost idyllic nightly image of Arlathan Crater, D’Meta’s Corssing, and the Veil Jumper camp in the woods. We turn back and follow Varric into the unknown.
And there we have it! This is my proposed Veil Jumper origin story. Of course, it’s not perfect, not even close, but it’s a start, isn’t it? Let me know what you think! Next time, we shall head to Treviso and explore an origin story for the Antivan Crows. Stay tuned!
Rewriting Veilguard Part 5 - The Antivan Crows
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drakorn · 2 months ago
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Rewriting Veilguard Part 5 - The Antivan Crows
Rewriting Veilguard Part 4 - The Veil Jumpers
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Writing an Origin Story Mission for the Antivan Crows
The Antivan Crows might be the one faction next to the Grey Wardens of whom we know the most about. They’re hired assassins, cold and brutal and calculating. They recruit children and mercilessly raise them to be killers. The Crow training involves killing your own peers to emerge as the victor. They keep a prison off the coast of Antiva City, where they hold people for “fun and torture”. The life of a Crow is rewarding, true, but it is also filled with darkness and a lot of blood. With all this canonical info established, we can confidently say that the Antivan Crows, while undoubtedly resourceful and clever, are not very nice people.
So why are the Antivan Crows in Veilguard so nice?
When I pictured the Antivan Crows before DAV released, “idealistic freedom fighters” wasn’t exactly what I thought of. Yet this is their entire role in the game, slightly controversial freedom fighters who fight against impossible odds.
Well, as you’ve seen with my takes on the Shadow Dragons, the Grey Wardens, and the Veil Jumpers in earlier posts, such a depiction can make sense if you just take your time to explain it in the lore. Why would the Crows suddenly be so much more of a force for good than they were in the other games? This, along with many other questions, shall be answered in just a tiny moment.
This is my take on a potential Antivan Crow origin story. Have fun!
Creating Rook
So, for the fourth time (wow we’re really stuck in that starting phase, are we), we press the start button and listen to Varric’s narration introducing the general state of Northern Thedas. This time, we pick the Antivan Crows as our faction and get this as our little intro blurb:
“You are an Antivan Crow. Swift knives in the dark, the Crows are ruthless assassins, both respected and feared. Some see them as nothing but cold-blooded killers, others as Antiva’s shadowy protectors who hold the nation’s true power. As a member of house de Riva, now a full-fledged Crow, you are summoned to take part in a secretive Crow operation in the occupied Treviso. Your first true contract is waiting for you. But are you worthy of fulfilling it? Are your skills, and your blades, sharp enough?”
Straight off the bat, of all the factions in this game, the Antivan Crows have the absolute easiest way to explain the last name applying to all races. House de Riva is simply the last name all crows belonging to that house choose. It’s just the way it is, no matter what race you are or where you came from. The question is: how exactly did Rook join the Crows?
Well, here’s where we’ll tap into the organisation’s more controversial and darker side. Here we go:
If de Riva is a human, they will have been bought from a poor family as a child, their parents giving them away just so they could have some coin again.
If de Riva is an elf, they will have been bought from Treviso’s Alienage for much the same reasons. In fact, the Crows have a habit of recruiting elves into their ranks because they tend to make the best assassins.
If de Riva is a dwarf, they were picked up as a child beggar in the streets, as their surface dwarf family likely died in some way.
If de Riva is a Qunari, they were taken in as the sole survivor of a group of Tal-Vashoth who sought to escape further inland from the Qun.
The Crows don’t really care about race or status when it comes to recruitment. But no matter who they recruit, the training starts in their childhood and lasts all the way until Crow membership. It’s tough and brutal. And we need to reflect that, guys, Thedas is not a friendly place. Especially in the North. Especially at this time.
In all four cases, Viago, who is now the Fifth Talon and leader of House de Riva, took us in personally and often trained us himself, sometimes along with Andaratei “Teia, please” Cantori. They are, for the lack of a better word, the closest thing to parental substitutes we’re going to get. And we’re going to make this amusing because Viago relentlessly and mercilessly throwing shade at us while secretly carrying some level of fondness is a very very engaging dynamic.
For the sake of this playthrough, let’s go with something a little more unusual and pick a Qunari rogue.
Once we’ve finalised our de Riva, we press the start button and Varric continues his narration. And we get to learn a little bit more about the actual state of the Crows by the time we begin the game: First Talon Caterina Dellamorte called upon a special gathering of Crows in the city of Treviso, the organisation’s ancestral home, which is now being occupied by the Antaam, but not the official branch. This is one of those units that broke off from the Arishok, who is still waging war against Tevinter. This particular unit is led by a warlord called The Butcher. To ensure the liberation of Treviso, Caterina called upon as many members of the Antivan Crows as possible. House Dellamorte, House de Riva, House Cantori, and House Valisti, are now leading an underground fighting force against the Antaam, willing to use their skills to free Antiva.
So you see, we’re still including the freedom fighter angle because it certainly does make sense for the Crows to go against the Antaam. But we provided just a little bit of an additional explanation. Caterina wants the more idealistic and spirited members of the Crows to join the effort because this is something personal. And she needs those who care about a little more than coin and death to accomplish this. The remaining Crows are still out there, doing contracts, being cold and callous. But now, we give an in-universe reason for things to be the way they are presented to us.
Well then, now that we have created our de Riva, let us jump into the game!
The Treviso Chantry
Instead of using the Cantori Diamond, our Crow base is going to be something a little different. Let’s actually implement the lore and explore some history. The original Antivan Crows started out as monks in the area surrounding Treviso. In the years since, Treviso has been nearly destroyed on two occasions and a lot of rebuilding had to be done. So, instead of setting the main crow base in the HQ of one of their houses, we’re gonna set it in Treviso’s Chantry.
The idea is that Treviso’s Chantry is the ancestral base from which the Crows fully operated. But Treviso has been rebuilt so many times that people just forgot that. Well, not really forgotten, the place just looks utterly unrecognisable to its earliest incarnation.
Well, Treviso’s Chantry is grand and beautiful now, think of places like Notre Dame. And just like Notre Dame, it has its secrets. In the years since the last rebuilding, the Crows took the Chantry and secretly kept expanding on it, using House Valisti as the main financial donor. The upper areas were entirely turned into a maze-like collection of rooms that can house a multitude of Crows at once. And the walls were given tons of secret passages and hidden doors. This is the main Crow base, and only fully initiated Crows know how to access it. It is also, most importantly, the one base where Crows are bound by their code not to harm each other. We know how much literal backstabbing these guys get up to, so we absolutely need to establish some kind of neutral ground. Still, ever since the incident in Tevinter Nights, where most Talons met a most gruesome end, there is tension in the air.
We arrive to the Treviso Chantry by rooftop, accompanied by our Talon, Viago de Riva, as well as all the de Riva Crows that were able to join this effort. Like shadows, we traverse the rooftops and ascend the Chantry’s walls like a group of Ezio Auditores. We find some secret passage in the walls and enter the Crows’ main base.
Right off the bat, Viago pulls us aside and tells us to be on our absolute best behaviour. Four of the Crows’ leading houses are gathered here, and we will not tarnish de Riva’s reputation by being ourselves. Classic Viago.
The Nest
The wide attic areas of the Chantry are referred to as “The Nest”, for this is still where the first Crows “hatched”. And now, it’s used as a massive gathering place, including its own opera house-style auditorium. This Chantry is just the definition of extra but that’s what the Crows are about.
As we walk towards our gathering, we can have a few encounters:
We can encounter Viago and Teia Cantori exchanging in something that is obviously flirting to the knowing eye and ear but can very well be masqueraded as diplomatic conversation. Viago also produces his snake…EMIL, EMIL the snake, not…no! His pet snake, which he got in Tevinter Nights. If you join the conversation, Teia acts absolutely delighted to see you and greets you like the cool and loving mom she is, whereas Viago stares daggers into your soul for daring to interrupt this moment.
We meet Antonio Valisti, the current head of House Valisti. He is both a Merchant Prince and Talon, a very powerful combination. He eyes us up and down and seems even more critical of our very air than Viago, and we thought that wasn’t at all possible.
We find some notes and letters regarding Crows being sent out to hunt down Zevran, who is still on the run. He has stopped waging his one-man-army war against the Crows and is currently lying low.
We can overhear a conversation between Jacobus, his cousin Dareth, and Heir, talking about Jacobus’ training and what it truly means to be an Antivan Crow.
NOTE: In this World State, Zevran is still alive.
We meet Illario Dellamorte and can engage him in polite but tense conversation. He seems to still not having gotten over the death of his cousin, Lucanis, the Demon of Vyrantium. He can only hope to keep his memory alive by being the deadliest assassin he could possibly be. We can be friendly to him here, and he seems to appreciate the sentiment.
The Great Contract
We settle down in the Nest’s auditorium and Caterina Dellamorte, First Talon, steps on stage, and we immediately feel the sheer deadly power and authority oozing from her, despite, or maybe because of, her age. She delivers a short and deadly speech on how this broken part of the Antaam invaded Treviso, led by a man called Daathrata, or “The Butcher”, as the locals refer to him.
Caterina announces that all Crows gathered here have a contract now. All four houses have been bought to assassinate the Butcher and as many of his Antaam soldiers as possible. And who is the client with so much coin for this contract? Well, we’ll meet them later.
Caterina orders the Crows to rest up and prepare, they will be carrying out their plan soon enough. A few select Crows will be chosen to accompany their Talons and meet the client in another location.
Later that evening, Viago approaches us, declaring that he’s chosen us to accompany him to the meeting with the client. He’s incredibly grumpy and stiff about it and tells us to better not make him regret it. At the same time, he concedes that out of all the Crows of House de Riva, we have shown some of the most promise.
Meeting the Client
Heading to meet the client is, as with all Crow-related stuff, shadowy business. So we’re not going to take the streets but jump across the rooftops once again. While we do that, we can see a few things happening below:
We see members of the Antaam dragging a mage out of a house to expose them to the qamek treatment. The Butcher hates mages. Nothing we can do for this one, we must remain in the shadows for now. Even if we want to help them, Viago holds us back. There are too many eyes.
We see the citizens of Treviso being lined up for overall inspection by the Antaam, to see how obedient they are under the new regime.
Eventually, we arrive at our meeting spot: Café Pietra. There, we meet Rayan Ivenci, the Governor of Treviso. Now, for Ivenci, I have something slightly different and more elaborate planned than what we see of them in the game.
Turns out, Ivenci is the one who made the contract and paid the Crows to assassinate the Butcher. Antivan nobles do have a well-established history of hiring the Crows to take out political targets, so this is no exception. Since Ivenci is such a wealthy person, they had enough coin to hire all four houses currently active in Treviso.
If we’re feeling bold, we can even mention how superficial this contract is given that we’re planning to kill the Butcher anyway. Viago gives us another death glare and reminds us of the Crows’ ways of operating. A contract belongs in our very DNA.
Ivenci explains their plan to us: They’re planning on negotiating peace talks with Daathrata onboard his Dreadnought, which is docking just outside the Drowned District. And while they’re having these talks, the Crows can swoop in and perform their assassination. They mention that Daathrata’s main reason for breaking away from the Arishok’s Antaam is that, despite his cruelty, the Butcher doesn’t want to fight in a senseless war against Tevinter. Peace talks are, therefore, not outside the realm of possibility with him.
Our plan put in motion, Ivenci departs and the Crows prepare to gather all forces for a massive descent upon the Qunari.
An Old Friend
When Antonio, Caterina, and the Crows they brought along, leave, Viago and Teia remain. When we ask Viago why we’re not leaving, he says that we still have another meeting to attend. Another contract for after this one is over, so to say.
At this moment, Varric Tethras joins us at the table, with a mug of mulled wine, as he needs that alcohol and coffee is just not his thing. Viago and Teia obviously know him from The Missing so that connection is established. Varric greets us and we probably know him very well, as pretty much everyone knows Varric thanks to his books. And being the Viscount of Kirkwall and serving the Inquisition years ago obviously added to his reputation.
Viago and Teia start talking to him about the contract they have been discussing for a while now. We, as players, obviously can already guess what it is, but the language is kept very vague right now. At this point, de Riva may begin to wonder why exactly we were allowed to stay with two Talons discussing a contract with a new client.
Turns out, Viago has proposed we join Varric and carry out the contract. Even though he has his absolute grievances with us and thinks we’re an annoying baby, he can’t deny our skills.
Varric looks us over and we can have our first little conversation with him, in which we express our interest and curiosity in this strange new contract. This first talk is going to determine partially how Varric perceives us. We can be strictly business-like, as a classic Crow like Viago would behave, or perhaps be a little more idealistic towards the Antaam situation, like Teia. In any case, the meeting ends with Varric stating he’ll wait for us after the Butcher contract is done. Viago barks at us to leave and so we do.
Preparations
Back at the Nest, we have a final strategic meeting with the four houses and determine exactly what everyone will be doing. Here’s the plan: House Valisti, since they have the most and longest experience with Daathrata by having fought him the longest, will go straight for the Butcher’s Dreadnought. House Dellamorte will handle the Antaam in the streets of Treviso. Houses Cantori and de Riva will take care of the Drowned District. Now, we have a first choice presented before us, as there are two different sections of the Drowned District we can focus on:
The Prison Camps: We focus on Antaam’s prison camps and liberate those the Qunari have captured. It’s not entirely out of the goodness of our hearts; the Crows need a win in the public’s perception of them to show that they are both a group to be feared and relied upon.
The Military Camps: We focus on the Antaam’s direct military camps and fracture their overall defences and might. This will weaken them in the long-run.
Whatever we choose is what Houses de Riva and Cantori will prioritise first. If there is still time, we shall focus on the second. While Teia is very much for liberating the prisoners, Viago wants to weaken the Antaam’s overall strength. And this is where our de Riva comes in.
NOTE: As you may have noticed, I am referring to Rook as “de Riva” throughout this write-up, for the same reasons I stated in the other background write-ups.
Well, we have already established our de Riva to be a little more on the idealistic side, so we choose the Prison Camps as our battleground. Let me make one thing perfectly clear, though: we do not actually decide this in-universe. We are a regular Crow. Teia and Viago are Talons. Sure, they could ask us for our opinion, but we don’t get the end say. We just chime in with our own opinion and sway them to this decision. In this case, we support Teia’s idea and she convinces Viago to go along with it. Viago gives us a “this is so your fault” look, but lets it go.
The Crows Descend
What follows is a cinematic of Caterina sending us all to take up positions for what is to be a great shadow battle. The idea is to not engage in open warfare but more so in a Crow way, silent and deadly.
We get a scene at the Butcher’s Dreadnought. Governor Ivenci and some of their guards await to be let on. And this Dreadnought is massive, an absolute unit of a ship, easily overshadowing everything else in the docks. The gangplank is lowered and Daathrata, the Butcher, steps out. He’s an imposing, intimidating Qunari warrior who looks like he can snap anyone in two, including other Qunari. But when he opens his mouth, he is surprisingly well-mannered and soft-spoken, which kinda makes him look even more intimidating. He guides Ivenci and their guards on board. We see Antonio and the Valisti Crows hover on the rooftops surrounding the docks, ready to strike.
At the same time, in the streets of Treviso, we see Caterina and Illario getting the Dellamorte Crows ready to ambush groups of Antaam soldiers and clear the populated areas. Caterina pulls Ilario aside and tells him this is his moment to prove himself and lets him lead the house into battle. This visibly takes aback Ilario.
Lastly, Houses de Riva and Cantori gather on the rooftops surrounding the Prison Camps in the Drowned District. There are many guards around, and even more prisoners.
Now, we get to make another choice: How exactly do we approach this? Teia suggests killing the guards quickly and quietly and then let the prisoners out. Viago, on the other hand, wants to poison the guards and let them die from their food and drink. There are some nice campfires with pots of stew around. So, do we:
Attack the guards directly and kill them as swiftly, quietly, and efficiently as possible?
Or do we poison their supplies and let them choke on their own dinner?
Well, we are still a de Riva and at this point we’ve pissed off Viago enough times. Let’s try and placate him again. We’re in the poison camp. Viago comments that finally, a shred of reason still exists in our head. Since we’re a Qunari ourselves, we now get a bit of a unique flavour to this mission: We know that this particular unit broke off from the Arishok’s Antaam, however, unlike in DAV, they did not break off from the Qun, still holding their own belief to it. As such, they still have Qunari cooks and craftsmen among them. As such, we can play a bit of dress-up: we’ll play the role of a Qunari cook and poison the food ourselves. This is where playing a Qunari really comes at an advantage for us because they won’t suspect us nearly as much as anyone else.
Viago gives us some Adder’s Kiss poison, provided by Emil, and asks us to bring back some qamek for him to study if we find any. He asks this in a bit of a nerdy way, like this is the one poison that still eludes his collection. The other Crows will hold back for the time being while we…go in alone. Mierda.
The Prison Camps
Cut to a little later. Instead of the tight, badass, and sexy Antivan Crow leather attire, we now find ourselves in a plain dress and shirt (I’m going for a feminine Qunari de Riva here). We sneak into a tent filled with cooking supplies, and either knock out, kill, or convince the actual cook to go away. Either way, we are now the cook.
We look around in the tent and find ourselves absolutely aghast at the sheer lack of flavour and variety that is Qunari food. Antivans are supposed to be a mix of Spain and Italy, but the food aspect is definitely Italian-coded. So we look around horrified and mumble something along the lines of “Mierda, no wonder they are the way they are.”
We then set about brewing some fresh stew, which we are utterly disgusted by. As an Antivan, we are used to excellent food full of rich flavour and spices. We really have to reign ourselves in to not make the stew too tasty. This is absolute torture for our poor food-loving heart. This food deserves the poison.
Now that our food has become entirely disgraceful to our standards, it’s time to deliver it to the Antaam.
There are three prison camps aligned next to each other in total, meticulously placed upon the still-standing and dry parts of the Drowned District. We have to sneak the poison into three large pots, one for each camp. As we traverse the camp, we get the following encounters:
We see some prisoners, citizens of Treviso who somehow scorned the Qunari, being tested for potential new rules in the Qun. If we pass them, the Qunari will pull us aside and order us to show some people how to cook. We can play along and actually show them some excellent cooking skills.
But we also see those who actively volunteered into the Qun. They are currently being given weapons or infrastructural jobs. They are clearly under pressure but treated exponentially better than the prisoners. Why are we showing this? Well, if you recall DA2, some people actually did join the Arishok of their own free will. We must show that not everyone actually despises the Qun, or would rather join it than be killed. In any case, it’s important to see.
Whenever we pass one of the main cages with Treviso’s citizens inside, we can try to damage the locks to allow them to escape. This, however, adds the potential consequence of some prisoners trying to make a run for it and being swiftly executed. We choose not to damage them for now.
We see a cage full of mages who were exposed to qamek. They are utterly mindless, almost tranquil, but even…worse than that. In the huge tent next to them, we find a Qunari keeping watch over the poison. We quickly kill him and hide the body, and take a few vials with us for Viago.
When we reach the main pots, something happens each time that will allow us to make some more choices:
Pot 1: Another cook is already filling it. We can either tell them to fuck off or convince them that our food is better prepared since the other tents were befallen by rodents from the canal. Yes, we saw that. We do not lie. The Qun has no lies.
Pot 2: Pot 2 is broken because someone knocked it over and is now being punished for it. We can quickly scurry around and find a new pot to fulfil our duty here.
Pot 3: Pot 3 has a more merciful Qunari captain who let some prisoners have their fill first. You see some people eagerly looking up to you, waiting for food. Dammiiiiittttt. I don’t want to kill the citizens! So do we maintain our cover or find a way around this? Since we’re playing an idealist Crow, we choose to bullshit our way out of this. We make it look like as though one of the Antaam soldiers pushed us and we dramatically let our remaining food spill on the floor. Apologies, huge apologies, we shall get a new fill. The guard is being punished.
Once all is done, we get a very Ghost of Tsushima-style scene where de Riva stands amidst the Antaam and watches the soldiers slowly succumbing to Viago’s poison, except for the third camp. And some others obviously see the poison take effect before eating anything. We quickly dash to where we left our gear. A few minutes later, the Crows descend upon the camps. We re-emerge, once again dressed in our Crow outfit. Viago and Teia join us, and Viago begrudgingly admits that yeah, we’ve actually done a satisfactory job, whereas Teia nudges him teasingly, saying that he can be proud every once in a while.
We then battle against the Antaam, with Viago, and Teia fighting by our side. We mow down those who survived the poison. And because we didn’t break the prisoners’ locks, none of them prematurely escape into an early grave.
Ambush
As soon as we start letting out the prisoners, however, something changes. Something drastic. We see a strange light out on the water and look to the Butcher’s Dreadnought, only to see it go…
BOOM
The Dreadnought fully explodes into smithereens and the debris even reaches us here. All of House Valisti was on board that ship, as well as Daathrata and Ivenci. Before we can react, however, we are suddenly ambushed by a whole new wave of Antaam soldiers. Somehow, the military camp made it here in seconds. And they begin cutting down the escaping prisoners. Mierda, maybe letting them run earlier would have been a better idea. Some would have died, yes, but not as many as right now.
We engage in another, much fiercer battle against the Antaam, but the Crows are driven back. We are not used to open warfare. Now the Qunari have the advantage. We retreat onto the walls.
From there, we see how the streets of Treviso are crawling with Antaam as well and two great Dreadnoughts sail down the river. Where did those come from? Did the Butcher suddenly gain forces? How? Why? How did he know? How…how did he know that we would be planning this? This is too calculated to be a coincidence. Viago and Teia come to the same conclusion: someone betrayed us, betrayed Treviso, betrayed us all to the Butcher. Speaking of…if the Butcher knew this, then the exploding Dreadnought was no accident either. That means he has to still be alive. Maybe we can even save Antonio.
But we also see the Dellamorte Crows struggling in the streets. Teia and Viago begin to argue on what to do next, and we can make a choice here, another big one:
Do we follow Teia and aid the Dellamortes in the streets of Treviso?
Or do we stay with Viago and pursue the Butcher and try to save Antonio and Ivenci?
Well, Viago taught us that a contract needs to be finished, no matter what. We speak out in favour of pursuing Daathrata. Viago agrees with us and Teia rallies House Cantori to help the Dellamortes in the streets. We pursue.
The Butcher
As we race along the docks and fight our way through Antaam soldiers, we are joined by Varric who asks if now’s a good time to make it an outside operation. Viago doesn’t even hesitate to let him join, and so we fight. There are so many Qunari, it’s actually insane. The Crows are way out of their depth here.
While the rest of House de Riva is fighting, we, Viago, and Varric reach the remains of the Butcher’s Dreadnought. We see the corpses of all the House Valisti Crows floating in the water or burning on the wreck. We also find Antonio, who is barely alive and severely wounded. We pull him out of the wreckage and begin patching him up.
We then explore the still-stable parts of the Dreadnought for any signs of the Butcher. Just as we’re about to give up, we see a smaller Qunari ship sailing along the docks. We see the Butcher and Ivenci on it. Well, gotta save the Governor.
Without waiting for Viago and Varric, we hurry over the burning debris, acrobatically swing ourselves back onto the docks, shoot along the piers, jump over gaps and missing parts, see another ship, a fishing vessel, sticking out far enough that we could maybe risk it, quickly make our way there, jump on the boat, climb the mast, the Qunari vessel is almost past us, unsheathe our daggers, SWING OURSELVES FROM THE MAST, DESCEND UPON THE BUTCHER, EZIO AUDITORE!!!
Whoom
We are suddenly stopped, mid-air, as Ivenci stops us with magic, blood magic even; freezing our blood so that our fall is halted. The Butcher calmly turns around and gazes us straight in the eyes. Then, he slowly unsheathes a dagger coated in qamek, and slowly, almost sadistically so, stabs us in the chest.
Ivenci lets their spell go and we drop on deck, our vision blurring, our thoughts dissolving as the qamek spreads through our body. Ivenci is the traitor. But…he made the contract…why would he…
Ivenci looks at us with pure hatred, something unexpected. He looks even more into this situation than Daathrata. Slowly, we fight back and rise to our feet. The Butcher sighs and engages us in battle.
What follows is a very blurry, very short boss battle that basically ends with the Butcher stabbing us again and sending us into the waters of Rialto Bay.
Awakening
We wake up back at the Nest with Viago nursing us back to health. Fortunately, the qamek on that dagger was but a small dosis, so we are certain to recover soon. It’s always good to start acquiring immunity. Viago knows what he’s talking about. As we look at him, we see, for the first time that he’s genuinely worried about us. And no condescension hides that.
He explains that Varric found us floating in the water and dragged us out. If it weren’t for him, we’d be dead. He awaits us at the café when we’re ready. Ready for what? Well, for the other contract. Are you fucking kidding, Viago? Viago dismisses our incredulity by reminding us that contracts are what we’re all about. He asks us what happened with the Butcher. We come back to our senses and tell him that we need to tell something to the other Talons. Viago understands and allows us to get ready.
Slightly slow and wounded, bandaged, we make our way to the auditorium. Teia meets us on the way, glad to see us alive. We see that Viago and Teia are the only unscathed Talons. Caterina is heavily bandaged, as is Antonio. Illario is taking over House Dellamorte while Caterina recovers. Antonio is the only Valisti left. But at least, thanks to us, there is still a Valisti left.
We tell them that Ivenci betrayed us. That they’re a blood mage. That they and Daathrata work together. The Crows are furious, especially Antonio, who wants vengeance for his house. But they also commend de Riva for, albeit while not having finished the contract, at least getting this valuable intelligence.
After the meeting, Viago and Teia take us aside and prompt us to return to the café now. Ivenci and Daathrata think we’re dead and that the other Crows did not receive information on the betrayal. Let us keep it this way for now. Us disappearing out of Treviso on another contract with Varric is a perfect opportunity. We ask what this contract is about but they still won’t say, stating that it’s best for Varric to explain it himself.
Meeting Varric
We meet Varric back at the Café Pietra. He’s glad to see we’re alright and if we’re ready to depart. On our way here we saw that Treviso is currently in a bit of a turmoil. It’ll take a while before all of this is settled. And now, we have two main targets to kill here: Daathrata and Ivenci.
Yeah, the fact that Ivenci’s a traitor is a huge twist in DAV, but I think there is an interesting story to be told if we know they’re the traitor from the get-go. Now, we can wonder why they did it.
We ask Varric what this other contract is about, and Varric says he’ll tell us when we’re way out of Treviso. We can get a little impatient and ask what kind of target this could possibly be that it requires such secrecy. Are we hunting a god or something? Viago and Teia exchange some glances, but we don’t notice.
Instead, Varric encourages us to drop the de Riva name for now, as the Crows…do have a reputation. Best if we just come across as a normal Tal-Vashoth. We need a new name.
We lean back and think. Then, we simply say “Rook.” Varric raises an eyebrow. We shrug. “Close enough to a Crow while still sounding different enough.” Viago visibly and audibly groans in the background. “That’s not what secret mean-“ Teia can’t help but laugh. Varric smirks. “And the strongest piece on the chessboard. I like it.”
Leaving Treviso
Before we leave Treviso, we can have some final talk with Viago and Teia. We do get a little bit more insight into how both of them kinda raised us while still keeping us as a part of House de Riva. They are basically our parental figures, which is super rare among the Crows unless you are blood-related. Even though Viago demeans us all the time, it’s clear he has grown to somehow care for us. While Teia gives us a lot of advice for how to handle ourselves on the road away from all the Crows, Viago simply says something along the lines of “Get this contract done.” At this point, we exasperatedly ask “Mierda, WHO is the target???” and Varric leads us out of the café.
What follows is a cinematic of Rook and Varric sneaking through the streets of Treviso, dodging Antaam patrols. Once we’re out, we take a look back at the huge old Chantry. Still confused on what this is all about, we turn away and follow Varric into the unknown.
And there we have it! A potential origin story for the Antivan Crows! It’s getting really fun doing these. I’m very much enjoying it, and I hope you are too. Next time, we shall head to the Necropolis and explore a potential origin story for the Mourn Watchers. Stay tuned!
Rewriting Veilguard Part 6 - The Mourn Watchers
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drakorn · 25 days ago
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Rewriting Veilguard Part 6 - The Mourn Watchers
Rewriting Veilguard Part 5 - The Antivan Crows
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Writing an Origin Story Mission for the Mourn Watchers
Riiiiight, the Mourn Watch. The Mourn Watch, the Mourn Watch…the Mourn Watch…yeeaahhhppp.
So, you see, when I started these rewrites, the two factions I dreaded the most were the Mourn Watch and the Lords of Fortune. And I’m gonna tell you why: Unlike the other four factions, these two don’t actually have any faction-specific stories. Sure, the Mourn Watch has the ghost bosses, and the Lords of Fortune has that one arena, but other than that? What exactly do these factions actually contribute to the story? They introduce Emmrich and Taash, respectively, sure. But that’s all they’re really here for.
While Veilguard definitely provided me with a lot of foundations to start working on the other factions’ origin stories, the Mourn Watch will require me to refer to Rook’s entry blurb alone and come up with something from there. There is no faction-specific villain to set up, no major contribution the Mourn Watch has to the overall story, nothing at all, really. On one hand, I dreaded it. On the other hand, I find myself strangely excited. Here, I can actually make something up from the ground while still trying to stay true to the spirit of the game.
Yeah, I could just take the Johanna Hezenkoss plot and make that the faction story as that’s the closest thing the game has, but nah. I’d like for that to still remain Emmrich’s companion story. I think, I might have something else in store for the Mourn Watch as a whole.
So, without further ado, here’s a potential origin story mission for the Mourn Watchers.
Creating Rook
So, for the fifth time, we press the start button, watch Varric’s introductory narration, and then click on the Mourn Watch background. At this point, anyone watching this hypothetical walkthrough on Twitch or YouTube is probably screaming at the streamer to finally proceed with the actual story. But we gotta see all the potential backgrounds.
Right, so, we are met with the Mourn Watch faction background, and the little blurb says:
“You are a Mourn Watcher. This elite necromantic order explores the mysteries of life and death, and tends to the undead in Nevarra’s sprawling Grand Necropolis. As someone who has lived among the dead your entire life, the gloomy depths are nothing unusual for you. But when the dead begin acting out of place, even the most safest corner of your home becomes treacherous and perilous. Will you uncover the truth behind the hauntings? Or does your path lead to an early grave?”
The last name, Ingellvar, applying to all four races, isn’t that big of a stretch in this one. Everything we need is already graciously provided by the game itself.
At some point in our infant life, we were found in a coffin somewhere in the Necropolis and adopted by necromancers. Well, in this rewrite, we’ll say that the necromancer who found us was a single man named Alberich Ingellvar. And the Necropolis has a bit of its own thing going about races, so that’s more of a secondary thing. The more important backstory factor here is our class:
If Ingellvar is a mage, they’re a direct member of the Mourn Watch, since those are all mages.
If Ingellvar is a warrior or a rogue, they’re a guardian of the dead, in service but not directly part of the Mourn Watch.
For the sake of this playthrough, let us go with a human mage Ingellvar.
NOTE: For the duration of this origin story mission, Rook will be referred to as Ingellvar in dialogue for the exact same reasons as stated in the previous entries. “Rook” simply does not exist yet.
Once we finalise our Ingellvar, we press on the start button again, and Varric continues his narration.
In the opening narration of the Mourn Watch background, we get to hear the overall inciting situation: The Grand Necropolis, located just outside of Nevarra City, bordering the Silent Plains, is currently in a bit of a messy situation. Multiple undead strangely go rogue and attack their supervising necromancers, disturbing the overall flow of the facility. Their attacks have grown increasingly bold over the last few months. The necromancers are the last force preventing the undead from reaching the surface. And that’s exactly where Varric hopes to find someone he needs for his own endeavour.
So yeah, you see, the War of the Banners is something mentioned in Rook’s Mourn Watch backstory text in the actual game, but we don’t ever get any proper elaboration on it. I think that’s a perfect set-up for an engaging origin story mission. So let’s see how we do!
The Grand Necropolis
I have to give praise where it’s due: The Grand Necropolis looks amazing in-game. It has that perfect blend between sophistication, eeriness, and Tim Burton-esque weirdness going about it. Hey, I never said I hate DAV! There are quite a few things to be praised about the game we got, and the overall presentation of the Grand Necropolis certainly is one of them.
What I would like to establish, however, is its proper location. Some say, it’s in the heart of Nevarra City, others position it somewhere on the outskirts. A few recent concept artworks from Matt Rhodes show it somewhere in the Silent Plains. So let us implement something and stick with it. In this rewrite, the Grand Necropolis lies just outside Nevarra City, right on the border to the Silent Plains. And that’s not an insignificant position lore-wise, for the Silent Plains are, of course, where Dumat was slain at the end of the First Blight. There are some…interesting implications to be had here, and I will delve into them when the time is right.
Meeting Myrna
We begin our game with Ingellvar entering the Necropolis Halls, where we are expected by Myrna. And right off the bat I’m going to make a small change to Myrna. Well, not really a change, more of an expansion. You see, we never actually get Myrna’s last name in any canon material, so for this rewrite, I’m going to call her Myrna Ingellvar. She is our adoptive sister. It was both a combination of our own efforts and her prestigious position that got us into the ranks of the Mourn Watch, which is, I might remind, the most elite necromancer group around. Obviously, in a non-mage origin, we’re an assistant to the Mourn Watchers, but since we’re playing a mage here, we’re a full-on member.
Myrna greets us and gives her congratulations on us finally making it down here, where all the action against the rising undead takes place. We quickly learn that she’s here to pick us up as we’re both invited to attend a lecture on the restless undead, delivered by none other than Professor Emmrich Volkarin. Not only that, since we’re playing a mage here, we get the added bonus of having been chosen as the professor’s new apprentice. Yeah, the Mourn Watcher background really gives us a lot of good things to start off with. We have…a lot to lose!
Myrna calls upon Audric Felhausen, the undead guardsman we met in Tevinter Nights, to accompany us to the Memorial Gardens, where Emmrich is set to deliver his lecture. We are just needed there a bit earlier since we’re kinda important for it.
Exploring the Necropolis Halls
Before we head to the Memorial Gardens, we have the opportunity to do a quick exploration segment in the Necropolis Halls. Not much is yet revealed here, but we can still have a few nice interactions:
We can talk to Myrna and reminisce about our family. It is revealed that our father is actually dead now. For his long-standing services, he has been granted the rare honour of Lichdom and is now residing somewhere in the deepest parts of the Necropolis. Perhaps we may visit him sometime. Yes, we are part of the Mourn Watch, so…we would know what a Lich is.
We can exchange a few words with Audric where we’re reminded of the fact that he’s actually a spirit possessing Audric’s body. Also a bit of set-up for the future of this mission given that Audric’s story revolved around stopping an undead nobleman possessed by a pride demon. While he’s working at the library nowadays, he’s sometimes still used as a guardsman, especially now.
We find a series of letters between King Markus Pentaghast and Myrna, revolving around dispatching a few Mourn Watchers to the royal palace. A little piece of set-up for later, since King Markus is not what he seems.
We can find another series of letters from a few enraged Pentaghasts demanding to know why King Caspar’s tomb is not accessible until further notice. The Necropolis is simply too dangerous right now.
We can read a final letter from Sidony, a mortalitasi mage previously featured in DAI and Tevinter Nights, now a member of the Mourn Watch herself, informing Myrna of the arrival of someone they had previously discussed.
The Professor
Once we’re done, we signal Myrna that it’s time for us to go. We then get a short but sweet cutscene showing the Ingellvars and Audric travelling through the silent halls and passages of the Necropolis, always on guard. But so far, nothing is attacking us. Hopefully it stays that way until we get to a larger gathering.
Thankfully, fortune is on our side this time around and we successfully arrive at the Memorial Gardens, where Emmrich Volkarin and his trusty assistant, Manfred the skeleton, already await us.
Emmrich bids us a very warm and polite welcome and greets us as his new personal apprentice in the arts of necromancy. As a first little task together, we are to light the candles of the Memorial Gardens, both to honour the spirits and to respect the dead.
As we go about this business, we can also find two letters addressed to Emmrich lying on a small nearby desk:
One is from Bellara, as the two are in the process of exchanging knowledge from far away. We get a hint of the magic in Arlathan Forest growing wilder and more unpredictable.
The other is from Dorian, who used to be Emmrich’s student in younger years. It is both a pleasant and informative letter as we get a small hint at rising tensions within the Magisterium.
We can also have a short interaction with Manfred in which we first learn from Emmrich that he’s a spirit of Curiosity.
There is still some time before the lecture begins, so Emmrich invites us to a game of chess. It is quite a favourite pastime of his, and he likes to test our strategic thinking and patience.
The chessboard looks fittingly gothic and we begin our game without further ado. It is both a nice conversation with Emmrich as well as a perfect opportunity for us to roleplay Ingellvar’s personality traits. In the end, we succeed at the game by beating Emmrich’s Queen with, you guessed it, our Rook, check-mating the King in the process.
Emmrich congratulates us on a well-played game and definitely wants to play again, but later, for it is now time for the lecture.
Lecture on the Undead
As the Memorial Gardens fill with other Mourn Watchers, students, and a few outside visitors, we stand next to Emmrich in front of a huge brazier of green fire. Without further ado, Emmrich welcomes the gathered lot and begins.
Why exactly are we showing this, you may ask? Well, Emmrich is an esteemed professor and scholar, so I think it’s only fitting to show him actually being a professor. And Ingellvar as his apprentice gives us ample opportunity to roleplay our character as someone who is either still learning or very knowledgeable already.
In this playthrough, we have a desire to impress our teacher, so we take all chances we get to contribute to the lecture, something that greatly pleases Emmrich. We deliver a lecture on the nature of the undead, possessed corpses, spirits, the Veil, and how to best respect all. But we also inform the people of the current dangers in the Necropolis, that something is disturbing the spirits here, causing them to occasionally lash out and rebel.
As if on cue, the Memorial Gardens are suddenly swarmed with skeletal warriors, intent on slaying everyone they see. Well, Emmrich didn’t expect such a lively demonstration of what we just discussed.
Together with Emmrich and Myrna we fight against the undead, while Manfred and Audric are ordered to stay out of it given their own spiritual status. The fight isn’t particularly long or hard, but we are tested. In a particularly dicey moment, we are suddenly aided by the rapid firing of a crossbow, look to the side, and see none other than Varric Tethras!
An Old Friend
Once the last of the undead are dealt with, Varric introduces himself to us. Emmrich and Myrna are already aware of him, and so are we if we choose to be, given that Varric is very well-known in the world. He says that Sidony tipped him off on troubles in the Necropolis. Myrna knows this already as some correspondence was held a few days ago.
Varric compliments both our fighting and scholarly skills and offers his assistance in the matter at hand, which we all accept.
As we investigate the slain undead, we notice something quite odd: all the warriors bear the Pentaghast banner. Strange, indeed. Emmrich concludes that we must make our way deeper into the Necropolis posthaste to check up on the Royal Chambers. There seems to be something going on here that we aren’t yet quite aware of.
Given their spiritual existence, Manfred and Audric are told to stay here, as there can be no way of predicting the risks they would find themselves in otherwise.
Deeper into the Necropolis
With Myrna, Emmrich, and Varric, we descend into the deeper parts of the Necropolis, towards the Royal Chambers. This is where the Nevarran kings and queens of the past are all entombed, along with their family members, which, given that we’re talking about the Pentaghasts and Van Markhams, is quite the number.
When we reach the Royal Chambers, we are immediately swarmed by another undead horde, one that we are able to fight off with great difficulty. However, the oddities only increase, for these skeletons bear the Van Markham banner. What is going on here? Why are undead Pentaghasts and Van Markhams trying to attack the living? We knew something was going on, that some corpses began to rise against the living, but this is new.
We must delve further.
The Royal Chambers
When we reach the Royal Chambers, we find the doors unsealed, wide open. Before we enter, a dark figure seemingly materialises out of thin air and approaches us. This is Vorgoth, the oldest of the Mourn Watchers who isn’t a Lich. Nobody really knows who and what they are, but they are benevolent and helpful, so everyone just assumes they are some manner of manifested spirit, and leave it at that.
Vorgoth tells us that a great conflict has escalated between the undead, bidding us to follow him. When we do, we oversee a large clash between undead Pentaghast and Van Markham soldiers. Ultimately, it ends in a stalemate and the forces retreat to their respective wings. This is now absolutely baffling. Well, we all know that the Pentaghasts and Van Markhams are constantly vying for control of the Nevarran throne. But usually this only happens when they’re alive. Why would spirits possessing the dead suddenly wish to re-enact this fight in such a visceral manner?
Since we’re playing a mage, we get a bit of a unique scene now. We’ve been noticing it barely on the edge of our subconsciousness, but now it’s getting clearer: something about the Veil is…different here. We’ve been down here before, but now there is something else in the air…something colder.
We can’t really explain it and neither can the other mages in the party. Emmrich finds this whole situation both alarming and utterly fascinating, and we agree with him. Despite this being incredibly dangerous, we can’t help but feel intrigued. Something is going on down here.
Now we get to make a big choice that will impact the rest of this origin story. The decision is made to split the party. While Ingellvar, Emmrich, and Varric investigate one family mausoleum, Myrna and Vorgoth head for the other. We can choose to:
Investigate the Pentaghast mausoleum. We shall head for the much larger Pentaghast crypts and see if we can find whatever is stirring the undead.
Investigate the Van Markham mausoleum. While not as vast as the Pentaghasts’, we shall still have our fair bit of work to do.
Well, since this particular player here wants to learn more about the Pentaghasts, that’s the choice we’re going with for this playthrough. Myrna and Vorgoth will investigate the Van Markham section. The plan is to meet back here once we’re done. We bid a temporary goodbye to Myrna and Vorgoth and the party splits.
The Pentaghast Mausoleum
Together with Emmrich and Varric, we head off into the Pentaghast Mausoleum and are immediately greeted by another batch of undead warriors we have to fight our way through. But in between the fights, we get to experience some neat dives into Pentaghast lore, as well as some callbacks to DAI:
We see a massive tapestry depicting the entire Pentaghast family tree, all the way from King Caspar to Cassandra, showing just how abnormally gigantic this family is.
We take a look at the rather recent tomb of Vestalus Pentaghast, who was the overseer of the Grand Necropolis until his death two years ago.
We pass by the tombs of Matthias, Tigana, and Anthony, Cassandra’s parents and brother respectively. Matthias and Tigana may have been executed for treason, but they still have a place in the family crypts. When passing by Anthony’s tomb, we can find a series of letters left by Cassandra on her visits here, in which she talks about how she is now running the reformed Seekers of Truth while still maintaining contact with the remnants of the Inquisition. She had feelings about revealing how to reverse Tranquillity but doesn’t regret doing so anymore.
NOTE: In this World State, Cassandra restored the Seekers of Truth and made the ritual to reverse the Rite of Tranquillity public knowledge.
I think it’s important to have quiet and atmospheric moments during exploration missions where you can just let the atmosphere take you on a journey into another world. This has the potential to be one such moment.
While passing through the Pentaghast Mausoleum and all the crypts and tombs in it, we feel this strange coldness that has been plaguing us for a while now. The deeper we get, the stronger it becomes. And we still have no idea what’s actually going on. Why are the Pentaghasts and Van Markham’s fighting each other?
When we venture a little deeper, we find dead Mourn Watchers who have been viciously slain. We suddenly get swarmed by the biggest horde of undead so far, way too numerous for us to fight off. Ingellvar and Emmrich try to use their magic to soothe the spirits possessing them, to no avail. One of the undead croaks that the King shall see us now.
An Audience with the King
We are taken to the deepest and most lavish part of the Pentaghast Mausoleum, the crypt of King Caspar the Magnificent. Now, Caspar is, of course, not only the first king of Nevarra but also the founder of the Pentaghast dynasty. The lore states that young Pentaghasts are traditionally brought into his crypt so that the spirit possessing his mummified body may speak to them.
His crypt was built in the style of a great and ancient throne room. The king himself sits upon the throne and “grants” us a very forceful audience. And Caspar looks just gaunt, like a creature straight from a Tim Burton movie. His throne room is drenched in green veilfire. He demands to know why the Mourn Watch keeps interfering in the War of the Banners, to which we reply that the dead should not be waging war at all. The dead must either rest or fulfil their duties to the Necropolis. But rising up against the living is neither of the two.
Caspar stands from his throne and approaches us. Throughout this whole scene, we can be either very respectful or feisty. But we’re playing Ingellvar as a very dedicated and honourable Mourn Watcher so we try to be respectful. As Caspar circles us, we see an opportunity to try and exorcise the spirit out of his body. It would be risky, but perhaps the undead would disperse then. Caspar’s spirit has surely been corrupted into a demon by now. So, do we:
Try and banish the spirit out of Caspar’s body?
Keep our head low?
In this instance, we try to do the right thing, so we perform a Mourn Watch ritual to banish the spirit possessing Caspar’s body. This leads to a horrifying discovery: Caspar is not possessed by a spirit. He’s not even possessed by a demon! He’s not controlled by another’s magic, either. Caspar is...something else. He’s no Lich, that much is clear, but he’s no longer the spirit that usually resides within the corpse either. So what is it?
Enraged, Caspar attempts to have us executed, only to be interrupted by something. As a mage, we are able to pick up on the cold air suddenly turning utterly freezing, and a voice calls through the emptiness, a dark voice, hollow and deep, as though coming from an abyss. It orders Caspar to bring us prisoners down to the Altar Chamber. Here’s where we get some lore: The Altar Chamber is the last room that separates the rest of the Necropolis from the domain of the Lich Lords. It is the place where newly chosen Liches are given their immortality.
The undead, led by King Caspar, take us away.
The Altar Chamber
We are taken down the deepest, most ancient stairs of the Necropolis, before meeting at the doors to the Altar Chamber. But we are not alone. Myrna and Vorgoth are also here, flanked by Van Markham soldiers, led by King Tylus Van Markham, the first of the Van Markhams to ever assume the throne of Nevarra. Tylus and Caspar at first are furious upon seeing each other, but the cold voice has commanded them both to bring the prisoners to the Altar Chamber.
Now that things can’t possibly get any stranger, we enter through the door.
The Lich Lord
In the great Altar Chamber, we encounter a tall, looming figure, with green flaming eyes, clad all in black. As Mourn Watchers, we recognise the figure immediately: a Lich Lord. Now things are even more confusing. The Lich Lords are supposed to protect the Necropolis from such undead uprisings. And yet here we are.
The Lich welcomes us, Myrna and us specifically. He then performs a glamour spell and assumes the form we find most familiar: before us stands our father, Alberich Ingellvar.
At the beginning of this entry, I said that our father, who found and adopted us, was such a dedicated member of the Mourn Watch that he was granted the honour of lichdom. Well, this is him now.
Alberich states that he sees clearer than the other Lich Lords and wishes to finally open the First Gate. Here’s where Emmrich perks up and we get some more lore: The First Gate lies at the heart of the Lich Lords’ domain. It existed before the rest of the Necropolis, and nobody aside from the Lich Lords knows what’s behind it. All we know is that protecting that gate is their main duty above all else. And Alberich seeks to open it.
He brought us here to grant us lichdom as he wants his children at his side. Here’s where we get a first hint of Emmrich’s own desire to be among the Lich Lords should he ever prove himself worthy. But this is wrong, one must earn their place in immortality through a life of dedicated and selfless servitude.
We can ask Alberich about the War of the Banners. He states it as a rather beneficial side effect of his rituals at the First Gate but doesn’t elaborate any further, we still need to keep some mystery alive for later.
As we study the undead around us, especially the two kings, we notice that they are reluctant to be here. So they aren’t possessed or controlled but somehow they both feel obliged to obey Alberich? Why?
Myrna betrays a hint of distress upon seeing her father abuse his powers like that. Vorgoth condemns his actions, calling him unworthy of lichdom. This seems to be the first case the honour was granted to one undeserving.
Paying them no heed, Alberich compels the Ingellvar siblings to step forward and receive lichdom. We can either:
Obey and step forward, expressing genuine interest in lichdom.
Resist because this is all kinds of wrong and goes against our teachings.
We choose the second option and refuse. Myrna agrees with us wholeheartedly. Alberich orders Tylus and Caspar to bring Myrna and us to him. The grip of the mummified corpses is as steel.
But just as we are about to be presented to Alberich, who reverts back to his Lich Lord form, Vorgoth unleashes their whole power. They send forth a burst of magic so strong that it just banishes the spirits out of all the possessed undead soldiers, sending them to the ground. Caspar and Tylus, since they’re not possessed, are knocked back against the wall, hissing and cursing. Alberich resists with some difficulty but ends up knocking Vorgoth out of the Altar Chamber.
He regards us with disappointment and declares that if we won’t join him in immortality willingly, he will bring us over himself. As Emmrich and Varric attempt to join us, they are attacked by Caspar and Tylus and engage in a fight with them.
Myrna and us are thrown into a boss battle against Alberich, in which he unleashes terrifying Lich powers upon us. This is, again, one of those fights we are probably meant to lose and come back to stronger at a later stage in the story.
As Alberich attempts to stab Myrna with the ritual dagger that would initiate the lichdom process, we jump right between the two and engage Alberich one-on-one. Alberich stabs us squarely in the chest and throws us to the ground. As he attempts to go through with the ritual, the dagger is shot out of his hand by Varric, followed by a crossbow bolt to the head, distracting him momentarily.
Varric and Emmrich, having gotten past Caspar and Tylus, rush to our side and, together with Myrna, drag us out. Alberich and the two kings attempt to pursue us, but Vorgoth returns and casts another blast against them. Then, all goes black.
Healing and Leaving
We awaken in a bed, our chest bandaged up. Myrna sits next to us and is overjoyed to see us finally showing signs of life again, a rare display of emotion for her. She tells us what happened: We escaped just at the last possible second, by the skin of our teeth. After a while, Caspar and Tylus broke off the chase and returned to their respective crypts, while Alberich remained in the Lich Lords’ domain. Nobody is ever the wiser about what is actually going on.
We feel a strange cold in our hearts and Myrna explains that it’s the after-effects of the ritual dagger. It will only improve if we leave the Necropolis for a while and get as far away from Alberich as possible. Confused, we ask where we should go. The Necropolis is our home. Myrna tells us that we should speak to Varric about that. He might just have an idea.
We leave our room and find Varric not far away. When asked about what this strange idea of a trip might be, Varric explains that he came to the Necropolis in search of someone who would accompany him on a most daring and perilous adventure. We don’t know if we should frown or laugh given that we just escaped a most daring and perilous adventure and were instructed to leave in order to heal from it. But what is it and where are we going? Varric can’t tell us just yet. We’ll just need to wait and see. Great.
Before we depart, we, of course, have the chance to talk to our Mourn Watcher friends one last time:
Vorgoth commends us on our refusal to heed the call of lichdom, which speaks of our worth. They recommend us to keep our soul clear of corruption while we are away.
Emmrich (now accompanied by Manfred once more) bemoans that we won’t be able to study together after all. We would have made such an absolutely fine apprentice. But our journey outside is not indefinite. We shall return and Emmrich will have the spot reserved. We have proven ourselves most deserving. Manfred gives a happy hiss.
Myrna bids us a very heartfelt goodbye for now and thanks us for saving her back there. We, of course, tell her to look after herself and not heed our father’s call. She agrees and expresses her intention to occupy the library for the foreseeable future, learning everything she can about what could have possibly led to everything that happened down there. Audric shows up and prepares to escort her to the library.
When we return to Varric, he recommends us that we change our name. If Lich Lord Ingellvar gets any ideas to come to the surface, we may not wish to be associated with him, given the clearly malicious intentions. We can’t really think of anything at first, but one last look at Emmrich reminds us of our chess game earlier, so we hesitantly say: “Rook.” Varric compliments us. “The strongest piece on the chessboard. I like it.”
Following Varric, we pass through the corridors of the Grand Necropolis, approaching the surface. Now called Rook, we look back one last time, before following our new acquaintance into the unknown.
And there we have it! A potential origin story mission for the Mourn Watchers. I am fully aware that it’s not at all perfect, and I am not entirely happy with it. Nevertheless, I hope you still found a modicum of enjoyment while reading this.
Next time, we shall travel to Rivain and tackle the last of our six factions’ origin stories with the Lords of Fortune, and boy do I have a bone to pick with those people. Stay tuned!
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drakorn · 2 months ago
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Rewriting Veilguard Part 1 - The World State
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Expanding Veilguard's World State Editor
Like many of us, I was disappointed with the total amount of choices carrying over from past games being only three, one of which dealt with romance, two with decisions made in the Trespasser DLC, and all of them being from Inquisition. This already set the precedent that we shouldn’t really be expecting the game to be as connected to our unique Thedas as we have come to be used to from previous titles—no more uniquely flavoured codex entries, no more small but sweet cameos here and there that make the world itself feel like a larger place that we had helped shape.
Given The Veilguard’s very troubled production history of multiple delays, staff layoffs, and all-around restarts of the entire project, it is honestly a surprise that we even got three choices, so credit where credit is due. They made with what they had. But what if The Veilguard had this vision from the start? What if there wasn’t any of this meddling? What if Bioware simply had more time and control? What if they could truly let us import the World State this game deserved?
Now, for this hypothetical rewritten playthrough, I’m going off from the fact that the Dragon Age Keep will not be used; I actually found it a neat idea to tick my three choices in the character creator, and it would have probably been better had Inquisition done something similar. Why do I think that? Because it means we are not running into any dangers of servers potentially shutting down, leaving us trapped in the canon we happened to have imported last. Converting the Keep into an offline editor was a good idea, but unfortunately not executed nearly enough as, let’s face it, we all expected. So we’re gonna have some fun for Veilguard.
Disclaimer: I’m going to refer to the game’s title as Veilguard from now on, not “the” Veilguard. I really don’t like the change of having a “the” in a series of otherwise one-word, or one-number, titles.
Of course, we have to be realistic about this. It is virtually impossible to implement every single decision from across all three games, and those that can be implanted can’t alter the main plot too much. Certainly, we like to imagine and picture things, but let’s approach this from an actually doable point of view.
Right, so imagine you just finalised your Rook, and then get a screen titled “Past Adventures”. Not just “The Inquisition”. And it would take up the entire screen instead of being shoved somewhere in the corner of the final CC page, which many people missed. I could have missed it too, had I not known beforehand that it was going to be there!
It would say something akin to “You can customise the protagonists and several events from the games Dragon Age: Origins, Dragon Age II, and Dragon Age: Inquisition. These choices will have both major and minor effects on the plot of Veilguard. If this is your first Dragon Age title, you would be advised to skip this section for now, as you may otherwise risk getting overwhelmed. A default World State has been pre-generated for the game.”
Why did I add this disclaimer? Because it would show us, right from the get-go, that we respect both new and old players. If you’re a new player, feel free to skip this part as it won’t matter to you anyway and, quite frankly, you wouldn’t want to spend an eternity in the character creator doing things you might not even be familiar with. But if you’re a returning player or someone who has read up on recaps and watched countless lore videos, come on right in, we’ve got you covered, don’t worry! We know how much time you spent meticulously crafting your World State for Inquisition, so join us and customise to your heart’s content.
If you choose to not skip ahead (honestly the only time I would click “skip” on that shit is if I was a new player), you will be presented with three tarot cards, one shows the griffon, the Grey Warden symbol, one shows Kirkwall’s heraldry, and one shows the Inquisition’s banner. Here’s your previous three games. And now we get to customise them a little. The little gremlin in me would be quite gleefully rubbing his hands at this prospect.
Past Adventures: The Blight
We open the first slide and are immediately hit with a crimson screen and an ambient reprise of several of Inon Zur’s themes from DAO. I loved this part in the game, when you click to customise your Inquisitor and are immediately hit with “Calling the Inquisition”. Really great stuff for early emotions. Now let’s actually customise things.
The Hero of Ferelden
I do not expect us to actually be able to recreate the Warden in the flesh, but I believe they should be at least brought up in conversation or mentioned in codex entries and letters. Here are the things we get to customise about them specifically:
The Hero: Here, we get to tick the race, gender, class, and background for our Warden. Again, no character creator, just fancy tarot cards. But guess what? That would already be more than enough for what we can do. At least we know the game acknowledges their continued existence.
The Warden’s fate: Did the Hero of Ferelden perform the ultimate sacrifice?
Romance: Who did your Warden romance, if at all?
The Companions
Now that our Warden is set, we jump over to DAO’s companions. Each companion has their own little mini-section. The first few questions will always be “Did you even recruit them? And if so, did they survive? If so, were you on good terms or not?” These questions, depending on the answers, will immediately lock or open the more specific ones. Which are, as follows:
Did the Warden have Morrigan perform the Dark Ritual?
What is Alistair’s ultimate fate?
Was Sten reunited with his sword?
What happened to Loghain?
What happened to Marjorlaine?
The Battle of Ostagar
What happened to the prisoner at Ostagar?
The Arl of Redcliffe
What is Connor’s fate?
Is Isolde alive?
Did you help Bevin and return his sword?
The Urn of Sacred Ashes
What happened to the Urn?
The Nature of the Beast
How was the situation between the Dalish and the werewolves resolved?
A Paragon of Her Kind
What happened to the Anvil of the Void?
Who rules Orzammar?
Did the Warden help Brother Burkel create a Chantry in Orzammar?
Did the Warden prove the Legion of the Dead was connected to a noble house?
Did Orta join the Assembly?
Warden’s Keep
What happened to Sophia and Avernus?
Denerim
Did the Warden complete Slim Couldry’s crime wave?
Who rules Ferelden?
Who killed Urthemiel?
Awakening
What happened to Nathaniel?
What happened to the Architect?
What happened to Vigil’s Keep and Amaranthine?
As you can see, I have not included all the choices, just the ones I think can be carried over in both realistic and interesting manners. Not all of them will heavily feature in the game; in fact, many of them are for flavour and codex entries only, but there is still merit in those. We know there is a whole lot of stuff happening in the South thanks to the letters the Inquisitor regales us with. So let’s put some world-state uniqueness to those letters. But in this rewrite, some of these choices will, in fact, feature in a more substantial manner.
And that’s Dragon Age: Origins done! Moving on to the next one!
Past Adventures: The Tale of the Champion
When we enter this screen, the CC assumes Kirkwall’s orangey-yellow tone and we get a reprisal of the key DA2 themes by Inon Zur, the most prominent one being, of course, Hawke’s family theme. This one is not going to be as big as DAO, but there are a few important factors nevertheless, especially concerning possible deaths and survivals.
The Champion of Kirkwall
Unlike the Hero of Ferelden, Hawke will actually be customisable in this one. Because no matter whether or not they were sent to the Fade or Weisshaupt, there is always the potential for them to still be alive. So, here are the choices regarding Hawke:
The Champion: Here you can customise Hawke’s gender, class, and personality.
Who did Hawke romance, if at all?
The Party
Pretty much every companion’s card, aside from a few, will have the questions “Did you recruit them?”, “Are they still alive?”, and “Were they friend or rival to Hawke?” at the forefront. Most of it is gonna be flavour, but it’s still my flavour, dammit!
What happened to Bethany or Carver?
What happened to Isabela and the Tome of Koslun?
What happened to Fenris and Danarius?
What happened to Merrill, her eluvian, and Clan Sabrae?
What happened to Bartrand?
What happened to Anders when the Chantry exploded?
Did Hawke approve of Anders' actions?
Did Aveline marry Donnic?
The Tale of the Champion
Did Hawke protect the Bone Pit from all its dangers?
What happened to Feynriel?
Did Hawke let Zevran go?
Did Nathaniel survive?
Did Hawke side with the mages or the templars?
Fewer choices are carrying over here compared to DAO, but many of the events that occurred in DA2 are only relevant to Kirkwall’s immediate fate, which is already resolved by the time of DAI. Many of these will be flavour again, but some of them, I’m not going to say which, will definitely have a bigger impact.
Right, we’re done with DA2, let’s move on to the last one!
Past Adventures: The Inquisition
And here we get to the big one, the game that most directly impacts much of DAV’s story. We click on the last page and get the green shades and DAI’s ambience themes, a beautiful reprisal of Trevor Morris’ great hits. I would like to once again reiterate how emotional the CC music made me feel here when I was playing the game. Let us now customise our choices.
The Inquisitor
While the Hero of Ferelden will be a background figure in letters and codex entries, and Hawke more of a minor character with a significant role, the Inquisitor will have a much larger presence. Just how large, you’ll find out soon. But for now, let’s customise them:
The Inquisitor: Here you can customise your Inquisitor’s race, gender, class, and specialisation. Their personality as well, for while it wasn’t as apparent as with Hawke, the Inquisitor does still have a distinct range of dialogue choices. You can still be diplomatic, lighthearted, or even rough.
Who did the Inquisitor romance, if at all?
The Inner Circle
As with the other companion sections, pretty much all slides here will feature the “Did you actually recruit them?”, “Are they still around?”, and “Are you friends or not?” questions. Alongside a few specific ones that will definitely have more of an impact here.
Did Dorian resolve the issue with his father?
What happened to Blackwall?
Did the Iron Bull remain loyal to the Qun?
Did Cassandra rebuild the Seekers of Truth?
Did Cassandra discover the book of secrets and what did she do with it?
What happened to Harmond?
Which path did Cole choose?
What happened to Solas’ friend?
Did Varric track down the red lyrium source?
Did the Inquisitor give Vivienne the heart of a snow wyvern?
How was Cullen’s lyrium dilemma resolved?
How did the Inquisitor help Josephine resolve her family’s fortunes?
Was Leliana hardened or softened?
The Path of the Inquisitor
Did the Inquisitor embrace or denounce their title of Herald of Andraste?
Did the Inquisition side with the mages or the templars?
What was the general principle upon which the Inquisition was founded?
Who rules Orlais?
Who stayed behind in the Fade?
What happened to the Grey Wardens after Adamant Fortress?
What happened to Samson or Calpernia?
Who drank from the Well of Sorrows?
Did the Inquisitor respect the rituals at the Temple of Mythal?
Who became Divine Victoria?
The Inquisition’s Influence
Did the Inquisitor ally with the Hinterland cultists?
Was the rift in Crestwood closed?
Was Caer Bronach captured?
Did the Inquisitor make a deal with Imshael?
Was Suledin Keep captured?
Was Griffon Wing Keep captured?
Was Sutherland’s company formed?
What tone did the Inquisitor’s judgments take?
Jaws of Hakkon
Did the Inquisitor learn Ameridan’s fate?
Was Hakkon slain?
Did the Inquisitor share the truth about Ameridan?
The Descent
Did the Inquisitor stop the earthquakes from destroying the Deep Roads?
Trespasser
What is the ultimate fate of the Inquisition?
What is the Inquisitor’s final goal regarding Solas?
Again, this looks like a lot, and it is, but bear in mind that a lot of these will only have minor impacts on the story in the form of cameos and codex entries. However, there are several major DAI choices that will have significant impact.
For our hypothetical rewrite, I shall not list every single choice I made for my imaginary playthrough. Instead, I shall reveal them as we go along so as not to clutter the space too much. And it’s a bit more fun this way.
And that’s the World State editor finally done! I believe all of these choices are able to feature in some capacity, be it big or small. But no matter if it’s a big world-changing consequence or simple flavour texts and cameos, it will still be our Thedas, our own unique version of it that we helped shape.
Now that the past is dealt with, let’s look at the present. Next time we’ll talk about Rook, the six factions, and why a DAO-style origin story selection would have not only been beneficial but very doable.
Rewriting Veilguard Part 2 - The Shadow Dragons
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drakorn · 2 months ago
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Rewriting Veilguard Part 3 - The Grey Wardens
Rewriting Veilguard Part 2 - The Shadow Dragons
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Writing an Origin Story Mission for the Grey Wardens
So before we start, I would like to notify you of three minor changes I made to my previous blog entry regarding the Shadow Dragons:
Varric no longer tells us about Solas straight away. I believe that’s a bomb that would be more effective when dropped later, otherwise poor Rook might just be a tad overwhelmed.
Neve stays in Minrathous rather than accompanying Rook and Varric. Yeah, as much as I like the idea of your chosen faction determining your first companion, I don’t think it’s really doable given the circumstances a few other companions find themselves in at the start of the game.
The Dreadwolf title card does not appear just yet. I found a better spot to use it later.
Now that we have dealt with the Shadow Dragon origin story, let us move on to the Grey Wardens. And here, we are going to have some fun because boy do I have ideas for this one.
The Grey Wardens were kinda the faction I wasn’t necessarily looking forward to playing at first and there’s a reason for that. You see, we already played a Grey Warden in DAO, and I actually like each game’s protagonist being someone very different. However, when I think about it now, there is some narrative logic to it. If DAV truly is the last Dragon Age game (which is very up in the air right now), it makes total sense to have this choice to bookend the story. You started as a Grey Warden, and now you’ll finish as one. Plus, with the Blight giving us its last hoorah in this one, it only makes sense to put the Wardens in a more prominent position once again.
So, without further ado, let us jump into the Grey Warden origin story!
Creating Rook
We start a new game, Varric gives his opening narration about the overall state of Northern Thedas, and this time, we click on the Grey Warden origin. The little blurb reads as follows:
“You are a Grey Warden. An ancient military order sworn to battle the ever-present threat of the Darkspawn, the Wardens undergo secret, unbreakable rites that grant them supernatural powers against the Taint. As the last surviving member of the Dornen outlaws, you joined the order after a passing Senior Warden invoked the Right of Conscription at your execution and gave you the chance to fight another day. But what you will do with it, that is up to you.”
Right there, we have a great canvas to paint with when it comes to sheer roleplay. We are a former criminal, the last survivor of a group known as the Dornen. Our group wasn’t, like, evil, but we were enough of a presence in the area in and around Hossberg to cause some proper trouble. The Anderfels is a dangerous land, the most dangerous one in Thedas. People don’t live, they survive. This means that many turn to unlawful ways to make ends meet. But being a former outlaw beautifully lines up with the theme of second chances the Order gives to so many people.
In DAV, our Warden’s name is Thorne. “Dornen” is the German words for “Thorns”. The Anderfels’ linguistic and etymological side is mostly based on German (“Anderfels” meaning “Other Rock” or “Weisshaupt” meaning “White Head”). So wouldn’t it be a fun idea if “Thorne” isn’t really the Warden’s last name but just the name they ended up going with? They arguably never knew their family name and the Dornen were as close to one as they could have gotten.
Unlike Mercar, your racial choice won’t really have that much of an impact here as the Wardens accept everyone into their ranks, as long as they can fight. However, if you choose to be a Qunari, it will add a few unique dialogue lines about how few Qunari there are in the order. You are probably one of the only ones.
For this hypothetical playthrough, we shall pick a dwarf warrior, and I’m giving him a big ginger beard. Just going full Lord of the Rings here.
Alright, so we just generated our Thorne, and now we get to hear Varric’s continued narration. We get a series of those beautiful tarot-styled illustrations with Varric’s voice telling us what’s been happening with the Wardens for the last decade. The Wardens in the North specifically have been all gradually returning to Weisshaupt Fortress, by order of the First Warden. They have become much more reclusive and secretive than they already were and are sharing practically nothing with the outside world. Something’s definitely going on. And Varric thinks it might be part of something larger.
Weisshaupt Fortress
And now, for the first time ever, we get to see Weisshaupt Fortress in all its glory, a gigantic fortress carved into the very mountains, the great headquarters of the Grey Wardens that withstood for over a thousand years.
I really like the way Weisshaupt is portrayed in DAV, my only gripe is that we never get to actually properly explore it. I was…surprised by that, actually. So what better way to explore Weisshaupt than have it be part of the Grey Warden origin?
This is place filled with such incredibly rich history. Just imagine, this place has existed since the First Blight, an event older than Andraste. This is an absolute field day for lore enthusiasts such as myself.
As soon as Weisshaupt appears, we get a grand reprise of Inon Zur’s DAO main theme, establishing it as the Warden leitmotif. Now that we are able to properly play as a Grey Warden again, we are just eased back into that feeling. We might not be playing the Hero of Ferelden anymore, but we can definitely bring back the nostalgia. Music is such an important part of storytelling, it’s insane how much a well-chosen theme can do.
Meeting High Constable Janos
Thorne arrives at Weisshaupt after a recent patrol through the mountains and we are greeted by High Constable Janos, the second-in-command to the First Warden. For some reason that rank never comes up in DAV, so we’re just going to include that here.
Here we’re going to establish that Janos was the Warden-Commander who invoked the Right of Conscription during our execution all the way back in Hossberg a few years ago. But why would the Right of Conscription even work in a time without the Blight? Well, this is a fair question for any other nation than the Anderfels. But the Anderfels is constantly threatened by darkspawn incursions, making it the only nation where the Right of Conscription still holds weight without a Blight. Given how the First Warden is often seen as an advisor to the King/Queen, one can also say that the Wardens’ whole “no politics” spiel doesn’t really apply in the Anderfels, either.
Janos informs us of an upcoming mission, assigned by the First Warden himself. Thorne is to meet him, Janos, and a few others in the war room later that day. It is something quite urgent.
NOTE: Throughout the prologue, Rook is still referred to as Thorne, given that “Rook” as a nickname does not exist yet.
Exploring Weisshaupt
Before we head off to the war room, we get a chance to properly explore Weisshaupt for the first time. And there are some interesting things to be done here:
Thorne can walk in on a recruit training session hosted by Davrin. Yep, if we’re a Grey Warden, we get to meet Davrin a little earlier than every other origin. We won’t know anything about his secret griffon mission yet, so for now we just meet him as a trainer. We learn that Davrin and Thorne joined the Wardens at roughly the same time and initially disliked each other due to their different pasts. But over the years, they grew to a mutual understanding since that’s just what being part of the order does to you. In this encounter, we get to train the recruits with Davrin for a short while, even do a sparring session between the two of us.
We come across a few recruits who are yet to undergo the Joining. From here, we learn that there hasn’t really been a great influx of Wardens recently as people just don’t see the necessity. And while the Right of Conscription applies in the Anderfels outside a Blight, it does so only when the alternative is a crime verdict. The recruits know about the Joining already, so we can either reassure or prepare them for the possibility of dying.
We learn from the general chatter as we traverse Weisshaupt that many of the older Wardens are getting ready for their Calling. Since there’s such an unusually high number this time, they are organising something akin to a massive group exodus into the Deep Roads. From the same chatter, we also learn that there has been a staggeringly smaller amount of recruits every year. Some of the older Wardens are worried.
We can enter the library and meet Valya from the Last Flight novel. Instead of just leaving the Wardens for an unspecified reason like in DAV, here she stayed, survived her Joining, and has since been promoted to Chamberlain of the Grey, the order’s chief archivist after her predecessor embarked on his Calling. Her role in rediscovering the griffons had a huge part to play here, but we don’t know that yet. She has also entered a relationship with Caronel who has been promoted to Warden-Commander of the Anderfels. From Valya, who is also in charge with gathering reports from Wardens all around the world, we learn how the Wardens in the South are doing, and it’s quite something. Nathaniel Howe is now the Warden-Commander of Ferelden and operates from Vigil’s Keep. Yes, all Wardens have been ordered to return to Weisshaupt, but Ferelden is an exception to this summon as the First Warden deems Amaranthine  being an actual Arling and two Grey Wardens ruling the country as too valuable of an asset to just drop. The same can’t be said for Orlais, though, as we learn that the Orlesian Wardens, currently led by Stroud and Thom Rainier, have fortified the Warden stronghold outside Montsimmard and are currently acting as peacekeepers. In addition, Bethany is currently overseeing the still-standing Griffon Wing Keep. The First Warden looks at them with disdain for refusing to obey his orders, but he also can’t, in good conscience, declare war upon them as every Warden is valuable.
NOTE: Here we see some of our World State shine through. In this playthrough, Hawke was left behind in the Fade, allowing Stroud to be a force for good among the Wardens. Blackwall took back his original name of Thom Rainier and became a proper Grey Warden. Since Hawke took Bethany and Anders to the Deep Roads in DA2, Bethany was made a Grey Warden. Nathaniel Howe was recruited and both Vigil’s Keep and Amaranthine were defended properly, allowing the Wardens to once again maintain a strong presence in Ferelden. As mentioned in the previous post, Alistair and Cousland currently rule Ferelden. And, as we're about to see, Avernus has been left alive and allowed to ethically continue his research.
While still in the library, we get to read a few letters sent to Valya. One of them is from Cousland, dating back a few years now, stating that she is close to making progress on how to stop the Calling but that this is the last letter she’ll be able to send as she’s embarking to places where communication just isn’t possible. Another is from Stroud, stating his regret for how things turned out. Here we get some hints as to what happened when he came to Weisshaupt during DAI. Apparently him and the First Warden clashed on ideals, the First Warden insisting on staying distant and secretive and Stroud being in favour of change. The third letter is from Ramesh, the Warden from Tevinter Nights who discovered one of Ghilan’nains labs and is now searching for the other eleven. The fourth and final letter is a report from Avernus and concerns the progress of his superior Joining ritual. All of these are just codex entries as I doubt we'd get to see this publicly.
Meeting the First Warden
After exploring Weisshaupt, we enter the war room, where Jowin Glastrum, the First Warden himself, awaits us. Joining us in the meeting are High Constable Janos and Warden-Commander Caronel.
Now, let me make something very clear about the First Warden. I like that he’s old-fashioned and traditionalist in DAV, I think it was very in-character of him to act distant and dismissive towards people outside the order. However, he is also a Grey Warden first and foremost at heart, he has Thedas’ best interest in mind. He isn’t here just because of status and standing, no, he clawed his way up the ranks through valiant deeds. We know that many Wardens in the Anderfels come from noble lines and still have ties to those. While the First Warden is of a noble house, he doesn’t use that as something to flaunt over the Wardens. His idea of having ties to noble families is a strictly pragmatic one: the more ties, the more aid, the more recruits. While he might not get along with outsiders, he absolutely respects the Wardens under his command and, while not always agreeable, would never meaninglessly sacrifice them. He’s harsh, strict, often an asshole, but still a Warden at heart.
The First Warden briefs us on a mission: A strange crack into the Deep Roads has opened near the village of Lavendel and a darkspawn horde is gathering for a full assault. Wardens Evka and Antoine are already on-site, preparing the defences.
The First Warden orders us to take charge of the village’s defences alongside Caronel. Under no circumstances are we to abandon post. High Constable Janos will arrive with reinforcements to secure our victory. The idea is to lure the bulk of the horde out of the Deep Roads so that we can slay most of them.
We can inquire why Thorne was chosen for this, since our presence alongside the First Warden, the High Constable, and the Warden-Commander is pretty insignificant, to which the First Warden answers that we are very much due to becoming Senior Wardens ourselves, it’s just this one last assignment left until our promotion.
After the briefing, we leave the war room and encounter Davrin again, with whom you can share in your either excitement or humbleness. In any case, Davrin congratulates us on the soon-to-be promotion, claiming how deserving of it we are and how he would have never thought so upon our first meeting all those years ago.
If we wonder why Davrin wasn’t chosen to head to Lavendel, he’ll tease that he has something else going on, equally important, but won’t tell us what it is just yet as it’s top secret (wink wink caw caw).
Reaching Lavendel
We depart Weisshaupt and leave for Lavendel, a small but significant village not far away from Hossberg. We take a few newly joined Wardens with us, a group consisting of the recruits we met earlier at Weisshaupt.
Upon entering Lavendel, we are approached by Evka and Antoine, who have been busy preparing the defences. From the ensuing conversation we gather that Thorne is very well-acquainted with them, similar to Davrin, having shared in many patrols across the Anderfels with them.
While Caronel takes charge of the mission, he trusts your judgment on matters as it is your time to prove yourself further in the eyes of Weisshaupt. High Constable Janos leaves you be now and heads off to prepare the reinforcements on the other side of the hills.
In the distance, a faint dark red cloud indicates the approaching darkspawn.
Preparing for Battle
Before the darkspawn assault begins, we have the chance to explore Lavendel a little and engage in its defences. During this short segment, we have a few encounters to experience:
Naturally, we can talk to Evka and Antoine and reflect on some of our past adventures together.
We can speak to the new Wardens we’re supposed to co-lead with Caronel, either inspiring them or telling them to be realistic and not too hasty. It’s obvious many of them joined because of the heroic notion surrounding being a member of the order.
We can encounter Mila and her father, Lavendel’s blacksmith. Yeah, I haven’t made them occupants of Weisshaupt just yet, you’ll see why in a bit.
We can inspect the defences, which boil down to barricades, a few ballistae, and, of course, the Warden stronghold just outside the village. If we explore enough, we see a very large and lose rock on a jagged edge right next to Lavendel. Maybe this will be useful later? Since we took the extra time to look around, we can now have that in the back of our head. We can also spot a crack in the stronghold’s basement and encourage quick repairments to be made.
We can speak to Caronel and share in thoughts about the coming fight. All of us Wardens can sense the approaching darkspawn. Caronel isn’t too worried as it’s just a minor skirmish, albeit with a larger-than-usual horde. And why worry? We’ve got Janos swooping in with reinforcements, anyway. We can talk about Caronel’s promotion to Warden-Commander, which was very recent. It is surprising how one so young climbed the ladder so fast, to which Caronel responds that it’s really not so uncommon anymore, given how Ferelden’s Warden-Commander got the title only a year after joining. Well, granted, she took down the Archdemon and somehow lived to tell the tale, but the point stands.
Before we commence the battle, there is one big choice to be made about our position and that of the villagers. While Evka and Antoine suggest to pull all Wardens and villagers into the stronghold and brave the storm there, Caronel would rather only keep the villagers in there while us Wardens head out into the open and prevent the darkspawn from getting to them in the first place. We don’t really have enough Wardens to divide, so we must make that choice now.
Send both the Wardens and the villagers into the stronghold and fight on close and narrow ground. The villagers are at risk from getting into the heat of battle, but the Wardens will be close by to defend them.
Send the villagers into the stronghold and let the Wardens fight in the village itself. While the villagers will be more vulnerable in terms of sheer distance away from the Wardens, the darkspawn is less likely to even get near them.
For the sake of this playthrough, we choose to evacuate the village, and ourselves, into the stronghold. We feel confident but would rather keep our charges close to us. Being a former outlaw in the Anderfels has taught us how one should never leave their goal out of sight. Our aim is to defend, not to gloriously destroy. This shows us that Thorne is willing to cast the pride of glory aside and choose an arguably safer path.
An Old Friend
Our decision made, we deliver a short speech to the villagers, instructing them to head into the Warden stronghold. We shall follow suite immediately and position ourselves on the walls and in the courtyard. Since we’re familiar with the darkspawn’s habit of digging tunnels, we’ll make sure the basement is accounted for as well.
Once the villagers and Wardens head to the keep, we are approached by a most familiar face: Varric Tethras. This is certainly a surprise. While we’ve never met him in person, we’ve certainly heard and read about him. Varric says he was passing through on an errand of his own and figured he might as well aid Lavendel’s defences with Bianca. While we can question the sincerity of this statement, we can use any help we get.
Varric comments how many Wardens would seek out the more daring and glorious path and is pleased to see that we’re not one of them.
The Battle of Lavendel
Right so we’re all hunched up in the fortress, and the atmosphere is intense. Now, all of us sense the evil just outside our doorstep. The dark red cloud is directly above us. Everyone looks to Thorne and Caronel for leadership while Evka and Antoine keep morale up. Varric, while being easy-going, is very much battle-ready now.
The darkspawn slowly creep through the village like a dark carpet of disease and corruption. We hear the deafening screeches of shrieks in the distance and see various hurlocks and genlocks make their way between the buildings. At this point, a thought comes to us, one we share with Caronel. Holy shit, that’s a lot of darkspawn. And no sign of Janos yet. Where is he? Where are the other Wardens? Surely this can’t be less than the bulk of the horde yet. This is almost like a new Blight.
A horrifying thought grips us and we quickly sense into the Taint for any signs of an Archdemon’s song. To our relief, we hear nothing. The relief is short-lived, however, as the darkspawn reach the stronghold and send in a wave of shrieks to scale the walls.
We engage in a properly gritty fight against the darkspawn and can make use of several ballistae on the battlements. But we quickly realise that this place is just not at all well-prepared. Evka and Antoine’s pre-defences, alongside our inspection, are all that’s keeping this place from being overrun. Why is this in such a shoddy condition?
We then hear fighting from the basement. Ah, so the darkspawn did attempt to dig through. Good that we halted their progress by mending that crack, giving us time to respond.
We head into the basement and confront some hurlocks and genlocks. After the skirmish, we sent several grenades into the tunnel below, causing it to collapse without damaging our infrastructure too much.
Returning to the courtyard, we see something strange. A few of the shrieks have reached a group of villagers, but instead of slaying them, they’re trying to abduct them alive. While this wouldn’t be strange if all villagers were female, given that darkspawn need broodmothers to multiply, they are taking the men, too. What…?
We make short work of the darkspawn, and at this point, some of our newly joined Wardens have fallen, but only the Wardens. Now would be a really good time for Janos to show up.
At this moment, we hear loud dum, dum, dum. Huge footsteps approach. We look at each other and have all the same reaction: Ah shit.
The gates to the courtyard break down and a huge ogre walks in. Oh boy, here we go. Now would be a really good time for Janos to show up!
We take down the ogre with great difficulty and see that another large influx of darkspawn follows. After dealing with those, the fighting ceases for a moment.
We head to the battlements and see another group on the outskirts of the village. Then we remember the huge loose rock. Oh yeah, baby.
We quickly load up a ballista and aim across the village, towards the jagged cliff. It takes three shots for the edge to become lose enough, but it works. The huge rock collapses upon the newly approaching darkspawn horde, squashing them all beneath, but taking some of Lavendel’s houses with it.
The relief is short-lived, however, as we can still sense the Taint in our heads. Further away, past the outskirts of the village, we can already see a new horde of darkspawn amassing. And still no sign of Janos.
We gather a quick emergency meeting between the Wardens, and some start speculating that…Janos might not be showing up. Evka and Antoine are of the same belief, while Caronel holds on to the hope that reinforcements are on their way. Why wouldn’t they be? Wardens stick together.
But what about us? What do we believe? Janos personally recruited us all those years ago, he personally saw to our training. Why would he…but where is he then? Why isn’t he coming? Maybe he was held up? But by what? Was there another darkspawn horde on the other side of the hills? But why can’t we sense them? In fact…why can’t we sense any other Wardens in the immediate vicinity aside from us?
Wherever Janos might be, we have to hold out on our own. But if the darkspawn keep coming, we won’t hold out at all eventually. And if the Wardens die, the villagers will be…what exactly? Killed? Or taken? No villager has died so far. Why is that? What’s going on here?
Eventually, Thorne concludes that if we are to survive, we must seal that damn entrance ourselves.
But how will we go about this? Do we take all Wardens with us, or just a few?
Take all Wardens to the Deep Roads entrance. The villagers are exposed but the darkspawn may be largely drawn to us given that they haven’t even as much as injured anyone else yet.
Take Evka and Antoine and leave Caronel and the other Wardens with the villagers.
No matter what we choose, we are going against the First Warden’s orders to not leave Lavendel under any circumstances until reinforcements arrive. And at this point, if we are to survive, we have no other choice. We tell Caronel and the other Wardens to secure the villagers’ retreat from Lavendel, while Thorne, Evka and Antoine head off to seal the entrance to the Deep Roads. Caronel is hesitant at first but comes to agree with you. In Death, sacrifice, true, but the sacrifice has to mean something. Varric offers to accompany us but since he’s no Warden, we refuse. He’s more useful with protecting the villagers without risking getting instantly blighted.
Approaching the Crack
With Evka and Antoine at our side, along with several grenades from the stronghold, we head across the dark hills. A few darkspawn break off from the main horde and try to stop us, but we make short work of them.
After a few short skirmishes, we reach the entrance to the Deep Roads, a very steep crack located between two rocky hills. It is guarded by two ogres. The rest of the horde have already departed for Lavendel. It’s now or never. We might be fewer but two ogres…we can take them. Maybe.
We throw ourselves into a fight with the two giants and slay them after exchanging some fierce blows.
Now that we have a short breathing moment, we must quickly go about sealing that entrance. However, looking at it reveals that we can only collapse it by doing so from below. No use doing it from up here. But this action would cause the Warden who does it to be trapped.
We look at Evka and Antoine and order them to give us the grenades. They initially refuse but we remind them that as Warden Thorne, we have been given charge of this mission. It’s either us or no-one. We take the grenades and bid farewell to our favourite Warden couple, ordering them to return to the others. We then recite the oath of the Grey Wardens between us. “In Peace, Vigilance,” says Antoine. “In War, Victory,” says Evka. “In Death, Sacrifice,” says Thorne.
The Deep Roads
We descent into the cavern and find ourselves immediately struck by an overwhelming sense of the Taint. There are more darkspawn here, and they are coming.
We quickly go about preparing the grenades, when we are suddenly stricken by a strange sense. It is similar to the Taint, but also different, almost…purer. Suddenly, we become incredibly aware of the cavern around us. We can sense each layer, each type, each consistency. We can sense hidden passages, the tunnels the Darkspawn are digging right now. And we feel…whole, strangely so. And this is only something we experience if we picked a dwarven Thorne, for we are experiencing Stone Sense.
At this moment, a figure approaches us from the dark, followed by darkspawn. We look up and see a tall, cloaked being, wearing dark armour that we can’t recognise. We can definitely sense the Blight in it, but it’s…weirdly different in a way we can’t describe. The figure has veins of lyrium writhing all around its form, red lyrium.
It speaks to us, but we can only hear its voice in our head. It asks us to stop, to let be done what must be done. When we ask who and what this thing is, it simply refers to itself as “The Emissary”. While the Emissary won’t tell us exactly why it wants the villagers, it hints at a great and regrettable mistake that has to be rectified before it’s all too late.
Being the Warden we are, we attempt to still go through with our grenade plan, but the Emissary casts a spell of pure, raw magic on us, causing us to be knocked against a wall. But we refuse to go down fighting and challenge the Emissary to a one on one.
Similar with Laskaris in the Shadow Dragon origin, the Emissary is a fight we aren’t meant to win. But if we lower its HP to 0, the cutscene will be a little different.
In our seemingly dying breath, we hurl the grenades against the weakest parts of the crack, which we can clearly determine due to our Stone Sense. The Emissary howls in fury as the rocks descend upon us, sealing the Deep Roads off of Lavendel for good. All turns black around us.
Saved
But strangely enough, this isn’t the end. We wake up back in Lavendel and see Varric. He says he followed us in secret as he had a feeling we might be needing assistance. When Evka and Antoine showed up without us, he increased his pace and the three made it just in time. Varric climbed down and found us in the rubble, saving us from certain death.
Evka and Antoine join us and profusely apologise for leaving our side, despite us ordering them to do so. Well, it seems the Wardens in general have a feeling for disobedience as of lately.
When we inquire about Lavendel, we are told that everyone is save and none have been taken. This is because of the time we took to explore the place before the battle. By sealing the basement and collapsing the great rock, the darkspawns’ numbers were too few for what came next.
But…what came next? We find out the moment we walk outside.
A whole entourage of Wardens hurry about Lavendel. The reinforcements arrived after all. Or so we think.
High Constable Janos and the First Warden approach us. When we remark on the lateness of the reinforcements, the First Warden orders us imprisoned. What? Why? For disobedience, of course. We see that Janos is uncomfortably silent during this exchange.
But we saved Lavendel. We repelled the darkspawn horde and sealed the entrance to the Deep Roads. What could he possibly be so mad about? It can’t just be about disobedience, right?
Well…as we slowly, horrifyingly learn from the conversation, Lavendel wasn’t meant to survive. All who were there, Wardens and villagers alike, were supposed to fall to the darkspawn.
Here we get the context: the Calling has been manifesting in more and more older Wardens. At the same time, Weisshaupt is receiving fewer and fewer recruits. This combination will eventually have the effect of the order facing extinction. And outside the Anderfels, the Right of Conscription means less than nothing now. The world has grown complacent in a world without the Blight, even though the recent one has only been twenty years ago. And the Anderfels doesn’t have a large enough population to feed the ranks on its own.
By using this abnormally large darkspawn horde, letting it consume villagers and Wardens alike, the First Warden hoped to convince the nobility to encourage greater recruitment again. It can’t be a coincidence that the Calling has been manifesting increasingly more frequent now.
But Thorne has been a thorn in this plan’s side and ensured that the First Warden’s plan backfired spectacularly.
Shocked, we turn to Janos and ask him if he was aware of this. Yes, he was. In Death, Sacrifice. In War, Victory. And the war isn’t over as long as Razikale and Lusacan still slumber beneath the surface.
Caronel has been stripped off his rank as Warden-Commander of the Anderfels and Evka and Antoine will be assigned to very far-away duties for the foreseeable future. Thorne, however, as the instigator of this chaos, is to be tried for disobedience and treason.
This is where we can lash out, accusing the First Warden of having lost his way. We can also add that Lavendel’s villagers wouldn’t have died anyway as the Emissary wanted to collect them. When we tell the Wardens of what we saw beneath the surface, the First Warden, as we would assume, does not believe us, assuming we’re using this as a convenient excuse to paint ourselves in a more heroic image. Janos, however, knows us, so he isn’t so sure.
At this point, Varric chimes in and argues against trial and imprisonment, stating it as just a waste of effort. Instead, he offers to take Thorne away for a matter of great importance. The First Warden objects, stating that Weisshaupt’s affairs are to remain its own. Janos, however, in a change of tone, takes Varric’s side. Whatever Thorne’s reasonings are, one can’t deny that we are a true Warden. NO matter the disobedience, we fought against the Blight and won. There will be other opportunities to gather more recruits, but we do not deserve a trial for doing what we joined the order for.
The First Warden eventually relents. Remember, he is still a Grey Warden, with Thedas’ best interest at heart. Him doing this whole Lavendel thing was him acting out of desperation to keep the order alive in the long run. The morality is incredibly questionable, he’s definitely an asshole, but he is not heartless. Rather than putting us in chains, the First Warden suspends us from all Weisshaupt duties and instead tasks us with travelling the lands, searching for new recruits until further notice. Dismissed.
Leaving Lavendel
When the First Warden leaves, Janos makes an attempt at conversing with us, apologising for sending us into death. We can be either understanding, or angry, or just hurt. Despite our rough exterior, we are hurt because Janos was the one who saved us from another execution in the first place. Janos definitely feels bad about it, but orders were orders. Yeah…orders were orders, we respond.
Varric approaches us and confesses that he’s not here by accident. He’s looking for someone among the Wardens to accompany him on a very special mission of the utmost importance. He heard from some of his contacts that Lavendel would have fitting candidates. And he is certain he just found the one. What exactly are we doing, now that we’re stuck with him? Varric promises to reveal everything in good time. Now, he would very much like to get out of this place. We can either go immediately or have some final conversations. Being the completionists we are, we of course choose the latter.
We can talk to Evka and Antoine and just be glad that we’re all still alive, despite being given rather shitty jobs now. Well, that’s a no on the promotion for now, right? But we’re confident we’ll see each other sooner rather than later.
Caronel honestly doesn’t even care about his demotion. He’s just glad he survived and is now able to return to Valya. But if he were still Warden-Commander, he would make us Senior Warden in a heartbeat. Sometimes, one simply has to defy orders.
We can talk to Mila, who excitedly announces that her father has taken Janos’ offer to be Weisshaupt’s new blacksmith, given that the fortress desperately needs one again.
The Wardens who were under our command during the battle look up to us in awe and call us a hero and inspiration, no matter what the First Warden says. They actually pretty much despise him now as he was so willing to just let them die.
Once all of this is done, we head to Varric and and half-enthusiastically announce our readiness to depart. Varric smiles and welcomes us to the team. What team? Oh, we’ll see. But he recommends us going by another name for the foreseeable future as the First Warden might just be petty enough to make our life more difficult by telling foreign Wardens or members of the nobility about our streak of disobedience and conspiracy theories. Well, that’s easy enough, we say, back in the Dornen, the others used to call us “Rook” for that one time we headed straight in and brought down a very well-connected Hossberg nobleman. “The strongest piece on the chessboard,” Varric chuckles. “I like it.”
Now going by Rook once again, we head off with Varric. As Lavendel is nearly out of sight, we turn around and look at the gathered Wardens one last time. This…is not how we pictured leaving the order one day. But no, we haven’t left it. We’re just…taking a vacation. With a heavy heart, we turn back to Varric and follow him into the unknown.
And that’s it for this one! Now we have our Grey Warden Rook origin story. It’s a lot, I know, but the Wardens have a lot of material to work with. And the whole plot surrounding the Emissary will make sense later, I promise.
Next time we shall be heading off into Arlathan Forest to draft a potential Veil Jumper origin story! Stay tuned!
Rewriting Veilguard Part 4 - The Veil Jumpers
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drakorn · 2 months ago
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I had fun with Veilguard, but I am not really excited to replay it. Your rewrite makes me want to replay that hypothetical game with all the different origins and several worldstates - and you didn’t even go beyond the theoretical origin missions yet.
Oh my goodness, thank you! And here I thought, I was mostly being silly about those little ideas of mine. But I'm truly glad it's invoking that feeling in you so far! Thank you for sharing this with me.
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