#rook starts the game knowing more about the the thedas universe than like
Explore tagged Tumblr posts
Text
Forexemple rook just goes
(Spoiler under cut)
'Yes the elven gods used the blight, anyway but that is not even the relevant point atm"
And i was like.
What? The game is just gonna casually confirm in the start of the game? Like, ANYWAY, that was the origin of thd blight which has never before been confirmed for 10+ years of franschise
#dragon age the veilgaurd spoilers#dragon age the veilguard#playing dragon age veilguard#you know the inquistor learned things no one knew in universe as grabd reveals#rook starts the game knowing more about the the thedas universe than like#anyone else in thedas???#and just casually walks around akd mentions this fact to the local merchant h#friends and random cats
0 notes
Text
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
#dragon age#dragon age the veilguard#dragon age dreadwolf#datv#datv spoilers#varric tethras#dragon age rook#maevaris tilani#dorian pavus#tevinter imperium#minrathous#rewrite#rewritingveilguard#veilguard critical#creative writing#neve gallus#tarquin#the viper#shadow dragons#rook mercar#rook
104 notes
·
View notes
Note
12 and 45 for Rook Riven. 5, 11, and 50 for Kione!
Riven Laidir Arnor
12. Does Rook have any family? Do they keep in touch?
Yeah, she still has her da, Erosen, and I imagine their relationship's a lot better off living in a Dalish clan, which is more community-based, than in the campaign. It was Erosen who originally suggested she travel for awhile after the truth of the vallaslin originally being slave markings came to light. Wearing the blood writing of Mythal himself, he refused to allow Riven to undergo the ritual when she came of age, causing a deeper rift in a clan that was already divided on the issue of embracing or rejecting this tradition. Luckily, Riven had been vocally against getting her own vallaslin beforehand and the Keeper was willing to relent, but it doesn't change the fact that blood writing and its application practices are a heated topic in the clan.
Neither of them expected her to be gone so long, however and he's definitely past worried and missing her greatly. They're both from a clan in Southern Thedas, so Riven is currently farther north than she's ever been. She tries to write her da frequently, but her letters have been frustratingly vague lately in case any are intercepted, and she's falling off her schedule of writing with greater frequency. Nobody is happy about this. 45. Who was Rook’s closest friend before joining the Veilguard?
I could see Eravin living more contently in a Dragon Age Dalish clan than I ever could see Delethil, who is likely running cons in some Southern city right now, making humans wish owning elves was still legal. Without the moon elf/wood elf politics, Riven has a much better time of making friends, so there's probably plenty of friends back home that she misses. Lasses with names like Ashla, Unarial, and Maylen. Kione Ingellvar
5. What was life like for Rook before joining the Veilguard?
Kione grew up exclusively in the Grand Necropolis, surrounded by death and the dark. Frankly, she thinks people outside its grand, decrepit halls are nowhere near as adjusted. "Weren't you lonely?" people ask. Of course not! Between her fellow Watchers, drifting spirits, hard-working skeletons, and curious wisps, she hardly has a moment to herself and zero privacy. She's quite social. "But isn't it creepy?" What a silly question! We all have a skeleton inside of us, you know.
That being said, before the Veilguard, Kione's life was very structured. Studies of the Fade. Learning necromancy. Her responsibilities as a Mourn Watcher. Practicing drills for when the demons inevitably show up. Embalming and caring for the dead. Guiding the living to their loved one's last words. She barely has time to even research what it means to be an elf, why she was born in a crypt, who her parents might've been. Was she meant to be Dalish or a city elf? (Neither feels right.) Should she tattoo her own vallaslin, or will she regret it? (She does, kinda.) How worried should she be about Tevinter's proximity to Nevarra? (A little, all the time.)
11. Does Rook keep up with current events? (How aware of the situation are they at the start of the game?)
Unless you're involved with curating texts, current events trickle down to the Necropolis at a glacial pace until current has become old news. It's not that anything is deliberately hidden or not discussed amongst colleagues and initiates; it's just that folks are concerned more with the dead down here, not the affairs of the living. People learn about current events outside its walls, not while they're absorbed in their work.
Other Mourn Watchers also leave the Necropolis much more than Kione does, to give lectures to councils and at universities, to attend to awry funerary rights and malicious corpse possessions, etc. Kione has only started to do the latter two recently and can't quite understand why other Watchers willingly live outside the Necropolis' walls.
So, despite being a quick learner and adaptable, Kione isn't grasping the scope of what she's become involved in. She knows it's a good thing to prevent mass death on a global scale (her colleagues couldn't handle such a flood of work), she knows it's better for Nevarra if the chaos in Tevinter is quelled, and she knows it will be good, politically, for an elf to stop another elf from destroying the world. (And these are supposed to be "her" gods? What gods? She's Nevarran and doesn't even bat for the Chantry. She can't be expected to claim this, right?) She's looking forward to taking care of it all in a snap and getting back home to read a thick tome by wisp light :) 50. Are they a mystery, or an open book?
A bit of both. She's cheerful and sociable, more than enough to let people in. Kione knows herself, but also doesn't and the mystery of her origins lends her an air of mystery that she doesn't intend. She knows who she is and the conditions that made her, but she doesn't know who she's "supposed" to be, how the world views her outside of the Grand Necropolis. She's not sure if she's supposed to care and doesn't know why she does. And most people outside Nevarra treat their dead very differently, so her views of the dead and death magic draw increasingly weird looks from those around her, which she isn't used to. Doesn't know what to do with them, to be honest, except try to educate and explain. Weird how a lot of people don't like that?
She just knows that she's found a place where she fits, and she's not letting it get destroyed on her watch. (She would actually find quite a lot in common with underground dwarves and their mindsets/way of life, if this party had any.)
#oc: riven arnor#oc: kione ingellvar#ask meme#dragon age#veilguard spoilers#not really any spoilers but just in case
1 note
·
View note
Text
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!
#dragon age#dragon age the veilguard#creative writing#rewritingveilguard#datv spoilers#dragon age origins#dragon age inquisition#rewrite#datv#antivan crows#treviso#varric tethras#rook de riva#viago de riva#teia cantori#teia x viago#caterina dellamorte#illario dellamorte#lucanis dellamorte#zevran arainai#butcher daathrata#governor ivenci#qunari
99 notes
·
View notes