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gruviaa · 3 months
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vigilskeep · 1 year
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?????? What do you mean Anders is all like, "We have a kid now" when Keir gets back from the Fade ??????? Where did he get the nugget?????
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dirt-juice · 1 year
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galedekarios · 4 months
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Dragon Age: Veilguard | The Ultimate Preview Summary
shinobi602 on twitter shared this amazing in-depth summary of all new information about the game that we have so far:
Coming to PS5, Xbox Series X and PC in Fall 2024
Consoles: Quality and Performance modes (60FPS)
Photo mode is confirmed
Fully offline single player, no EA account linking, no micro-transactions'
Play as a human, elf, dwarf, or Qunari
Choose your backstory, 6 factions to choose from when you create your character, all with "deep roots in Thedas": Antivan Crows, Grey Wardens, Shadow Dragons, Veil Jumpers, Lords of Fortune, The Mourne Watch
Each faction offers 3 distinct buffs each, like being able to hold an extra potion or do extra damage against certain enemies, and the odd reference in dialogue
You can customize your Inquisitor from Dragon Age: Inquisition in the character creator and "make a few key decisions that will impact how The Veilguard begins"
There are some "killer cameos" from past games that show up
Warrior Class: Use a sword and shield or two handed weapon to send enemies flying
Rogue Class: Utilizes quick movement and reflexes. You can wield a bow or dual swords with "powerful, precise strikes for lethal damage"
Mage Class: Use magic to incinerate, freeze, electrocute and crush. Some cast from afar, while others prefer close quarters combat
Each class also has 3 sub-specializations, such as duelist, saboteur, or veil ranger for the Rogue
Classes also have unique 'resource system's, for example, the Rogue has "momentum", which builds up as you land consecutive hits, and each will always have a ranged option
One Rogue momentum attack is a "hip fire" option we saw for the Rogue's bow, letting you pop off arrows from the waist
Another momentum attack for the Warrior lets you lob your shield at enemies
Quests are more handcrafted and mission based, curated with alternate paths, secrets to discover and optional content
There are also open ended explorable areas
Party size of 3 during combat, ala Mass Effect
Combat is focused on real-time action, dodge, parry, counter, "sophisticated animation canceling and branching", using risk-reward charge attacks designed to break enemy armor layers
Enemies have elemental weaknesses and resistances, and you can chain together elemental combos for extra damage
One example is a squadmate using a gravity well attack to suck enemies in, another slowing them down, and the player then unleashing a big AOE attack
You don't take direct control of companions like past Dragon Age games, but you can still pause and issues ability commands for you and your allies
There is a hub area for the player like Skyhold and the Normandy, called The Lighthouse
Companions can eventually start romancing other characters if you opt not to romance them
Each companion also has unique missions tied to them that play into the larger story
Nudity confirmed - romance scenes can get "a little spicy"
"Incredibly deep" character creator: 5 categories including: Lineage, Appearance, Class, Faction, Playstyle
Players can also choose different body sizes and shapes
Dozens of hairstyles to choose from, with "individual strands of hair rendered separately and reacting quite remarkably to in-game physics", pulled from EA Sports
Character creator lets you adjust the lighting so you can be sure your character looks good
The team wanted to balance the look of the game with both light and darkness. "When everything is dark, nothing really feels dark. For this one, we really wanted to build that contrast again."
Skill tree is "vast", you can also set up specific companions with certain kits, from tackling specific enemy types to being more of a supporting healer or flexible all-rounders
There are tarot cards you go through during the character creation process that will let you choose decisions from past games to implement into Veilguard
The team teases you may lose some characters during the story
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felassan · 23 days
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New today from IGN: 'Dragon Age: The Veilguard's Devs Reveal New Info About Each of the Companions (and Solas and Varric, Too)'
It turns out The Veilguard really is the friends we made along the way.
Intro:
"Friendships, romantic relationships, and everything in between have always been an integral part of not just the Dragon Age series, but of BioWare in general. From Mass Effect’s Garrus Vakarian to Dragon Age’s Varric Tethras, the characters – and how they get along with the player – are inseparable from titles from the studio. But, perhaps more than any other BioWare game, Dragon Age: The Veilguard is leaning in heavily on this idea, as it’s already easy to see from the marketing material. For one, the name changed from Dragon Age: Dreadwolf back in June, with BioWare general manager Gary McKay telling us at the time that it was out of a desire to shift the focus to a “really deep and compelling group of companions.” That would be followed by a first official trailer at Summer Game Fest that put the focus squarely on seven new companions that will be tagging along with the player character, Rook, in The Veilguard. With all that in mind, it’s little surprise to hear game director Corinne Busche talk about how these companions aren’t just central to the story of The Veilguard, but the gameplay and combat as well. “Building a relationship with companions has always been a staple of Dragon Age, but this time around, that relationship translates into how well you work together as a team,” Busche tells IGN. “It is how you're actually going to level up your companions, by getting to know them better. That's how you're going to unlock skill points. So when you look at all of the various abilities the companions have, there's inherent combos and synergies and roles that they'll have on the battlefield.” She uses the example of Neve, the mysterious detective mage who has a wildly useful special ability to slow time in combat. “But if I really get the opportunity to know her,” Busche explains, “whether it's platonic or romantic, I'm going to help be able to shape her skills and augment those abilities that work really well with my own personal build, so our sense of teamwork really deepens.” During our time with the game, IGN got to see some of this in action; unsurprisingly, Dragon Age: The Veilguard has an approval/disapproval system, with pop-up text on the side of the screen indicating whether or not a companion liked what Rook just did or said. But something new in this Dragon Age: even just completing a quest with a companion in your party increases your “bond” with them, whether they agree with how you handled things or not. Your relationship, Busche says, isn’t necessarily about “how much they like you, but how well you get to know them.” “This is about a found family,” Busche tells us. “That is, they have the same goals, different complications in their life, but they're all giving everything they have to defend Thedas. You're going to get to know them really well. You're going to develop trust, understanding. That doesn't mean you're always going to agree.” But, we’ll have plenty more to say about the game systems and combat later. With Busche, we had the opportunity to really dive into the seven companions at the center of The Veilguard and what they’re all about. Here’s what she had to say about each one:"
"DAVRIN Busche: “When we were thinking about Davrin, how we were going to develop him as a character, we had to think about, 'How is he going to show up on the battlefield?' And it was unique because he has this, I guess you could say, companion of his own, the griffon Assan. That makes him, as a companion, very unique, because Assan shows up on the battlefield. So we had to think about how that integrates into his abilities, where Davrin as a Grey Warden is capable on his own, but also, when does he call upon Assan and what does that look like? What happens if you're indoors?... And indeed, when you're doing some of Davrin's content, just seeing Assan gliding through the environments, you really get a sense that they care and they're protective about each other. “…When we think about Davrin and his being the representative of the Grey Wardens within the team of The Veilguard, it was an opportunity for us to really go back to some of those roots that we know our fans, our players, deeply care about. Dragon Age: Origins, of course, was so Grey Warden-forward. We want to evoke those memories, those connections that our players have. And I absolutely love when you're journeying with Davrin, not only his aesthetic, how he carries himself as a Warden, but how he interacts with his fellow Wardens. The little wrinkle of, 'Hey, there actually are some griffons remaining in Thedas,' how he learns as a Warden to train and interact with these griffons that, to our knowledge, haven't existed for quite some time, it's a learning experience on a lost art of the Grey Wardens that is really unique to Davrin's character.”"
"HARDING Busche: “To talk about Harding as a companion, I guess I'd have to go back to Inquisition. Of course, Harding showed up. She was your scout on the field. There was a light romance with her, and I think one of the things that the team didn't quite expect is how much Harding would catch on in Inquisition. Players fell in love with her, and we heard them. They wanted a deeper romance, they wanted more engagement with Harding. So for the team, I felt like it was kind of a no-brainer for us to bring back Harding, and we also wanted to reestablish that connection to the Inquisition in the world of Thedas, which occurred 10 years ago, the events of Inquisition. “Harding serves as our proxy back to those events, and you get to learn about what's happened with the Inquisition since, so she presents some really lovely opportunities for us. I will say, personality-wise and her role on the battlefield, she is among my favorites. When you see her leap into the air, unleashing these devastating attacks with her bow and arrow, I just can't get enough of her.”"
"TAASH Busche: “Taash, in the creation of their arc, is one of our more complex characters. It's a journey along their arc that is about introspection. 'Where do I belong in the world? What are my boundaries? What do I fight for? How do I become at peace with who I am?' So I love the juxtaposition, actually, between Taash's personal journey and this imposing literal dragon slayer, that sort of hard exterior and really gentle interior. It makes Taash a really special companion for me.” (When asked which companion had the steamiest romance): “I'll just speak for me personally, but at the culmination of the romance arcs, I'd have to say Taash. When I got to that scene and saw the finished version of that cinematic, I was hollering. Hollering.”"
"EMMRICH Busche: “The thing about Emmrich that is going to surprise our fans the most is his relationship with necromancy. I really love that we kind of turned the idea of a necromancer on its head here, where you think of them as these conjurers of evil, the certain malice when you hear the term 'necromancer,' but it couldn't be farther from the truth for Emmrich. There is a reverence about the dead. He has a unique relationship with death. You get to explore how he ended up in the Mourn Watch. Death has shaped this character in all aspects of his life, and we frequently refer to him as our gentleman necromancer. I think his proper, kind nature stems from that respect that he's learned about this cycle of life and death throughout his life. “Manfred is like a son to Emmrich. He very much has an affinity for this wisp, this life force that he's given a second chance through this skeletal body, and in many ways, it's the story of a parent raising a child. Emmrich, he needs to teach Manfred and help him along to develop as a character of their own, things like learning new skills, how to assist The Veilguard. Some of our most charming moments are in dealing with Manfred, and I must say I absolutely love the interactions. They just have me rolling whenever Manfred steals the show. “…In my last playthrough, I romanced Emmrich. What I also loved is as I'm synergizing with him as we're doing combos, just having him refer to me as ‘my dear’ on the battlefield. ‘Well done, my dear!’ It just fills me with joy every time.”"
"LUCANIS Busche: “The character that went through the most changes [throughout development] without a doubt was Lucanis. Lucanis is very complex. He's an assassin. He is very skilled in the art of death. The Antivan Crows, they pursue these contracts with a certain level of dispassion, but also, Lucanis is a romantic, and he's dealing with some internal struggles. He's been through a lot of trauma. He's relearning how to trust. And all of those elements come together with a richness, but it creates a lot of complexity in how we tell that story. So I'd say Lucanis is the first one that comes to my mind in terms of the thought that's gone into it, where we've had to make adjustments to really cover all facets of his character.”"
"NEVE Busche: “Neve is our confident noir detective. I love to bring her onto the battlefield because she's just so incredibly capable. She's our ice mage, so really big on controlling the battlefield, and that's actually a good metaphor to her arc. She wants to fight for change. She wants to fight for a better Minrathous, and she's going to use all the tools at her disposal to try and reshape Minrathous into a better place for all. She's very much a Shadow Dragon. This is among the mantra of the Shadow Dragons. They operate from the shadows, fighting for a better Minrathous. So as this accomplished ice mage, she's fierce. She's not going to shy away from any challenge, whether it's taking down darkspawn or dealing with the Magisterium in Minrathous.”"
"BELLARA Busche: “Oh, my dear, sweet Bellara. I relate to Bellara a lot. She is joyous. She's been through a lot, but she remains curious, optimistic. She's kind of a geek. She really likes her fiction. She fangirls over Neve a little bit. She's just so relatable, and I think that's what our players will find and fall in love with when they get to meet Bellara, is just how much you'll recognize some of those patterns and sensibilities that she holds, but don't let it fool you. She is also a Veil Jumper. She's very comfortable in elven ruins. I frequently bring her with me in my party. I like to play rogue. I like to play the Veil Jumper, or the Veil Ranger. Bellara's a fantastic companion to set up that spec with electric vulnerabilities, so I love her both on and off the battlefield.”"
Bonus rounds:
"SOLAS Okay okay, so Solas isn’t technically one of your core companions who will travel with you, but given his place in the Dragon Age story, we still had to ask about his relationship with Rook. Here’s what Busche had to say: Busche: “Rook's relationship with Solas is a complicated one. Everyone has seen, at this point, the gameplay reveal and the opening moments of the game, so you'll know things got shaken up pretty radically for Solas already. He's trapped. He's basically communicating with you as an advisor, and I absolutely love that idea of, ‘He's your lifeline right now, but can you trust him?’ And those touch points with him, ‘Do I take his advice or not? Can he be trusted? Is he going to betray me?’ All the while giving you this information that you absolutely need in order to be successful. “It creates an interesting stage for us, where, I think our fans will agree, Solas is very complicated. He firmly believes he's doing the right thing, and some of our fans will agree that he's trying to do the right thing. Others will not, and this creates a stage for you, the player, where you get to lean into those tendencies of your own as you're taking advice from Solas throughout parts of the game. I think those really interesting debates about, ‘Was he ever redeemable? Can he be trusted? Was he wrong all along?’ You're really going to be able to dive in deep on that.”"
"VARRIC Varric, while a part of Dragon Age: The Veilguard and a series mainstay, isn’t part of your core companions either. But, as fans can see in the trailers, he’s still very much in The Veilguard, so we asked Dragon Age creative director John Epler about how he’s changed since we last saw him in Inquisition: Epler: “Since the events of Dragon Age: Inquisition, he has spent the time, just briefly, obviously, [serving as] Viscount of Kirkwall. I mean, anybody who knows much about Varric knows how well a job where he sits around and tells people what to do is going to sit with him. He has been participating in the hunt for Solas. And I think for Varric in particular, that's a very difficult thing for him to do because Solas is his friend. Solas is somebody that he grew close to over the events of Inquisition. They adventure together, they work together. “And now knowing who Solas really is, that eats at Varric. Because Varric always sees, Varric believes he can always make somebody do the right thing. Varric believes he is the most convincing, charismatic, because he cares about people. And he has this belief that as long as I get a chance to talk to Solas, I'm going to be able to turn him. But as he's seeing what Solas' ritual is doing to the world around him, as he experienced in the comics, Dragon Age: The Missing, that eats at him a little bit. That's challenging his world view of him as always being the best judge of people, being able to see that somebody is able to be redeemed. And he's starting to question a little bit, ‘am I right or am I being a fool by believing in Solas?’ ”"
[source]
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dalishious · 1 month
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Dragon Age: Origins is still great today, and you should give it a try
I want to preface this post with an important disclaimer: I am not about gatekeeping, and I think that ultimately, you should play or skip whatever Dragon Age games you want. If even after this post you feel like Dragon Age: Origins just isn’t for you, that’s fine! That doesn’t mean you can’t still enjoy the Dragon Age media you do want to consume, and it certainly doesn’t mean you’re any less valid a fan. But I personally adore Dragon Age: Origins to this day, and I would love to see more modern gamers give it a chance, despite it being from 2009.
It’s a great introduction to the world of Thedas
Dragon Age: Origins had the tall order of being the first in a potential franchise, yet it climbed those heights and beyond. It perfectly balances the need to explain the world setting and tell a story within that world at the same time, by organizing the plot into puzzle pieces. You, the protagonist, have to recruit different factions into your cause to save the kingdom of Ferelden, so each piece of the game has a different focus on those factions. It spoon-feeds the player information at an easy to understand and absorb pace.
Dragon Age: Origins also makes good use of codex entries for those of you who are big lore buffs and want even more information. Yet at the same time, it does not overly rely on the codex; all the most crucial parts of the lore that you need to know are included in your interactions with characters and plot.
The player gets to shape the story
The nature of those puzzle pieces also means that you have huge control over the story from start to finish, because the puzzle itself is shaped by you! The outcomes of each piece form the blueprint of the climax. The end of the game is reactive to the choices you make in the story throughout. (Mind you, a lot of those choices have been retconned in later games, but still, within the confines of Dragon Age: Origins itself, it’s still fun to see the outcomes of your decisions.)
The story itself is great
I would consider Dragon Age: Origins to have the most straightforward premise of all the Dragon Age games released thus far, with a strong identity linking the different main quests all together. You are a newly recruited Grey Warden, left to unite Ferelden against the big bad Blight after 99% of the Order within the nation is wiped out in a catastrophic battle. You may get caught up in dwarven politics, ancient curses, demonic possession, and plenty more along the way, but no matter where you find yourself, your motivation always falls back to that ultimate responsibility.
The characters are also great
Almost all the companions you’re able to collect along the way are very easy to love, or at least appreciate them for what they are.
Alistair is also a new grey warden. He is struggling with grief over the loss of his mentor, and the weight of having no control over his identity his whole life.
Morrigan is a witch who grew up isolated in the woods with no one but her abusive mother for company. Now she must learn to interact with others, and dependant on the player, perhaps even make a friend, lover… or enemy.
Leliana is a bard from Orlais, whose faith told her to assist the grey warden plight. But beneath the demure outward appearance, she has a much darker past she’s running away from.
Sten is a Qunari warrior who was taught that outside his culture, everything is backwards and nonsense, but he cannot return home until he has restored his soul by recovering his lost sword. Along the way, he may learn to appreciate or despise Ferelden.
Zevran was enslaved by the Antivan Crows as a child and made into an assassin. If the player can chip away at his nonchalant mask, they will find his past has left a lot more scars on him than he thought it safe to admit.
Wynne is a mage from the Circle who is struggling to deal with the nature of age, death, and life purpose.
Shale is a golem who was once under complete and total control by her former master, now learning what it’s like to be free, and wanting to uncover her forgotten past before losing that freedom.
Oghren is there too, unfortunately.
And the player character really feels like they are of your own creation. The choices you make, little and small, offer a lot to shape whatever kind of protagonist you want. Additionally, the benefit of starting the game with a different origin, and playing out that origin before getting recruited into the grey wardens, offers a lot of prompting to get into the roleplay!
The datedness can be easily upgraded with modding anyway
Do you find the combat clunky? There’s mods for that. Do you find the graphics too bland? There’s mods for that. Do you wish you could kiss Alistair as a man or Morrigan as a woman? There’s mods for that, too. Dragon Age: Origins is very easy to mod; most of them you just drop the files into your override folder and start playing. Otherwise, you use the DA Modder app for DAZIP files, which is also not that complicated.
A lot of people consider Skyrim to be dated without mods, too. I personally don’t think there’s anything wrong with appreciating the ability to mod a game, as a positive point.
If you want to play, make sure you use LAA though!
Large Address Aware is a must-have on PC for Dragon Age: Origins.
For GoG or EA App/Origin users: You can just run LAA like normal!
For Steam users: You need THIS first
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baldurs-gape · 4 months
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There's a tower in Waterdeep, it's old now, so very old. Stories say it belonged to a wizard once, powerful and a little less mad than most of his kind. His name was lost to the past, though when the wind blew harshly it was said it still wailed for him as it whistled past the tower. Nobody knows who owns the tower now, yet all its bills and taxes are paid on time. Not only that, it is also maintained, repaired and tended to in a style that befits its age. Alas there was no sign of who did all the upkeep, the tower wasn't occupied according to city records.
Children were warned away from the place. As splendid as the garden looked, meticulously cultivated, the lure of forbidden mystery was strong. Despite their attempts, the closest they got was into the garden. None of them ever came to harm but if flowers were maliciously picked or destroyed, the parents got a very sternly worded warning about vandalism delivered onto their pillow without a trace of origin. Aside from children not many people bothered to try and force entry into the tower. The few adventurers who tried to get creative with their entrance were all thwarted. Every ward and protective spell was carefully maintained, just like the rest of the tower.
Only once did the city make an attempts at brute force entry. Mages disarmed the traps, a rogue picked the lock while a couple of barbarians and rangers wore down the door enough for the rogue to reach through and lift the bar keeping the door closed from the inside. It then swung open on silent hinges and darkness greeted those gathered to take a peek. Shining a light in had been a mistake as too many pairs of eyes reflected back in greens, yellows and reds.
Braced for a fight, protective shields and wards were rapidly fired up as the city's law enforcement hurried to contain what was to come. Spells, bows and axes were readied, waiting for the first strike from within. A lone, small figure sauntered out of the tower in a leisurely stroll, a tressym. She was old, grey around the muzzle yet her fur was shiny and rich while her wings were regally held tucked in at her sides. Gaze slowly sweeping the gathered assault team, her tail flicked in displeasure and disdain before she turned to inspect the damage to the doors and the garden.
"The council will receive bills for the repairs," she announced, voice warped with age. With that, her tail flicked in the air as she turned and marched back into the darkness of the tower, dismissing her stunned audience. The remains of the doors pulled shut and nothing more was heard from within. It didn't matter who addressed the occupants of the tower, whether it was polite requests for communication or shouted threats. No reply came forth and the one time the rogue moved to open the doors again, a firebolt singed questing fingers in warning.
As the tressym had promised, the bills for repairing the damage to the door and the trampled garden was on the Lord of Waterdeep's desk the following morning. Everything was being to its original state by traditional methods, no expenses spared. Even the cost of reestablishing the wards was meticulously noted. Needless to say, it was an expensive mistake for the city and payment was only accepted in gold left by the front door.
Not all was lost though. Finally there was a clue to who lived in the tower. The tressym was a rarity enough for there to be records on who they associated with in the city. While archivists dove into that aspect of the mystery, the common folk of Waterdeep invented their own game: Tressym Watch. As the tower became known for housing a tressym, people began to keep an eye out for sightings. Conspiracy theories blossomed in taverns as notes were compared. Though sightings were rare, there were other signs of tressym activity. The streets around the tower were clear of vermin, stunningly so. Not only that but very few birds passed over the tower too and never courier pigeons. When someone finally had the bright idea to ask the pigeons, all they knew was that for generations they had been warned from passing any roof in reaching distance. Each squab was taught the simple rhyme as soon as they hatched.
Be quick on the wing, lest you feel the dekariosancunin sting. It's best to avoid the tower and be safe from clawed, toothed power.
Theories went wild after that. Arguments broke out in all circles of society over what 'dekariosancunin' meant. Some were a staunch believer of it being 'The Kariosancunin' and were quick to laugh at those who searched the 'Dekariosan cunin' like it was some variant of the common cumin. A third faction looked for 'The Kariosan Cunin' in old tomes and history books. In the end, they were all wrong as the city's records shed a glimmer of hope.
Some four hundred years ago a wizard by the name of Gale Dekarios died. He'd lived to a respectable age for a wizard, retired from a career at Blackstaff and enjoyed a long retirment. According to records he had never married, had no children and no living descendents. More importantly, he had a tressym as a companion. Records at Blackstaff Academy noted he was known to teach with a tressym in tow despite repeated warnings to not bring a familiar with him. Other than that, Dekarios seemed to have had no major achievements on record, he was remembered as no more than a tressym loving eccentric.
At least some of the mystery was solved. However, nobody knew what 'ancunin' meant. Alas, records were limited and Dekarios had retired roughly 200 years before his death. History had a knack for recording the deeds of the noisiest, not the most worthy.
By the time all this was unveiled, the tower had been dubbed Tressym Tower and the name stuck. It was home to a whole colony of tressym as sightings were tracked, cross-referenced and various members of the colony identified.
Trouble brewed when word spread about the tressym and people flocked to see them, a rarity as they were. So called scientists tried to capture them, study them, tag them for tracking. Others wanted to snag one as a pet or familiar. Illegal traders lurked in wait for an unwary tressym to land in their traps. Yet no matter how elaborate they were, every trap was meticulously disarmed and stripped for parts. Even the ones that required opposable thumbs to disassemble.
Whispers of the tressym vigilante went up. It had to be a group of people banding together to work against the traps yet nobody was ever seen anywhere near them. The odd mumbling from a drunkard here and there was laughed off but a story was forming all the same. The Tressym Vigilante was a handsome man, hair white as it glimmered in the moonlight and his eyes were as red as a tressym's reflecting in torchlight and teeth as sharp as the canines of a prime hunter.
Soon, new stories were added to the tales to warn children away from Tressym Tower. If they didn't behave or got too close then Ancunin the Tressym Vigilante would steal them away and lock them in the dungeons below the tower.
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So in my latest run of the broken circle, Irving and most of the mages died and the templars ended up pledging their support to the grey wardens in the mages sted.
And you know what's CRAZY to me?
Nobody cared!
Nobody cared that basically the entire circle had fallen. Arabella Cousland didn't kill Irving herself but she did agree with Cullen and didn't stop Uldred killing Irving and the other senior enchanters.
I got back to camp and expected to have multiple convos with my companions where they were angry at me for letting the mages die and not doing enough (similar to the convo you have with Alistair if you let Connor die) and...nothing. Absolutely nothing. Nobody mentioned it. Wynne didn't even mention it! There's a literal tranquil in my camp now saying how the surviving circle mages won't step a foot out of line around the templars after what happened and NOBODY IS TALKING ABOUT IT. not even Morrigan. Not even Zev or Leliana.
Looking at the wiki, I can see Zev and Leliana will give you disapproval if they're actually in the quest with you but only during the Cullen convo. Meanwhile, Alistair only gives you disapproval if you end up having to kill Wynne.
This is CRAZY to me. Like. All those people DIED. And nobody...cares? Like. We could have saved them. Arabella wasn't blood thirsty in the tower but she was so cautious that she DIDNT save everyone when she easily could have.
I think it shows how normalised the attitude that sometimes it's necessary for mages to die is. and it's just. It's heartbreaking. It's crazy.
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slecnaztemnot · 1 month
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Interesting tidbits I noticed in the new trailer!
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This image is likely the fade version of the ritual site we disrupt. Could it be the Black city? Its certainly dark enough and one of the theories is that it was originally Arlathan (ancient elven main city).
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This could be Ghilian'nain but my mind went to Cetorax first - a horribly "sea smelling" creature mentioned in Tevinter nights, which lived under Minrathous and had tentacles. (also ate people). Location seems to fit.
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Notice the dragon flying in the down right corner. Also, the snow + wood roads remind me of beginning of Inquisition and Haven. Possibly Frostback mountains?
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This could be a random victim, but the man bun makes me think Felassan - the dreamer agent who worked for Solas in the book Masked Empire. https://dragonage.fandom.com/wiki/Felassan
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Notice the shields in the corner - the group approaching the gods likely isn't our group but Grey Wardens, based on the griffon symbol. Also, there seems to be a figure holding Ghilain'nain's thighs. Is it part of her?
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This dragon doesn't seem blighted. It could be just an "ordinary" one, but what if its the dragon form of Morrigan or Guardian of Mythal?
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I am pretty sure this is our first look at Anderfells.
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Davrin is accompanied by a child/teen (?). I don't think the dimensions work for it to be a dwarf. Considering her skin color and the fact we don't see her ears, could this be his daughter? (or another relative?)
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Lucanis with a mage (?). I think this is from Lucanis' story quest and its the Tevinter magister planning to kill him, the one mentioned in Tevinter Nights as his next target.
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Neve's personal quest? At first I thought it was some corrupted version of Rook, but he is standing behind her. A new dude then (and his beard is different), seems corrupted by Red Lyrium.
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This is not Neve, since she has a vallasin. I am fairly sure its Irelin, member of the Veil Jumpers who appeared in Tevinter Nights. https://dragonage.fandom.com/wiki/Irelin
What do you think? Did you also catch anything interesting?
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elkattacks · 3 months
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With the new Dragon Age coming out, this is the first time I've ever paid attention to a game launch before. I didn't play Origins until 2016 and then didn't play Inquisition until 2021. But once I did I was hooked.. absolutely pulled in, no looking back, try to learn all the things!
So with the recent Game Informer article seemingly spoiling a couple pretty big story points, I wondered.. what did GI have to say about Origins? I bought a copy of the November 2008 edition off of Ebay (yes, I prefer physical media) to check it out.
The article starts off noting that DA was "announced over four years ago" (so, 2004?) And then re-emerged in 2008 with the new name added "Origins". Interesting!
The article goes into some detail on a Mage background origin playthrough and goes right up to the plot point that you'll eventually become a Grey Warden, and then that the battle at Ostagar starts, goes awry, and that King Cailan is grabbed by an ogre. They go on to say that they won't tell you the result of that. So that's some somewhat big spoilers for the setup of the game up till maybe 5-6 hours in?
It also has an interesting note that "the development team prototyped the entire story using the Neverwinter Nights engine" not all the gameplay but the plot, dialoge, and quests- neat!
The article doesn't share anything about companions other than they exist, some might be surprises, you might not get all of them, some will disagree with your actions and/or each other and there will be banter and a "camp" to go back to.
It then gets into some gameplay mechanics- pausing, tactical fighting, how much you can let your companion do their own fighting.
And finishes talking about how the game is providing "an extensive toolset that allows you to make your own adventures and share them with the community". Is that true though? I've seen plenty of people doing mods for better hair/skintone and cosmetic things but did people actually create adventures- I'm guessing fights or scenarios to go through? I haven't heard of that but I've really only been in the fandom since 2021.
I'm pretty interested to see now exactly how much the GI article spoiled of DA4 and what they're not telling us! Fall 2024 is so far away..
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spacetravels · 8 months
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“hey this is a little too weirdly specific?” that’s cuz these are about Anya, the protagonist of my webcomic, TINDER!
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TINDER is a fantasy adventure about gods and their conduits—specifically about one woman named anya, the conduit of a god of war, doing everything she can to prevent a war that will level the realms as humans and gods know. but it isn’t something she can do alone—at her side is her god zamora, a god disguised as a cat, and a mage whose magic seems to be a little bit cursed.
can they save the realms?
can they save each other?
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tapas // webtoon
THANKS FOR PLAYIN!! pls do share for sample size reasons ;-)
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gruviaa · 2 months
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Let me tell you about the Truthspeaker.
It is well known that most fae are tricksters. They are creatures who do not lie per se, but who make truth light as chaos or heavy as a contract.
They distract you with the truth and while you are looking at it, they steal the ground from beneath your feet, the name from the craw of your soul, and the
They are like shitty close-up magicians, but the coin they produce from behind your ear is everything you ever valued. And the rabbit they vanish into their hat is reality itself.
They leave you untethered, unmoored, floating free in the summerlands while the path home unravels like a knot of handkerchiefs.
It is well known that fae do this. However, you should realise that 'it is well known' is also a clever illusion.
For while you *should* fear the fair folk, they are multi-faceted and manifold. There are some among them that you may still wish to seek out - for while they will *wreck you* quite thoroughly, sometimes a person must shipwreck themselves to reach their destination.
So let me tell you about the Truthspeaker.
I first heard rumours of them when on my quest year. It's become something of a tradition among aspiring urban esotericists to take a year out to gain practical magical experience. Druids venture into the fragmented urban wilds beneath their city. Mages seek out spells and traditions in rare local dialects and folklores. Seers get very high and follow whatever visions they may have to their inevitable horrible conclusions.
Meanwhile, I started out seeking a simple remedy for mild dimensional bifurcation. One of the alchemists I spoke to mentioned they sometimes sourced ingredients from the fae - in particular, they had a connect for ice cold truths that they thought may help me.
Sadly, I was hot on the trail of the Reality-phage by that point. And that whole situation … escalated.
When I emerged from that densely-woven five-year headfuck with a master's degree in Divine Linguistics and a fully fractured sense of self, I went panning for gold through my memories … and I recalled the Truthspeaker.
The path to faerie is an easy one to find, but a hard one to walk. Especially if you want anything that resembles yourself to emerge on the other side.
I had little enough of my self left, so I took precautions.
I conjured a worm out of earth and lichen. I took one of my memories - one I could not afford to lose - and I fed it to the imaginary creature. It was fat and wriggling, as if ready to burst with dreams.
I wrote my own personal rune on the worm's skin in white marker. The worm wrote *its* rune on me in slime.
I took it to a dried up canal behind a main road. I walked onto the footbridge that crossed it. I speared the worm on a hook, tried it to a silver thread and I dangled it from a fishing pole.
From the canal bed beneath, hungry mouths began to warp out of the concrete. I snagged the biggest and reeled it in. Arms aching with the effort, finally it breached the guardrail with a squeal of metal. Its grey teeth gnashed towards me.
I dived in.
After a small unknowable bubble of time, in which the concrete hydra and I argued over semantics, we finally reached an accord.
I rode in its mouth into the Summerlands.
Apologies, I was supposed to be telling you about the Truthspeaker.
Reaching them was complex, even with my fearsome new ride. (Honestly, riding in that thing's maw made me feel I was in that book about the sandworms, but a bit more 'Vore.)
I won't repeat the trials I had to go through, the spirits I had to beg, bribe or bludgeon ... if you ever seek them yourself, you will need to pay your own way.
But eventually I reached their grove.
It was a strange place. It had a mushroom arch, like many fae groves, but if you looked close you could see spots of rust growing on the caps of them. I peered closer and saw: there was an iron frame beneath the fungi.
I've heard it said that fungus make death into the stuff of life. Even given some faeries' affinity for mushrooms, I think it takes a very special fae to take that which is inimical to you and make of it your sustenance. (And to be quite so cottagecore about it.)
I passed beneath the arch and felt my magical protections torn away by long intangible fingers clawed in ferrous decay.
Inside, the grove sat beneath ... what is the opposite of a 'verdant' canopy? A dying canopy? A putrefying canopy?
No, it was canopy of tomorrows. A vast and dense web of mycelial strands that ate dank darkness and shunned the sun. The interlaced fungal strings shone with strands of copper and arced with electricity.
At the centre of this dwelling with something akin to a cottage, but vast and ballooning with bulbous growths. Cosy and grand. Homely but haunting.
From within its cavernous doorway emerged the Truthspeaker.
My eyes were drawn first to the crown that burst from beneath the skin of their head. Filigreed wires wove in and out of their temples, burning where they met flesh. From that burning emerged green shoots and flowering fungus in all the colours of autumn killings.
They were dressed in stars and pale cotton. Their eyes were caverns. Their lips were lined with morning frost, which crunched softly as they spoke.
"You have travelled a long road." their sweet, soft voice was echoed deeply by the creatures that squirmed in the earth around their feet.
"I have, honoured one." My voice shook.
"There is no honour here, child."
"Nonetheless, I come to honour you."
"You come to ask of me."
Inside myself, I felt my heart shrivel and rot away and a new heart build itself again from the mess.
"From where I stand, to ask favour is to show my throat. This is honour."
"You are a sophist." they snorted and a cloud of spores filled the air, glittering.
"That is the source of my power, honoured one." The spores settled on my robe and began to form a sparkling crystal city.
"You bear the blessing of the Once God."
"I, uh..." I found myself reaching for my phone to take a scrying selfie and resisted. "I had honestly forgotten it was there."
"As had the blessing. Such is the way of things with the God That Was But Was Not."
"There is much I have lost."
"You are not special in this regard."
"Are there ... any ways in which I *am* special?"
"I don't especially care to name them if there are."
"I..." I licked my lips and they tasted of earthy spices. "I would ask you to tell me one true thing, Truthspeaker."
"I have already told you several."
"I can offer fair exchange. I can serve you. I had knowledge and skill once, I am sure I can find them again."
"No. You never shall."
I blanched.
"Never?"
"They are mulch. New talents will grow. Or you will die. Such is the way of things." they looked me up and down with their hollow, everything eyes, "Tell me what truth you would have. I will find something to do with you after."
My mouth was dry. My lungs filled with thick honey-like dreck. My skin shone translucent. The crystal city on my robe spread and grew, went through two cataclysms, rebuilt itself, then began to spread across my back.
I forget the truth I had planned to ask for.
Instead I said:
"Do you like me?"
"I do not know yet." The Truthspeaker said. "But I am willing to find out."
That is how I met the Truthspeaker. Our first meeting, but not our last. But that is all the detail I will give you for now. If you want more then you will have to seek me out and ask me or win it from me or remind me of it.
But what was it that I wanted to tell you about the Truthspeaker? What did I learn? What might you learn from them?
Surely, I have already told you that?
No, I will say one thing more:
Sometimes the truth does not set you free. Sometimes it anchors you.
Because sometimes you don't need a trickster fae to untie you from reality. Sometimes you are already doing a perfectly adequate job of that yourself.
And when that happens, a truth you can rely on is like cold iron for the soul.
---
Enjoy my stories? Consider supporting me on Ko-Fi with a one-off or recurring donation https://ko-fi.com/strangelittlestories
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crossdressingdeath · 1 month
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DAI does that with a lot of things. Morrigan gets to claim to be a Elven expert, even though you know that is far from the truth if you've played Origins where she didn't know shit. Cullen gets final say in his dialogue options despite you knowing that he's lying. Grey Wardens gets shit on and the Inquisitor can wildly overstep.
DAI has this weird mix of a) expecting you to have read all the books/comics so that they don't have to explain anything and b) assuming that you haven't played the previous games so they can try to rewrite what happened.
Yeah, the required reading for DAI was ridiculous. WEaWH is always the big one because most of the others you can get by without it (even Cole's backstory isn't necessary to appreciate and understand the character, and enough of it comes up in-game to get by), but knowing what Celene and Gaspard did is kind of fucking important, Bioware. And then even when Celene purging the alienage comes up it's used as a mark against Briala for being in a relationship with her at the time even though if I'm understanding the excerpts I've seen of TME Briala breaks it off as a direct result of the purge and (as Dorian rightly points out) that'd be more Celene's scandal than Briala's anyway. Like, they try to make Celene purging the alienage into Briala's crime because she was sleeping with the empress at the time and that's just... ugh. But it's like, I would argue that it would be fair and honestly best practice to assume that people playing the third game in a series have played the first two games? DA has an overarching narrative even if the connections aren't particularly close, if someone wants to start partway through they can but the writing should expect people to be familiar with the games' stories. Maybe have some codex entries summarizing the previous games or a little intro cutscene, but... I don't know, I'm worried about the fact that apparently DAV doesn't need you to have played the first three games when literally all the setup for it is in DAI. Expecting people to have played all the games in a narrative-driven RPG series and not to have jumped in partway through is fair! Expecting people to have read five supplementary novels and two coffee table lore books to understand the plot is ridiculous. At least Tevinter Nights and The Missing so far seem to only be relevant to DAV in that they show some glimpses of what's been going on between games and give us a point of reference for some of the new characters...
The thing that gets me with DAI is that the game really wants you to side with the Templars whether it makes sense or not. Like... let's take the choice between mages and Templars as an example. The game wants you to side with the Templars. It really does, it tries its best to dissuade the player from siding with the mages if you go that route (Cullen's little "Oh... it's so dangerous... we shouldn't do it..." routine is notable when compared to Leliana and Josie, both of whom favour the mages, being very professional about you picking the Templars), it does its utmost to claim that the rebellion was unwarranted when it absolutely was not, the rebels are constantly framed as weak or mean or evil or stupid while the Templars were just misled (by... a guy who told them he'd let them murder all the mages and left out the "in service to Corypheus" bit, they still joined his little walkout to murder people, but the game doesn't get into that), it even lets you switch quests well past what should've been the point of no return if you're on the mage route (WHY CAN YOU SWITCH AFTER LEARNING THERE'S A FUCKING MAGISTER IN FERELDEN TRYING TO ENSLAVE A BUNCH OF MAGES, BIOWARE, WHY THE FUCK IS THAT AN OPTION) whereas with the Templars you can't even learn what your advisors' plan for getting you in alive is until you're locked in. And I'm not going to lie, CotJ is legitimately the better quest. I did it once to see and god damn it is quality, I don't dislike IHW but... yeah CotJ is definitely stronger.
But then you actually look at the story and... why the fuck would you side with the Templars? They left the Chantry because the Divine told them not to murder people. That's explicit, people tell you that repeatedly. They're making excuses for it, but there's always an acknowledgement that... yep, that's why the Templars left, they wanted to kill people and were mad about being told no. Leliana (the most familiar face among the advisors and given Cassandra's previous appearance was threatening Varric and Cullen's was playing yes man to Meredith for nine years and only changing sides once she became a threat to him/because not doing so would mean fighting Hawke Leliana's the one people are most likely to want to side with) is pro-mage and dismisses Cullen's claims that the Templars could help close the Breach as speculation. Which... it is. This situation is completely unprecedented, no one knows what's going to happen. But given mages are incredibly powerful and Templars are repeatedly portrayed as mostly useless in any sort of real danger that doesn't involve children or indoctrinated Circle mages (it is not a coincidence that the only people locked in the tower in Broken Circle who survive with their minds and bodies intact without the demons actively choosing to let them live for funsies are mages; the only Templar who's alive and unpossessed is Cullen, and the demons very obviously could've killed him at any time and just chose not to because they were having fun toying with him) I'm gonna say the mages are a safer bet. Also because... they invited Quiz. That could be a trap, but you know what's definitely a trap? Walking into a fortress full of heavily-armed mage killers who openly want you dead. Meeting with the Templars is really, really stupid (especially if you're a mage) and you don't even learn the plan for getting you inside unharmed until you actually select the quest. Also that plan is basically just "if there are witnesses with societal power the Templars can't murder you unprovoked" because reminder: the Templars are the absolute worst. Why would you ever want these people around. And then if you meet with the mages first like "Well I'll figure it out once I've heard what they have to say, I don't have to commit if I do things this way so I might as well" you learn that there's a Tevinter magister serving an evil Tevinter cult just chilling in Redcliffe and why the fuck would you go to the Templars at that point this needs to be dealt with. The game wants you to side with the Templars but it gives you no reason to do so, I really wonder sometimes if the writers weren't talking to each other at all.
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dearasteria · 1 year
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Major Gale romance SPOILERS below, so please DO NOT read and watch if you don't want to get spoiled.
I was REALLY worried about how romance with Gale would go, especially after talking to him right after he gets Karsas' book. My Tav wanted to believe and trust him, but something didn't feel right. At the end of Act II, when Tav tries to convince him not blow himself up for his ex's forgivness/to save Faerûn, it can be summed up with that one gif from Grey's Anatomy: "So pick me. Choose me. Love me" 🤡. Honestly, she asks not only to choose her, but also not to kill her and the rest of the team. Gale is so easily swayed and tells Tav that he loves her, even more than Mystra. Tav should be happy, right? But I'm like WAIT A DAMN MINUTE, it was faaar too easy, I mean, no protests from him, I didn't even have to use persuasion to convince him. At that point, after the trauma that Bioware had caused us with Anders and Solas, I'm getting paranoid. Gale doesn't love Tav, he's definitely hiding something. But I'm thinking to myself, "Okay, calm down, he just doesn't want to die, super understable. Maybe he really loves her and he needed to hear it? He needed reassurance that he has something to live for? Yes, it must be it". But then I go to the quest journal and see this:
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DAMMIT GALE, you snake 🐍 My poor baby Tav (especially since the romance scene in Waterdeep was so warm and tender). She's so in love in him. Now I'm convinced that he will definetly betrey us, stubs us right in the heart.
At the beginning of Act III, he becomes obsessed with a book called The Annals of Karsus that may help him learn more about the crown. He becomes obsessed with how powerful he can become. When Tav gives him the book and says, "We already know the crown's dangerougs. Wouldn't that make things worse?" he replies:
"Worse? It could be the best thing that ever happened to me. To us."
After all this, Gale tries to convince Tav to help him reconstruct the crown. We have this beautiful scene on the boat and when I tell you my jaw dropped. HE CHOOSES TAV, listens to her concerns and simply chooses her.
The way he says it, the way he corrects himself… damn. For Tav, it's like a bucket of cold water. And I'm like, "Here we go again" 🤡
Furthermore, when we visit the Stormshore Tabernacle in Baldur's Gate and interact with Mystra's statue, he seems to feel so uncomfortable, he doesn't want to be there. Tav starts to think he's definitely hiding something. She would like to hear Mystra's version of what happened between her and Gale (I hope we can talk to her at some point in the game, it would be very interesting).
My Tav, however, disagreed, and Gale replies, "I hope you're right. I truly do. Godly power, perhaps I can live without, but you? You're everything". Has the curse of dating mages that leave players heartbroken been broken?
But I have to admit, when he said: "With you, I forget my goddess. I love you. Tell me you feel the same way. Tell me you want what I want. Please" - OH GODS 😳. I was so close to agreeing to this madness. The VA did an amazing job (side note: so many talented VAs in this game, it's mind blowing), the writing is amazing, the music is incredible, I was blown away, really.
Next day, after the boat scene, he's so adorable and full of love for Tav. Then I remembered his gratest flaw (for me it's more like his biggest fear) from the scene with Zethino in the circus: "He thinks he, and the world, might be better off if he were dead". At the time I thought he was lying, manipulating Zethino and his answers. My distrust of mages in games… Yes, I have a problem 😅
I haven't finished the game, but I have high hopes for a happy ending. No spoilers please, thanks :)
What a rollecoster of emotions, I love it, I love Gale. It felt like I was playing Dragon Age: Origins for the first time, way back when I was a teenager. It's really insane how this game makes me feel, how much I care about its characters and story.
EDIT: Okay, so we have an audience with Mystra, I mean only Gale, but we see the whole conversation between them. My only complain is that Gale doesn't mention Tav when Mystra asks him why he defied her 💔 The outcomes are different depending on whether you do it before or after the boat scene. Personally, I think doing the boat scene before meeting Mystra is much better. I get the impression that Gale is abandoning the plan to reconstruct the crown solely for Tav and his love for her. And the drama 👌🏻 it gives me life.
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daitranscripts · 1 month
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Cullen Conversation: Here Lies the Abyss
An Example
Cullen Masterpost Related Quest: Here Lies the Abyss
Cullen: First the templars, now the Grey Wardens. Both devoted their lives to fighting evil. Now they serve it.
Dialogue options:
Mage: So, if I was possessed… [1]
Templar Spec: We don’t. [2]
General (allied templars): We have the templars. [3]
General: They’re not willing. [4]
General: Corypheus is cunning. [5]
General: They were desperate. [6]
1 - Mage: So, if I was possessed…
Cullen was told to continue lyrium Cullen: You’re not—and there’s been no cause for concern. PC: You’re avoiding the question. Cullen: What answer would you have me give? That I would ignore a threat to our people’s safety or that I would deal with it? Scene ends.
PC is romancing Cullen Cullen: Please, don’t ask me this. PC: I think I know the answer. Cullen: I don’t think you do. It’s not that simple, and I… I would rather not think of it. Scene ends.
Cullen quit lyrium/has not decided on lyrium. Cullen: I would rather not consider it. Scene ends.
2 - Templar: We don’t. PC: I’m a templar. I don’t serve Corypheus. Neither do you. Cullen (continued lyrium and was told “you chose this life”): You’re right. Cullen (did not continue lyrium/did not discuss lyrium): A former templar and one who never joined the Order? I suppose that’s something. [7]
3 - General: We have the templars. PC: We brought most of the templars over. Cullen: Thank the Maker for that. Even if we were too late for some. [7]
4 - General: They’re not willing. PC: Not by choice. They were manipulated by Corypheus. Cullen: I’m not sure that’s a comfort. [7]
5 - General: Corypheus is cunning. PC: What better way to demoralize the people of Thedas than to corrupt their heroes? If Corypheus appears with the templars and Wardens at his side, why shouldn’t they follow too? Cullen: (Sighs.) Because now is not the time to lose hope. [7]
6 - General: They were desperate. PC: They were so desperate to destroy their supposed enemies, they did not see the one standing before them. Cullen: A mistake I’ve made before and do not wish to repeat. [7]
7 - Scene continues.
Cullen: The Inquisition must serve as an example. We must stand where others fall.
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