#the grey mages quest
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gruviaa · 4 days ago
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vigilskeep · 2 years ago
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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 · 2 years ago
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heeleryuta · 6 days ago
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and in terms of dragon age, i dont care abt playing mage either...... hm? oh i AM a sucker for big sword, archery, and playing human noble origin how did u know??
one thing abt me is that i highkey don’t care abt playing an elf in any rpg where theres an option to be one. i only choose that race for its bonuses if there are any and if there aren’t i just stick with human lol
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galedekarios · 7 months ago
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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 · 4 months ago
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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 · 5 months ago
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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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notebooks-and-laptops · 4 months ago
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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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baldurs-gape · 7 months ago
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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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3gremlins · 2 months ago
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who is the best faction merchant and why is it VORGOTH
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haven't seen enough vorgoth thirst on the dash so here you go. They (Edit: ty for the correction, rambles-on-dragonage! Never got that banter T.T) feel like a little tribute to terry pratchett/discworld Death to me (esp with the all caps subtitles) and i love it.
honestly surprised at how delightful i find all the necropolis/nevarra stuff, it didn't really interest me in tevinter nights or in passing mention in DAI but in veilguard it might be my favorite area to hang out in and do quests. I just love the direction they went with the death mages as thoughtful and reverent instead of tropey-er directions (sure there's a little but it's kinda cheeky/whimsical, it felt refreshing tbh). I love all the implications with the wisps? Just a cool direction to take really. And emmerich's really the best character to deliver all that info to me lol
gonna have to do a mourn watch rook i guess (and a veil jumper, then grey warden, then idk if i want to do lords or shadow dragons? i mean im lying to myself, ill do them all at least once probably)
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invinciblerodent · 2 months ago
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While I'm on the topic of being hopelessly in my feelings about these characters, I just finished the last part of the Gloom Howler quest, and I'm thinking about Davrin and names at the moment.
I really, really love how, once we learn the truth about her, Davrin seems to make a point of always referring to Isseya by her name (mostly on its own, but sometimes in conjunction with calling her "The Gloom Howler" when necessary), and even correcting others who would refer to her only by the latter name. (Which, honestly, both Solas and the Inquisitor could also talk at length about a title that all but replaces your name- it definitely feels significant that Davrin would pointedly reject the thought of doing that to someone, but I digress.)
And that reminded me of how I previously made an idle, kind of shitposty little post about how nice I found that during his recruitment mission, Davrin calls out the specific names of each griffon if you interact with their cages, and he attempts to comfort them like that- by reminding them who they are, that he's there, and promising that he'll be back for them.
In retrospect, I think that's so interesting, how his core story seems to boil in part down to... well, in part to the burden of duty, the questioning of tradition and authority (he questions both Dalish- and Warden traditions from very early on, one by joining the Wardens and the other by joining Rook) and, yes, living past what one thought to be their purpose, but also... to these moments, that invite some contrasting of his elven-, and his Grey Warden identities.
Isseya being an elven Warden is a very direct parallel, and a very clear image- it, I think, is meant to show what happens when authority goes unquestioned, and one side (the Warden) triumphs over the other (the person). His uncle then acts as a counterpoint and a thread of connection to the past- he shows what happens when tradition goes unquestioned, and while peaceful, how that existence is not one Davrin wishes for himself.
This all comes to a head in the final choice concerning the griffons... which, I can't say what a "correct" choice is, but I find it really cool how one option embraces a more rigid tradition and acts as a vow for reforms within them, honoring them, while the other embraces a different tradition, one born of fluidity, choice, and change- a more personal freedom.
Purpose and nature, respect for the past and hope for the future, all strain against each other sometimes (in multiple companions' stories, I feel), and it's often a name that represents the complicated harmony between two halves.
Be that Assan, noble descendant of a hero Warden's griffon wearing an Elvish name, Isseya, the monster and mage brought to peace, the idea of "turlum", harmony and understanding forged between vastly different minds, or just... Davrin, the Dalish Grey Warden, who is not more one than the other.
Maybe that's why calling people (and animals, and feelings) by their proper names seems so casually important to him. Because if you give something complex, messy, and muddled up a name, it's easier to just live it.
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(.......... and yeah, that makes it a bit ironic how so far he's been calling Rook, "Rook", but, yknow, technological limitations. I've a feeling I've at least one important scene to go still, but honestly, the name "Rook" does also kind of represent a similarly complex matrix of ideas condensed into a person. It could be that "Rook" feels more accurate than any "friend", or "love", or "boss", or even "vhenan", for what they are to him, or it could be that he's still looking for the right name, but either way, I'm looking forward to seeing how it all ends.)
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gruviaa · 6 months ago
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vigilskeep · 1 month ago
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tbh davrin’s elven identity should have played a more crucial role in his quest with the griffons. idk how many of you have read the last flight, the novel where isseya’s history and the blighting of the griffons is covered, but isseya’s journals and thus the griffons were only found when an elven warden spotted the right things, and that was isseya’s intention. she had hidden them behind a clue that referenced “one of the few great poems to be remembered through the oral traditions of the dalish and the alienages”
isseya, in the last of her right mind—her good, brilliant mind—didn’t trust the first warden of her time or the first warden of future times to make the right call about the griffons’ fate. she did want it to be a warden, but an ordinary one with an eye for details, and i can’t remember if she ever said why, but she wanted it to be one of her own people. (possibly she wanted it to be an elf who learned that garahel, the elf grey warden who ended the fourth blight, had a blood mage sister fighting alongside him? valya, who finds the journals, does grapple with whether that information should be shared or if it’s not worth tainting an elven hero’s legacy.)
my point is that it’s not only being a warden that legitimises davrin’s right to decide what becomes of the griffons, but also being an elf. this question and legacy were left, very specifically, to someone who is both of those things. that would have been a really interesting narrative thread to pick up on a little more, especially when one of the routes for the griffons’ future is reliant on davrin’s dalishness and connection to arlathan
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moltengoldveins · 2 months ago
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honestly I’d like to see more weird interesting interpretations of the effects a magical or ‘humans are space orcs’ environment could have on a chronically ill character. Like, I have a Ton of random sensitivities that could absolutely screw me over should I end up in Fantasy/Space/Pandora Land, such as:
Mold sensitivity absolutely SCREWING with someone in Bioluminescent Magical Mushroom Land. They walk through the archway or up the path or whatever into the magical tree place and just Immediately pass out. If they’re brought there unconscious, they simply don’t wake up, and eventually when their friends wake up they puzzle together that the illumination for the whole building is just Mushrooms in the Walls.
Someone dealing with a detox issue who currently has a ton of heavy metals in their system walking underneath a floating island being held aloft by magnetism and just bowling over in agony as the current pulls the metals from where their body stowed them into their bloodstream. I’ve sorta had this happen to me, I tried one of those “run a magnetic current thru your body so the metals are dislodged and your body can flush them out” things, but I didn’t know I was dealing with a complete shutdown of the systems that remove toxins from your body (kidney and liver and sweat and more all of it was in complete shutdown I was actively dying dw about it-) so all it did was shoot a bajillion little capsules of poison into my blood with nowhere for them to go and I almost passed out and felt like crud for the next week.
Moon sensitivity being So Much Worse on a planet with multiple moons. People’s hormones and periods and chronic pain spiking randomly with basically no warning or schedule it would SUCK. A character with bipolar is So Much Worse on that planet and none of her alien friends know what’s happening.
Spikes and drops in barometric pressure due to magically summoned storms causing severe chronic pain flare-ups in either the mage summoning the storm or one of their allies whom they didn’t know had joint problems. Same with a planet with a very unstable atmosphere.
Vitamin or nutrient deficiency, or genetic conditions that prevent someone from metabolizing the nutrients in their food and necessitate supplements. This would be HUGE. Can you imagine a human character with anemia, or low vitamin D, or an issue metabolizing folic acid in space? Or in a medieval world that can’t accommodate their needs? Just an alien crew watching in worried confusion as their human slowly grows sluggish, twitchy, forgetful and snappish during an unexpected long haul to a distant outpost. When asked what’s wrong, they say they’re fine, or that their nutrient intake has just been low recently, but they’ve been eating the same things they always have. The ship medic does a brain scan and realizes their grey matter is cannibalizing itself, and he can’t figure out why. The human stops exercising, and when they do, one of their crew mates notices they aren’t sweating anymore. One day they run into the room of another crewmate with a padded floor nest, curl themselves into it, manage to stammer out a “don’t worry, don’t tell others. I’m ok” before they start thrashing. Finally they arrive on base and the human medic is like “Oh dang. You didn’t refill your folinic supplements before you came here did you? Dang. we’re gonna need to keep you on a higher dose for a bit to try to make sure your immune and detox systems don’t crash. How bad were the seizures?” and every alien in the crew is Horrified.
Someone who needs assistive devices but only occasionally has a bad day halfway through the Magic Quest and realizes in horror that they forgot their cane/ can’t currently access their chair. Someone who takes muscle relaxers or painkillers thrice or so a month having a huge flare-up and being immobile for an entire day while rushing to Stop The Evil Lord.
Someone who needs excess oxygen always walking around in an atmospheric suit, even in human-friendly atmospheres, because they’re self-conscious about the breathing tube.
Someone with POTS trying to keep their salt intake up in fantasy medieval Europe where salt is tricky to get, or a space setting where salt is a minor poison to most species.
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joudama · 15 days ago
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And that’s that for Veilguard. Got all the achievements and got the four main possible endings (didn’t bother with the bad ending where you do none of the side quests, everyone dies, and you end up trapped in the Fade forever with Solas).
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My four Rooks:
Female Shadow Dragon elf mage - saved Minrathous - romanced Harding - punched Solas in the face
Female Antivan Crow human rogue - saved Treviso - romanced Lucanis - tricked Solas into using the fake dagger
Male Grey Warden dwarf warrior (this was originally going be a Qunari, but I couldn’t get over the yassified look of all the qunari I tried to make and I gave up) - saved Treviso - romanced Davrin (meant to romance Bellara and lol welp, that didn’t happen) - big softie who sent Solas into the Fade with the Inquisitor
Male Mourn Watch elf mage - saved Minrathous - romanced Emmrich (meant to romance Bellara or Neve and lol welp, that didn’t happen) - told the Inquisitor she could do better and made Solas go off into the Fade alone.
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My Mourn Watch one is probably going to be my “canon” run, since I liked it the best (that’s not saying much) of my runs. I went with a life leeching run for him, including using the unique items that made health potions/companion heals not work, and beefed up leeching. Literally the only time I died was when my controller ran out of juice in the middle of a dragon fight. The Elgar’nan fight was over so fast I was like, “Wait, is that it?” It was like the curb stomp fight in Inquisition with Corypheus before they let you have enemies scale up with you.
And now for my thoughts. And oh boy, do I have a lot of them. Hoo.
I have…so many issues with this game. It is a very good…whatever the gaming equivalent of a popcorn flick is. It’s great if you go in with your brain turned off and enjoy all the shiny. But that’s not what I want in a Dragon Age game. I’ve been replaying DA2 - the game that DATV is basically trying to channel - while playing these, and the difference in writing quality and intricacy of plot and world building could not be more sharp. The first time I played DATV, I thought it was fine. Almost aggressively fine. I had fun with streaming the game and seeing where it went. I loved the reveals with the wolf statues. I had some major issues with the writing being as subtle as a brick to the face at times (more on my thoughts about the dialogue LATER, because oh boy), but it was serviceable. And I genuinely thought Veilguard had been robbed by not being nominated for Art Direction at the Game Awards, because say what you will, the areas are fucking gorgeous. But, even then, I was like, “Yeah, this would not have deserved a GOTY nomination had it gotten one,” and placed it at a 7 or 8 out of 10. A good enough, enjoyable game that ran well, but was not by any means GOTY material.
Then I made the mistake of playing it again, and the cracks began to show. By the time I hit the middle of Act 2 of my third run, I was just so done. I hated every time certain companions had anything to say at all. I hated that you couldn’t call people out for being a jerk but had to be the supportive nursery school teacher at all times to them. And for the first time playing any BioWare game at all, I found myself wishing I could either not recruit certain people or kick them out of camp. The cracks were beyond showing at that point, and I no longer thought the writing was even “serviceable.” Things that hadn’t seemed so bad on that first popcorn flick run suddenly became a problem - not being able to actually talk to your companions to get to know them went from “it feels more natural to have them saying this stuff while out in the field” to “what is even the point of going around the Lighthouse if all it gets me is a line spoken at me or overhearing bits of them having ACTUAL conversations?” It legitimately hurt replayability. I missed being able to actually talk to my companions, and I realized I cared more about Manfred and Assan than most of my companions because Manfred and Assan actually seemed to like interacting with me. I will take Manfred’s rock-paper-scissors game over a “hey Rook” and dead-eyed stare.
By the time I hit late act 2, I couldn’t wait for it to be over so I could delete the damn game off my hard drive…only for the last achievement I had yet to get to NOT pop when I finished the game. I looked it up and discovered it wasn’t set by triggering a certain end state, but was tied to picking some flowers in Act 2, and wanted to cry. I don’t usually 100% games, especially if I feel like some of the achievements are bullshit I don’t want to do (‘sup, MELE needing you to do some Armax Arena Spectre-level fight - I would sooner chew off my own arm than do that, as anyone who watched me stream Veilguard would have guessed watching me kvetching the whole time I was doing that Hall of Valor shit), but that was just frustrating. I decided to try to get it on a fresh run as a Mourn Watcher, since I’d heard that was one of the surprisingly good faction backgrounds, and that was a good choice. Mourn Watch became my favorite faction, when it had been Shadow Dragons until then. It added so much to a lot more conversations than I would have thought, and made it so I actually enjoyed the sadly few times you get to actually have conversations instead of eavesdropping/being talked at. I’m glad I decided to slog through one more time for that achievement, because if I’d ended it on that third run, I know I would have never played it again. It turned back into a popcorn movie again, aided by me knowing when to put on a YouTube video and watch or scroll through Bluesky instead of listening to a certain character be the fucking worst. If I ever play again, it’ll be a Mourn Watcher (I already know the Veil Jumpers and Lords of Fortune are considered, shall we say, lackluster background factions.)
Which brings me to some of the big, fundamental problems this game had.
This is not a CRPG. It’s just not. It’s an action RPG now, with the focus on “action” not “RPG.” It’s part of the whole Mass Effect-ification of Dragon Age. And I say this as a huge Mass Effect fan:
Dragon Age should not be like Mass Effect. And vice versa.
When Andromeda came out, they decided to ditch the Paragon/Renegade system, and instead went for DAI-style emotion-based options. Which seems great! More speech choices to make a more nuanced Ryder instead of picking up or down! Great! Only no! A lot of people hated it because it didn’t feel like Mass Effect. They had taken away something that had seemed like a major part of how you roll played in the series, and replaced it something very different. It was the first time they took a mechanic from one game and ported it into another, and it didn’t really go over well with a lot of ME fans because it didn’t feel like a Mass Effect mechanic.
And now with Veilguard, they basically made a Mass Effect game with a Dragon Age skin on it. And it just doesn’t work.
Combat: They copied the combat wheel from Mass Effect, but did it kind of badly. I honestly hated it because I tried to play like I do in Mass Effect - pull it up, use it to look around and get a handle on my environment, then pick an enemy or a safe space to bolt to - and the camera snapping the enemies meant I couldn’t. It drove me crazy because it was like the Mass Effect wheel but fundamentally not, and the camera drove me mad because I’d pull it up trying to find where the nearest blight boil was, and it would snap on enemies instead of just letting me look. It’s like they wanted to get rid of every little bit of tactical game play and replace with smashy smashy bang bang instead. Don’t think, don’t plan, just attack…which fits in with the popcorn flick-ness of DATV. Don’t think, just do. Turn your brain off and look at the particle effects.
Another Mass Effect-ification with regards to combat is dropping from taking 3 companions to 2. Which you need to do to have that Mass Effect style combat wheel, and the Mass Effect 3/Andromeda style primer/detonation style interaction of companion powers. Detonations were very satisfying, but not very Dragon Age-y, and requires throwing out some of that DA lore to make it work, because now everyone uses magic-based abilities even if they aren’t mages. Assan attacks deal fire damage. You can spec a warrior who calls up a giant lightning hammer to twirl around, and…how? That’s not enchantment, that’s plain ol’ magic, and how?! Warriors didn’t deal magic-based attacks unless their weapons where enchanted before, but now, everyone is just tossing magic attacks at everything. That’s not how the world of Thedas has worked until now, but you can’t have those flashy explosions or particle effects otherwise, so shhh, turn off your brain and don’t think, shhh. Look at the screen light up and the pretty lights. It worked in Mass Effect because they had already set up tech and biotic attacks, but there’s no way to make hitting something hard with a sword cause it to blow up and damage all the other baddies around them, so now everyone has magic. OK.
As an aside, it was also a really bad idea of get rid of how aggro worked. Dragon Age had always worked by warriors drawing aggro because they had the heavier armor (or could use taunt on enemies targeting squishy mages or rogues). Rogues had lower aggro because they had lighter armor, and could sneak. Mages had even lower aggro because they had the lightest armor and were distance fighters. DATV threw that out the window, and Rook draws all aggro because they are the only ones with a health bar. Your squad is immortal in fights, which means there’s no reason for enemies to ever target them. Which means god help you early game when mages and rogues have no real skills yet. Enjoy dodging while your companions hit the enemies with what seems like attacks as powerful as spitballs. It also means that there are times what the game tells you and the fight you just did are completely at odds. Remember that fight with the Wrath of the Stone in Harding’s companion quest? That thing is on your ass the entire time, but then at the end of it, Rook says something along the lines of “It really hates Harding,” and…are you gaslighting me, game? That thing ignored Harding the whole damn time in favor of trying to stomp me like a cockroach. Harding did not exist to it during my fight. It had a hate boner for Rook and Rook alone, no matter what the game tried to insist on after.
Now, imagine how that would have felt if Harding actually could have been killed/knocked out during the fight, and it was only going after her? What if you couldn’t damage it if it took her down, so you had to make sure she stayed alive? Imagine how different that fight would have hit then? But no, that would mean the devs have to think about how to rez characters and how healing would work, and would mean players have to be tactical, and shh, no, no more of that, no thinking, just dodge and hit things and look at the particle effects. Shh. Have some more popcorn.
Story: DATV wants so badly to be ME2. It wants to recall the companion loyalty quests and the big suicide mission where you have to have everyone ready or you’ll all die. But you can’t copy what you did before and get the same flowers and results. You just can’t. You can try, and all you’ll get is diminishing returns. They tried to do the big cosmic horror of ME1, complete with a Virmire choice, then have the big final stakes of ME2, and no. You can’t follow a template and get the same greatness. That’s not how it works.
And speaking of following templates…
Romances: The romances in Veilguard are just dismal. And I think it’s because they decided to follow the Mass Effect pacing formula instead of the Dragon Age one.
Dragon Age: You start flirting in Act 1. You usually flirt with everyone because hey, why not? Some time in Act 2, things start getting serious, and you have to settle on who you want to go for. Things start to get serious, you get together, and then you get happy fun adult time with your new LI. You get the option to break it off or commit to them fully. By Act 3, you’re in a committed relationship. People comment about it. You can go to them and spend time with them - nothing major, maybe just a kiss. There might also be a special scene that’s just with them and unique to the romance. And by the end, after the lengthy amount of time that’s passed, you are Together.
Mass Effect: You start flirting in Act 1. You usually flirt with everyone because hey, why not? In Act 2, you keep on flirting with everyone. By the end, you might have to make a choice if you’re flirting too hard with everyone and the two LI options tell you to pick someone already, but you’re just picking who you’re interested in. Early in Act 3, there might be an almost kiss, but it’s mostly just the occasional anticipation of eventually boning and nothing really happens until right before the final big fight, when your LI shows up to your cabin for “oh shit, we might die in a few hours, so let’s go out with a high note” happy fun adult time. The only time you get that “committed relationship” vibes is in ME3 if you’re romanced the same character for at least one other game, and you choose to continue the relationship.
The Mass Effect pacing works in the Mass Effect trilogy because each game is only 20-40 hours long. Veilguard is a good 80 hours long. That means using that same amount of romance you use in ME is going to mean you’ve got too little butter to spread over too much bread. It’s why you have a good start for the romances in Act 1, then act 2 is a such a desert of nothing after you commit that I genuinely wondered if I’d hit the wrong option at said no at several points during the very long third act. There’s not just enough content for that long of an Act 2. Near the end everyone starts commenting on you being with them, but it’s not actually happening in the game. There’s no flirting, there are no extra scenes, and even the scene when you commit to them is based on a scene that happens with everyone, just with a romance option tacked on. The only person (of the ones I romanced, so I can’t speak to the others) who really get unique scenes was Emmerich. He actually takes you out on a unique date. It helped a lot to make Emmerich’s romance feel more fleshed out than the others. And Davrin had so many little jaunts out in the woods that those turned into romantic trips out, which added a lot to his. But Lucanis’ and Hardings? With both of them, like I said before, I genuinely wondered if I had accidentally opted out. Their romances most used the Mass Effect format, and it just doesn’t work for a game this long. BioWare knew that once, long ago, because Andromeda did not use the ME trilogy format for romances and was closer to one they used in DA. But DATV is trying to be ME2, so they used ME2’s very thin romances as a guide.
And we can all see how well that turned out.
The Executors: Fuck me, they feel like Cerberus reskinned, and I absolutely hated when Mass Effect shifted from sci-fi/Lovecraftian horror to space opera with Cerberus as the main bad guys you have to fight with the Reapers functionally falling to the background. The Executors are a secret, shadowy organization pulling strings from behind the scenes like the Shadow Broker codexes in ME2 retconned Cerberus into having been doing in ME. Ugh.
The Andromeda-ification of dialogue: Remember Peebee? Remember how she talked? Give her long hair and pointy ears, and she’s Bellara. Down even to the techno-babble. It’s like they’re trying to change magic to just “sufficiently advanced technology.” Everyone speaks in that modern, quippy style that was annoying in a game set hundreds of years in the future because it felt dated by the time the game came out (Ryder makes a Frozen joke, y’all). And it feels completely out of place in a game set in an early modern setting (I don’t think DA is medieval, honestly - it’s more a pre-industrialization/early scientific revoltution setting, so more 1500-1700s, and I’m gonna stop now). It was jarring. You can only let one quirky character break the rules about how people talk (Alistair in DAO, Varric in DA2, Cole in DAI) but when everyone does, it’s jarring. You can be anachronistic, but you have to know what you’re doing and how to do it when you do, and I’m sorry, but the current crop of BioWare writers don’t. They wrote the dialogue like it was a modern day YA novel, not a Dragon Age game. It would have been fine for a modern day urban fantasy game. It was not fine for a DA game set in the same time period as people using the four humours for “modern” medicine (remember the surgeon in DAI? Talked about the four humours? Yeah.)
OK, I did not intend to go on for this long, and I haven’t even gotten to what the game did to how religion is handled or the sociopolitical aspects of Thedas, and how they threw out so much that made Dragon Age unique in their urge to do a soft reboot, so I’m just going to end it here. I wanted to love this game, and I can only do that if I turn my brain off, and that’s not what Dragon Age should be.
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seeker-ophelia · 2 months ago
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Ophelia’s Review, Part Three: The Lore
Man. Thank you to @senseandaccountability ’s post for sparking this brainwyrm because I was at a loss for words on how to start this post, and I could not put my finger on what was actually bothering me.
Again, let me just say, emotionally, this game wrecked me. I enjoyed it. I (am probably one of the few who) liked the combat. I liked the companions (basic as they are). And I liked the story. I liked the locations. I liked the quests and the loot system and the companion banter. But.
The Lore.
[Part 1:Emotion]   [Part 2:The Dragon Age System]
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If you’ve read my Part 2 Review, you know the end of it is actually its own little fic-let on the Veilguard realizing the veil needs to come down.
And I’m just going to straight up copy a paragraph from @SenseAndAccountability ‘s post (I strongly recommend you go read it, its fantastic).
Replaying really emphasizes how incredibly little the game convinces me of its original main quest - to prevent Solas from doing his ritual. This is a problem as a long-term player because for three games we’ve had build up for a great crescendo tackling the overarching themes of the (restrictions and oppression of) magic, of tears in the Veil, of religious tyranny and oppression based on myths about the Black City and the temptations of flawed humans, we’ve seen and deconstructed the elves quite a bit, we got started on the dwarves and in DAI your Inquisitor can openly ask Solas if it wouldn’t be better if the Veil came down because then spirits wouldn’t be separated from the living and risk becoming demons. Cole, whose function is to reflect the plot, talks endlessly about the old songs wanting to be sung again, about how it hurts to be cut off from part of yourself, how the templars feel it, how the mages feel it, how the elves and the dwarves feel it. The Veil as a prerequisite for life has been deconstructed, the Fade demystified, the gods have mostly fallen. The Veil as an actual wound inflicted on this earth has been presented as a theory and not been convincingly rejected by the narrative. 
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Let’s recap, just a little bit.
In Origins, we are introduced to the Dragon Age World. Its politics, its magic physics, the races, and its religion. We are introduced to the concept of the Chantry and the Templars and the Circles (*wiggles my eyebrows at you). We learn about demon possession, and about spirits in the fade. And maybe most importantly, we are introduced to the concept of The Blight.
The unstoppable, indiscriminate zombie-plague that sweeps Thedas once a century or so. And maybe more importantly, thanks to the sacrifice of the Grey Wardens, how to stop it.
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In 2, the Thedas lore is even subtler. We were introduced to Dalish Gods in Origins, but because of Merrill we get a little more. We start to become curious about the Gods of the race that has been subjugated and enslaved throughout the common Ages. We learn the tense political atmosphere surrounding the Templars and the Mages, and the Chantry’s weakening hold on the politics and structure of Southern Thedas as a whole. We learn about slavery in the north, about the basics of the Qunari, and we have a Terrorist (potentially our lover), hit the religious organization in our city.
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In Inquisition, we learn all about the magic. We learn about the fade, about the veil, we learn all about the Elvhen. We pick a side in the Mage/Templar war, we learn about this strange process of Tranquility, the only power templars have to control mages (thanks to Cassandra), and we also learn what that control costs (thanks to Cullen).
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And because of Solas, and Cole, we learn about spirits. About how the Veil turns them to demons on their passing into the real world. About how all they want is to stay true to their purpose. They are simple, pure things, and while there are demons, of course, its not all bad in the fade as maybe we might have believed before. After all, Solavellan’s first kiss happens in the fade.
In Descent, we learn about titans, about memories, about songs, about lyrium, about isatunoll.
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In Trespasser we learn about why the Titans even matter. Orbs. Power. Greed. The creation of the Veil, and what it really means.
*Insert Kronk Oh-Yeah-Its-All-Coming-Together.gif*
We had 10 years to scheme. 10 years for theories. 10 years to datamine.
So what did we learn in Veilguard?
Well, in the grand scheme of things, nothing.
We have theories confirmed. Which Evanuris hat belongs to who, how the blight was created, how the blight is spread, and how the blight is controlled (kinda-not-really). At least, we learn how the Evanuris are doing it.
What did we learn that was NEW?
We learned about the Morn Watch (but I mean, did we really?) Emmerich has a good relationship with wisps and spirits. We learn about his distinction between a spirit and a soul.
We learned *a little* more about Qunari culture.
We learned it was a blood magic ritual that was holding the veil up, tied to the life force of the Evanuris, now tied to Solas.
We learned about the Evanuris’ Dragon-Thralls and the strong connection between the two, a connection strong enough to get their souls out of Solas’ Fade Jail.
We learned that the Evanuris could not only control The Blight, but had relics to give to others (the Venatori) to control blighted things. We learned their greed for power was so vast, so consuming, they were willing to Blight the world to achieve it.
But we fought an archdemon, in Origins and in Veilguard. We see and know the terror and horror of the Blight.
This makes any action Solas commits understandable, and even necessary. Would we have done anything different? If my leaders were bent on blighting the world, wouldn’t I go to extreme lengths to stop them? Compromising my own morals, dignity, and values to do so?
I think I would.
Having such a terrible evil, having such an indiscriminately bad thing, The Blight, leaves absolutely no room for nuance. No room for complexity. Just good versus bad. Destroy the bad thing at all costs.
So we do. Wham, bam, Evanuris dead.
And the only thing stopping us from tearing down the Veil, is the Blight.
Because Solas tells us that the Blight is in there too.
But, he made a new Prison for the Evanuris, one without a veil, before Rook & Co. interrupted his ritual. Why can’t we move the blight into there and still tear down the Veil?
What is stopping us at this point?
Solas says: Thousands would die
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(You’re trapped in your regrets)
This is why you had to use me to escape the prison. It’s made from regrets. And you’re trapped in yours.
You cannot understand -  
Destroying everything won’t erase your mistakes.
You have a chance right now to save the world. Bind yourself to the Veil and stop it from falling.
2. (Do this the right way)
You’re right, you do need to make up for the damage you’ve done, but breaking the world again is the wrong way to do it.
Letting the veil collapse –
Is what YOU want. Making amends isn’t about what YOU want.
You have a chance right now to save the world. Bind yourself to the Veil and stop it from falling.
3. (This won’t help anyone)
Who does this help? A lot of people are going to die… So you can fix something they don’t even see as wrong.
It is not just people, spirits –
Will be destroyed when you do this, too. Won’t they?
You have a chance right now to save the world. Bind yourself to the Veil and stop it from falling.
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Listen. I can't believe I'm about to say this, but there's more to Dragon Age than Solavellan.
This, in the end, was an emotional decision. The decision to leave the veil up was tied to emotion, and not logic.
So, what does all this mean?
Well, for players new to the series, nothing. They were always fighting for the Veil to stay up. The opposite of what the antagonist wants, pretty much. Easy enough to follow along.
But for returning players? Lavellans who stood in Fade-Haven? Players who walked Vir Dirthara? Mages who made the Descent, and saw how horrible it was for the dwarves to be sundered from their dreams, and made the horrifying connection that the Veil did the same to them?
Trespasser Solas: You must understand, I awoke in a world where the Veil had blocked most people’s conscious connection to the Fade. It was like walking through a world of Tranquil. (We aren’t even people to you?) Not at first. You showed me that I was wrong… again. That does not make what must come next any easier.
When I learned about the rite of Tranquility in Origins, I was disgusted. The first thing that popped into my head was lobotomization. They are one and the same to me. Turning a person into a husk of what they were. Separating them from their emotions. From hard emotions, yes, from things that are not easy, even painful, but at the cost of themselves.
We walk with Harding through her decision to, although the Titans are angry, and what was taken from her people was great, not reunite Titan and Dwarf because…
Lace: The story of their end is the story of our beginning.
Mythal releases Solas from his journey to reunite Elvhen with the Fade.
Harding releases angry Titans from their quest to reunite with the Dwarvhen.
And so the Veil stays up. The Titans stay sundered.
But… at what cost?
Lest we forget, it was the sundering of the Titans from the Dwarves that CREATED THE BLIGHT. The Titans created the blight as a weapon to infect the Elvhen as punishment for their death, their tranquility.
This Tranquility Ritual, be it in the form of keeping Mages from the fade, be it of Titans or of Elvhen, is WRONG.
I’m a Blue-Collar Journeyman, and we have a turn of phrase we use with old fellers who don’t want to change the way they do things.
Just because you’ve been doing something for a long time, doesn’t mean you’ve been doing it right.
You can do something for years, and still be doing it wrong.
And both Lace and Rook decide that this is the way things have been done, for AGES. We’re not going to change now.
And I’m just… Solas. As John Travolta playing Vincent Vega in Pulp Fiction, confusingly standing there, looking around with my arms out.
Did we learn nothing from the Lessons of Origins? Nothing from the Lessons of Inquisition?
Maintain the Status Quo? That’s the answer?
At what cost?
One of my favourite lines in in my Part 2 Post is this;
Veilguard, is shallow. The essence is there, beneath it's Veil, pressing and bursting at the seams to escape, but is being held back by a gentrification of Thedas.
This decision, the decision to keep the veil up, is shallow. Its basic. Its Easy. It is pre-masticated, lunchable drivel. It was spoon fed to us in easy dialogue and groupthink.
What about every other thing we learned in the other games of Dragon Age?
If Weekes et al. want me to forget about how horrible the Rite of Tranquility is, they’re going to have to come out with a hell of a companion novel between now and DA5, because this makes no sense to me.
I ask you. If sundering Titans created The Blight, what did sundering the Fade create?
Or should I say,
If separating Dwarvhen from their Memories created the Blight (out of Titan anger),
What did separating Elvhen from the Fade create?????
Lets talk about Ser Dave.
If you read my part 2, you’ll know that Ser Dave is my name for the ‘?????’
Not only is it so insulting to my intelligence to call something ‘?????,’ because of course then I’m going to pay more attention to it, but its so lazy. Let it introduce itself to Rook and say “call me the wicked witch of the west,’ ‘a concerned party,’ ‘I am the Batman,’ ‘I am No One,’ ‘I am Daivd Gaider,’ ffs.
An I excited at a new villain? Yes. Am I happy to learn there was a shadow organization pulling the strings behind all of my villains throughout The Dragon Age? Abso-fucking-lutely not. Am I happy Southern Thedas, Treviso, and Minrathous are essentially razed after the rise of the Evanuris? No.
Nothing we did in any of our previous games mattered. Nothing I did mattered. Ser Dave was there the whole time, controlling, balancing, guiding, whispering.
I was doomed to fail from the start.
The moral of the story in Veilguard is to not assume the burden of others actions:
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And yet its Ser Dave and the Nazgul Band that assumes responsibility for my villains?
What in the Actual Fuck?
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So what is going to happen in 5? I don't know. Will I find true agency? How do we have a villain worse than a God? How do we live in a Tranquil’d world, knowing the alternative? How do you bring back the dark, heavy, realness of Thedas, after the gentrification of Veilguard? After blanding Thedas, making it easier for more palates, needing to feed the EA Machine.
For the record, I have yet to complete my second playthrough. I have yet to find all the codices. I have yet to get all the companion banter. I have yet to play as every race. I have yet to make every decision. And if Inquisition taught me anything, its how one little piece of information can change everything. So, for the record, this whole post could be wrong.
In fact, I hope, and pray, that I am missing a big piece of something in Veilguard. That I just haven’t found it yet. That one little thing that’s going to shift my worldview. And I’m going to play until I find it.
Because these messages Veilguard is sending? They’re too contradictory. Too opposite to be coincidence. Too Different to simply be Bad Writing™. I said that Veilguard is a Tranquilized Version of what DA4 could have been. Inquisition, 2, and Origins, were too deep, for Veilguard to be this shallow.
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And… Maybe its copium, but I’m kind of hoping that it was on purpose.
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