#them through the ages
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scatmaan · 1 year ago
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70s cult wifey and her freshly turned fledgling
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lelianasbong · 9 days ago
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every time the wardens do something fucked up i like them even more. this isn't about any game specifically but all of them. i fucking love the knockoff night's watch, i love that they guzzle nasty ichorous darkspawn blood that you'll die from 1) now or 2) in thirty years and how they don't tell their recruits until it's too late and the damage is done. i love their secrets and corruption and their heroism in the face of primordial darkness. i love warden leaders and warden recruits trying their best and the infighting that inevitably happens when they disagree.
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emacrow · 2 months ago
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Damian and the Dumpster baby.
Damian was doing patrols, with a bit of a minor rescuing and feeding the strays animals until he heard a noise from a dumpster.
Tonight was going to be a storm coming, and he rather check up on the strays, feed them, fixing any of the secure hiding places he put out for them for rain occasionally, and try to smuggle 1 or 6 into the barn again without Father knowing. Alfred can keep a secret sometimes.
Jumping on the edge of the dumpster to see a plastic bag tied up on the pile of trash with something squirming inside, alive obviously. Oh if this another group of puppies, he going to find the culprit himself and break their kneecaps and arms this time.
Easily untying the plastic bag and opening to reveal.. a little baby.
Not a kitten or a puppy, a living breathing human baby, cut and tied umbilical and a pale with a unique birth mark in a shape of a lichtenberg from his tiny hand fading to his chest.
This..
This was out of Damian's comfort line.
He had dealt with saving animals, people, children, hell even toddlers. He never dealt with a baby before much less a newborn.
He could panic later as he hear the sounds of a storm brewing. Carefully picking up the baby by the back of the head and and by the body, using his cape to as a blanket to cover the obvious nudity of the baby. Climbing onto his Red Robin theme Doom Buggy.
Taking care of a baby is no different then taking care of a baby animal, right?
.....
.....
.....
.....
He got caught after 5 month and a half by Alfred during feeding Danyal time, while scolded him about hiding the baby instead of coming to him.
He had a good reason to though, last time he told Alfred about the last newest addition, Bruce sended the Jafar the Ligor to a sanctuary. He still felt betrayed by that.(even though now Jafar is happily spending his days with the other mixed big cat breed but still)
He done a good enough job taking care of Danyal, even though he had to secretly look up baby stuff, medicine, clothes, a soft bedded cot and diapers.(the smell was much less worse then the sewer) he considered himself a great care-taker.(even though in the back of his mind, he feared that he might had unlocked that genetic adopt-bat bait traits that Dick warned him about)
Damian had gotten.. a bit attached, considering the idea of putting danyal in orphanage or a foster care wasn't ideal afterall the corrupted ones that Father and him had broken through over the years left a bad gut feeling if he had actually gone through with his plan. Danyal was one of his babies, only not covered in fur, scales, or a shell.
And he didn't do everything all on his own, Cass was the only who figured it out, kept it a secret and help out.. then steph found out... and Jason, Tim and Duke unfortunately found out after Cass and steph snuck danyal in the manor for a nice bath.
Only reason Dick didn't found out because everyone know he can't keep a secret away from Bruce's ear for long after found out Jason's new girlfriend was the new therapist in Gotham, and telling Bruce would feed his adopt-holic again and he end up having baby fever. (Tim didn't tell him what that word meant but he did look it up in a baby care guide book for new parents. And EW)
They were going to wait it out til Danyal was at least toddler age before sneaking him in the manor to gatekeep gaslight girlboss Father into thinking he already adopted him. (Steph's words, not his)
New post <-
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choccy-milky · 3 months ago
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dad seb dad seb dad seb 💕
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timethehobo · 5 months ago
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Just wanted to stylise a little.
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felassan · 5 months ago
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
[☕ found this post or blog interesting or useful? my ko-fi is here if you feel inclined. thank you 🙏]
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skellagirl · 4 months ago
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played DA2 for the first time and romanced the possessed bisexual poor little meow meow who's totally down for firebombing a walmart
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puppetmaster13u · 4 months ago
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Prompt 339
So erm, Danny might’ve fallen through a portal. And might have no clue where he is right now. 
He fell into an alleyway! Right into a dumpster! Which isn’t the worst thing he’s fallen into but still. Ew. Well, Dad should be able to find him and bring him back home! …Right? 
He shakes out his itchy fur and scales, already impatient and bored in the single alley despite it only being a few minutes. What’s a realms hatchling to do but explore? Well, besides taking care of his shed, but it’s too dry where he is anyway. Maybe he’ll find a lake! 
Hm. He can’t understand what anyone is shouting or freaking out about. It’s like they’ve never seen a dragon or something, geeze! Oh well, he’s on his way to find water, he’s not built for the desert…
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justanotherfanwriter · 4 months ago
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Teen titans: year one is so funny because it’s literally like:
Donna: I want a boyfriend! 💞🌸😘
Wally: Robin isn’t *that* great or whatever.
Roy: shit I totaled green arrow’s car!
Dick: the man I’ve thought of as a mentor-father is keeping me chained next to him while simultaneously pushing me away. He is my prison warden and my savior. He treats me like a child, but expects me to be a man. Despite struggling for more independence, I still desperately want his approval. The pressure he put on me as a child meant I grew up too fast. Now, I far outpace my peers and am isolated from them. Despite their company, I feel lonely. At the end of the day, I only have Bruce and his morals. If I’m not perfect at all costs, everything as I know it will fall apart. The responsibility of leading a team is too great for me to handle, not because it is hard, but because it’s puts me at odds with Batman. I don’t know who I am without him. All of this is leading me to the brink of a mental breakdown that will quite literally alter the DC timeline as we know it. Bruce is breaking my heart and, in turn, I’ll be forced to break his.
Garth: wut. the. FUCK is a squirrel!!?!?
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guardian-of-soho · 1 year ago
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Aziraphale is a guardian.
We left him at the end of s1 with the knowledge that apocalypse was still coming. He'd saved the world for that day, but Heaven was still bent on destroying it. The ones with the power to burn everything were still inescapably loveless. It really looked like he and Crowley alone of all the Earth-walking beings would fight for the world.
And he loves the world so much. The opening scenes of him in the record shop, buying his Shostakovich 78s? The warmth toward Maggie and her music and her heart? The generosity, and the delight in the shared understanding, and the pleasure in the discovery that he could make her life better? That he could spare her pain, give her a little more time with her joys? He knows how fragile those are.
He wants to give that to the whole world.
He wants to believe he can lift the doom hanging over them all, banish it permanently. He is desperate to believe it. Even if he wasn't longing so fervently to be seen, approved, affirmed by God's word (I was so undone by his jealousy as he watched Job speak to her) -- even without that I can't imagine him not wavering at Heaven's offer, faced with the chance that he could use all Heaven's might to guard the world again and get it right this time.
And then he's offered that power with apparent warmth, and feigned approval, and the shameless claim that at last they understand. They hear what he's been trying desperately to tell them as long as he's lived in the world. They're telling him that he's finally made his point -- that they are proud he's tried so hard for so long.
So -- the ending is shattering. It is maddening. It's utterly unfair on Crowley. And I didn't see it coming, and yet.
Aziraphale is a guardian. He really will have to see for himself that power won't love what's good; there is no way to make the world safe forever.
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nova-rpv · 10 months ago
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"i have a sister now! thank you, granpa! we are going to do so much stuff together!"
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(trans masc newborn shado btw. tag as ship and ill kill you)
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star--nymph · 5 months ago
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Vivienne's fear being 'becoming irrelevant' isn't something that's linked explicitly to her pride, no matter what Solas says about her (and the irony of Mr.Pride himself saying that should not be lost on you), it reveals what and who Vivienne truly is.
She's a survivalist.
Because we don't spend as much time in the Free Marches or Orlesian circles, we don't get to experience what being a mage is in these cultures. In Ferelden and Kirkwall, a mage is a lesser being without freedom no matter what they do--but in the Free Marches and Orlais specifically, mages are commodities that are given freedom so long as they play an entertaining enough role. They can explore the world if they have a noble patron, if they catch the right person's eye. They are, in a way, two sides of the same coin--refusing mages agency and forcing them to relay on higher powers. Vivienne lucked out, as sad as it is, when Bastion fell in love with her; she found someone who was contrarian enough to recognize her as a full person and also someone with power that could help her rise through the ranks. This is not to say that Vivienne on her own wasn't an exceedingly talented and intelligent individual--by nineteen she was already the youngest full fledged mage in Circle history and she was skilled enough to make herself an enchanter. But, I can not emphasize this enough, none of that matters if she didn't also play the Game and impress enough people.
Vivienne could have been the most brilliant mage in the history of Thedas and it means nothing if she was overlooked by nobility.
So when Bastion made her his mistress, she gained not just a lover but also a means to an end. Now she can use her magic to protect herself. Now she can roam where she wants and not be question for it because she's Madame Vivienne. Now, she can walk into the Orlasian court and belong there.
And what happens? Celene notices her and makes her the Court Enchanter, a position that has always been the equivalent of a jester. Vivienne took that title, ignored that it was essentially a glorified insult to who she is, and made it a position of power. She made the Court Enchanter into an advisor, a political rank. She had done the impossible and made mages an actual political entity in the Orlasian Court, something that wasn't seen outside of Tervinter (not counting what players can do under very specific conditions if they made mages in DAO and DA2).
All that, however, only continues as long as the court recognizes her as something worth their attention. Vivienne needs to maintain her act as Madame De Fer, The Lady of Iron, the Court Enchanter, The Jewel of the High Court, because the second she just becomes Vivienne, it's over for her. The assassins coming raining in, her name gets devoured by rumors and gossip, and she'll be found dead at bottom of the stair case with a dagger in her back if she's lucky.
So of course when the Circles fall apart during the Rebellion, she clings to that Loyalist Mages to maintain that structure--of course she moves her pieces to the Inquisition, knowing that if the Circle DOES fall, she at least as another place for herself and mages latch onto--of course when she hears that Celene replaced her with a new Court Enchanter that appeared out of no where, she grows to resent Morrigan.
Like, Morrigan literally pops up out of thin air, makes herself invaluable to Celene, and then plants herself in the place Vivienne had to claw her way up to and create so she could survive. Would you not be resentful when your life's work is usurped by some random witch of the wilds because she happened to charm the Empress? Everything Vivienne strived for all whisked away because the court find a gem who glimmers ever so slightly more than Vivienne.
So yes, Vivienne fears becoming irrelevant because the world has made it so that irrelevance for an Orlesian mage means death.
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darkearthsuggestions · 5 months ago
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I would not ask you to rot for me. I would not ask you to die. You would be like blackberries, like blood. I do not dream of scrubbing those days away, the telling red and raw. But when the night comes and the crickets mumble, I hope you hear my name- throw open the window and search the dark. I hope you sleep like a blink, your dream forgotten, but somehow, the morning aches.
I hope you forgive yourself. I will haunt you forever.
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wolfnanaki · 1 year ago
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You: "What's your favorite video game genre?" Me: "Furry." You: "What?" Me:
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abyssal-ilk · 2 months ago
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i will never get over how genuinely fucked the tranquil are consistently treated throughout the dragon age games. like i know it's the Point. but. holy fuck.
the way they're treated as "not-quite-people", the way they're constantly put to the side, ignored, abused, and exploited for profit, the way they're killed over and over, especially in inquisiton, and the way it feels so brushed over. and it never really feels like the player reaction is Enough for what is going on in any situation surrounding them.
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hyunpic · 2 months ago
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HYUNJIN | ONE KID’S ROOM EP. 07
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