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Post by cardbutton on Sept 12, 2016 4:25:34 GMT
Main Quest 10 -"A Bridge Between Two Peoples" (Tevinter PC)
Locations - Upper Minrathous / 3 Imperators' Square / The Bridge of Minrathous
-"Story"- Now that the remaining Tevinter forces had been rallied and Qunari defensive positions in the lower capital had been weakened it was time to push the Qun out of the Capital. However, to do so it would require the reclamation of two key points. The "Juggernauts", the Giant Golem Guardian's of Minrathous, had not activated in the city's defense (presumably due to sabotage), which continued to allow swarms of Qunari reinforcements into the city from Dreadnaughts in the Harbor. The "Juggernauts" would need to be reclaimed and if possible awakened if there were to be any chance to hold a city under siege. The other location would be the Great Bridge of Minrathous which connected the Capital to the mainland. In times of emergency it could be destroyed in order to isolate the capital from land invasion, but in the chaos that followed a slave uprising and the subsequent invasion of the Qun ... the opportunity had been missed to do so. Regardless the destruction of the bridge was not the goal if the Capital ever had hope of dislodging the Qunari from the rest of the nation. Tevinter would require it intact, which meant capturing and holding it. Dorian's "agent" along with a few remaining "Preasumptors: would be placed in charge of discovering and activating the Juggernauts, while the rallied forces in Upper Minrathous led by the Tevinter PC and Dorian would be in charge of taking and holding the bridge until the harbor could be reclaimed. "This is gonna suck..."
-"Content"- Reclaiming the Capital was necessary for the country to be reborn and as such the Tevinter PC would need to re-secure the bridge leading from Minrathous to the mainland. If necessary the bridge could be destroyed, turning the Capital into an isolated fortress, but it would also cripple any hope of supplies and reinforcements coming from the farmland and garrisons to the south (assuming they still exist). After all, even if this "agent" of Dorian's managed to reactivate the Golems the seas would still be besieged so it's doubtful they could expect assistance from the water. Leading the hodgepodge force of Upper Minrathous the Tevinter PC would first need to re-secure the 3 Imperetors Square and then with whatever forces they had left would need to capture and hold the bridge until pressure was removed when the Juggernauts came online. Calpernia, guarded by Marius, with whatever forces that remained to her in the lower district would do what she could in the mean time to further weaken the Qunari presence there, a presence the "Agent" had already previously severely damaged. After that it was just a matter of holding one bottle-necked bridge from any additional Qunari that would dare cross from the mainland until the remaining Teviter leadership (the Tevinter PC included) devised a plan to break the siege of the whole country.
- Note: Calpernia and Dorian assist on the final part of this mission
Main Quest 11 -"Juggernaut" (Inquisitor PC)
Locations - Lower Minrathous / Minrathous Shipyards / Minrathous Harbor
-"Story"- The hit and run tactics in throughout the lower levels of Minrathous had worked, at least to a certain degree. By dislodging minor defensive fortifications throughout the lower district the Inquisitor PC and the "Praesumptors" had managed to prevent the Qunari from putting down roots ... and by keeping them mobile, they kept them very distracted, which allowed for Calpernia's "Champion" to gather the remaining defensive forces. Despite this good fortune, for every moment they wasted more Qunari Dreadnaughts continued to bring more and more troops into the city from the Harbor. Luckily, Dorian and the Tevinter Rebel had managed to gather a sizable resistance in the Upper reaches of the city and were just about ready to make their move. -"Content"- By using the combined forces up the upper city and the remaining resistance groups left in the lower district the Tevinter PC would lead a force to reclaim the bridge that linked the Capital to mainland of the Valerian Fields to the South. The Inquisitor's job would be do get to the "Juggernauts" and reactivate any of them they could if it was possible. The question was, how best to go about it. The Tevinter PC and their remaining forces would be getting hammered away at on the Bridge of Minrathous as the Inquisitor PC and Marius would attempt to re-wakening the Colossal beings in the Harbor. Every moment they took to complete their mission would be another moment for more Tevinter forces to be butchered on the bridge ... if they took too long the Bridge would fall and all this would be a waste. The Inquisitor then had a choice on their hands: 1) Risk gaining fame amongst the people and heightening the chances of ousting themselves to Solas' spy network by making leading a direct assault on the Qunari in between them and the Harbor, but by doing so they would save many lives doing battle with Tevinter PC on the bridge; or 2) Use the side streets pointed out by the "Praesumptors" to make their advance which was far less flashy and preserve the Inquisitor's secrecy, but it took quite a bit longer and that extra time needed would certainly result in many deaths on the Tevinter PC's front. Either way the Inquisitor will discover that only one of the three "Juggernauts" remained in any condition to awaken and it would be one hell of a battle to release its wrath upon the Qunari fleet.
- Inquisitor PC Choice: Methods of Reclamation - Direct vs Indirect Approach - Note: Marius assists on this mission
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Post by cardbutton on Sept 12, 2016 4:26:39 GMT
"INTERMISSION"
-"Story"- The Capital of Minrathous remained in shambles, but it was saved for now. The Qunari blockade remained just outside the reach of the single Colossal Juggernaut stationed in the harbor, which was now surrounded by the twisted wreckage of the any Dreadnought that was unlucky enough to not get out of the its way. The Qun were periodically testing the mammoth beings defenses with cannon fire, but in the short term the creature remained highly resistant ... and agitated. In the meantime there is planning to be done with the hodge-podge group that had now taken up residence in (Either in the Circle of Magi or the Argent Spire depending on which side the Tevinter PC saved). An ad-hoc leadership of Minrathous had been compiled: a representative of the slave faction you sided with, a representative of the Black Divine OR a representative of the Circle Magisters, Calpernia (representative of the remaining Tevinter rebirth faction), and Dorian (representative of the remaining Lucerni reform faction), now discussed at length the best methods to break the Qunari invasion. Which, with their current level of supplies and forces they could not hope to withstand at length. Especially with the Qunari so firmly entrenched elsewhere in Tevinter. Marius had no real social standing within Tevinter and with the death of Archon Radonis was now free to move independently and would serve as a solo-agent for both Dorian and Calpernia. As for the PCs, until a game-plan was decided they had a little bit of "free" time to burn.
-"Content"- This is where the Tevinter PC is introduced into the Inquisitor PC storyline. Due to the Inquisitor's insistence (much to Calpernia's distaste) it has been decided to not yet reveal the identity of Dorian's Agent, but instead would reveal vaguely as to the reasoning why they are there; a man hunt for a particularly powerful, arrogant, very bald Elven mage with unique magics and dangerous at his disposal. Since Dorian was the one leading the investigation prior to the rebellion and Marius is now privy to the agenda of the Inquisitor's reasons for being in Tevinter (along with their voluntary assistance to Calpernia, it is revealed here that Marius and Tessa were sent in to Tevinter by Lellana as recruiters for the fight against Solas) ... they have both requested (with Calpernia's consent) that the Tevinter PC look into a few leads regarding strange Elven refugees, while they themselves focus on the FINAL GAMBIT of Tevinter. The Intermission allows for free roam period of Act 2 for both PCs and like with portions of Act 1 freely allows switching between them. There are plenty of jobs and cleanup that needs doing within Minrathous during a war, big and small, along with a few side-quests that will take you outside the city's boundaries. This is a cooling off period that will serve as not only a exploration of the ongoing effects of War and the after effects of the Qun's brief presence within the Capital, but also allow the players a few side-quests hunting down leads to Qunari/Elven agents and spies.
- Second Letter from Home: From LI's left behind
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Post by cardbutton on Sept 12, 2016 4:27:34 GMT
Main Quest 12 -"The Eastern Front" (Tevinter PC)
Locations - Eyes of Nocen / Qarinas
-"Story"- The Ad-hoc leadership of Minrathous had finally thought of a plan ... one that made both the Tevinter and the Inquisitor PCs squirm. A report had reached the Argent Spire/Circle of Magi that somehow the Fortress of Ath Velanis and its dragon Magister Aurelian Titus had managed to fend off total defeat and remained locked in a losing battle of his own against Qunari forces. Additional reports from agents elsewhere on the island suggested that Qunari High Military Leader, the Arishok, had taken up residence in the recently conquered Seheron city of Alam, where he overseeing the invasion. The Qunari's method of organizing their people, trained from early ages based off innate talents exhibited in their youth, meant that their people were incredibly specialized and proficient in their careers by the time they came of age and therefore preformed them to with immense efficiency. But there was a rigidity in this system that presented Tevinter with an opportunity. The higher up on the job ladder you where in the Qun, the harder you were to replace ... this was especially true for an Arishok. In desperation the Qunari had been forced within the last few years to elevate a Sten to the position because they could not train a true replacement fast enough (though this Sten had proven to be a remarkable tactician and leader in his own right since ascending to the rank). Losing a second Arishok within a span of 5 years (the last one had been killed in the Free-Marches City of Kirkwall) would be a remarkable blow the Qun and stall out their forces until an additional replacement could be found. So that was the plan, risk it all for a single attempt at Check-Mate.
-"Content"- Tevinter transport ships and frigates had been called back to assist, but were unfortunately deadlocked in the Seas east of the Eyes of Nocen. The City of Qarinas had been hit sometime after Minrathous, but their lack of size and military strength had all but doomed the City to conquest by the Qun. Unclear reports had been received that a few "refugees" had managed to make it into the Dwarven Embassy within the cities boundaries, but whether or not they existed changed nothing as it was now that captured city itself that stood in the way of the Tevinter PC and their forces from gaining access to Seheron. Qarinas and the Eye's of Nocen would need to be liberated before the Tevinter PC could secure a route to Alam and the Arishok himself. While in Qarinas the player will be given the chance to save Magister Maevaris Tilani (by request of Dorian) who remains trapped in the Dwarven Embassy. To do so the Tevinter PC will have to sacrifice a portion of their already stretched forces and risk the ire of the slaves and soldiers under their command. The trade off is that saving Magister Tilani also meant saving the Embassy itself, and with it a connection to the Dwarves of Kal-Sharok who could prove great assets in the path of rebuilding ahead. If the player does not save her, her fate will remain unconfirmed until the epilogue DLC I've been playing around with.
- Tevinter PC Choice: A Formal Request - Preserve the Troops vs Rescue Magister Tilani - Note: Marius will remain in Minrathous as a fail-safe. Guarding the ad-hoc leadership and preparing for evacuation should either PC "fail".
Main Quest 13 -"The Northern Range" (Inquisitor PC)
Locations - The High Reaches
-"Story"- The Inquisitor PC has been charged with making the necessary sacrifice needed to allow the Tevinter PC the chance to take the King Piece of the Qunari side of the chessboard. Moving in secret they will be sent north across the frozen peaks of The High Reaches with their goal being to reach the northern peninsula of the famous mountain range where a small boat was waiting to smuggle them to Ath Velanis. A journey would not be an easy one, but it was not the first Mountains the Inquisitor had scaled. The Inquisitor PC's job was not to save the infamous Fortress, but rather make it a target for heightened aggression by the Qun. The Qunari invasion fleet was remarkably scattered. Not including the losses they sustained in attack on Minrathous itself, they had devoted significant resources to the continued blockade of the Capital, the bolstering of garrisons across the Tevinter Countryside, and to the continued assault on Ath Velanis. If the Inquisitor could manage to reinforce Magister Aurelean Titus' and his Cultists' position enough to make them once again a viable threat, then the Qunari would have no alternative but to re-allocate troops from their closest reserve force ... those defending the Arishok in his temporary base of Alam. The Inquisitor would then merely need to hold off the assault as long as they believed possible and escape the same way they arrived before the fortress fell. In short, Tevinter was willingly sacrificing its last remaining garrison on the island of Seheron in a desperate attempt to stall out the Qunari War Machine. But in the mean time, there be mountains to climb!
-"Content"- Pretty straight forward mission, or at least it seems that way at first. The Inquisitor PC will be headed north through the High Reaches in order to arrive at their objective on the northern shore. The trek will not go smoothly. Animals had been known to make their homes in those mountains and the Inquisitor's team were expecting it, along with running into a few Qunari patrols. What they were not expecting is a Mini-Boss event centered on a High Dragon that had taken up residence in the area. This is their terrain and they are well suited for fighting in it and the Inquisitor is on a time table, so the best the Inquisitor's party will be able to do for the moment is to force the creature to flee whenever it attacks ... and it will attack several times. Players will just have to wait to kill the damned thing till Act 3.
- Mini Boss Event - High Dragon Harrassment
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Post by cardbutton on Sept 12, 2016 4:30:01 GMT
Main Quest 14 -"Onion Trade" (Inquisitor PC)Locations - Ath Velanis-"Story"- With the exception of the High Dragon the trek over the mountains went about as smoothly as the Inquisitor had expected. The boat and journey over the sea of Nocen had also gone well, due partially to all the haze and smoke drifting North by the battles to the South and East. The Inquisitor was welcomed by a very pissy Magister Titus, who looked simultaneously relieved at their presence, insulted that so few had been sent to assist him, and ... there was something else? A nervousness that the Inquisitor could not quite place. No matter, there was little time to worry about it, first thing was to do whatever they could to bolster the Ath Velanis' diminishing defenses, then after finding a way to further antagonize the Qun. "A show of force with dangerous looking magic could certainly work, they hate magic ...". As a side note, it remained unclear if Dorian, Marius, and Calpernia had intended the Magister make it out of this situation alive... All three seemed to hold some passive-animosity for the man (perhaps it was only passive because he was primarily a recluse), but at the same time they were well aware that he had a plethora of unique resources at his disposal that Tevinter could assuredly use in the future. If both the Inquisitor PC and the Magister survived long enough to worry about it then a decision would need to be made, but until then there was a lot of work to do.-"Content"- The Battle of Ath Velanis (dungeon zone). Defensive horde battle like those found in "The Descent" and as parts of the Fortress falls the Inquisitor and Magister Titus (and his cultists) will be pushed further into the Fortress until they have no choice but to abandon it. On the way towards the evacuation point cannon fire rips through the weakened architecture collapsing the ceiling onto the party and Magister Titus. When the Inquisitors head stops ringing they find that while there were some minor party injuries Magister Titus himself has taken a heavy blow to his back, broken just above the Hips ... he will be hard to move and his survival is uncertain even if they manage to get him out. The Inquisitor will then be forced to deal with the decision above. The man is a Dragon Cult leader, but had done nothing but appear afraid and desperate about something other the Qunari since the Inquisitor's arrival; which was certainly strange since it certainly didn't match the "power-mad, arrogant, weirdo" that Dorian insisted that he was. If he is saved the Inquisitor's fame would go up, but as a "servant" of the Pavus household Titus will be indebted to Dorian assuming he survives his injuries. Unfortunately along with his salvation came the very real threat of the Dragon Cult re-surging as a religion. If the Inquisitor PC does not intend to save him however leaving Titus alive however was both cruel and irresponsible. No matter the horrible things he had done in his past and assuming he could survive his wounds, leaving a Mage of his caliber to become a "guest" of the Qun was too horrendous to consider. The effects it would have on Tevinter and Titus himself would be nightmarish in the long run. If he is killed, the Inquisitors' cover is preserved, but the stability and resources provided by a man of Titus' notoriety will die with him. Regardless of the Inquisitor's decision a special event will occur that will reveal why the Magister had remained so shifty in Inquisitors presence. If he's put out of his misery, the Inquisitor will discover a document clutched tightly, desperately, in his hand before they make their escape. If the Magister's life is saved, he realizes that even if he lives through his injuries he will never be in a position physically to ever complete his life's ambition and presents the same document to his "savior" before slipping into unconsciousness. Upon looking at the document on the boat ride back it appears to be a map of a series of cave systems "deep roads perhaps?", leading to a single large chamber labeled with a single word scrawled across it ... "Razikale". - Optional Objective: Experiment Log, The King of Dragon Blood - During the reinforcement process of the fortress an optional side-quest will be made available to discover what sort of research Magister Titus was working on during his isolation. They will find a number of notes detailing experiments done on a prisoner with "Dragon Blood" that was apparently done by Magister Titus ... which to his frustration proved a failure at achieving his desired outcome. Though it does not mention what it was, only that the prisoner expired in the pursuit ... and came with some unforeseen consequences, but what? "Dreamers ... what?" "broken thoughts ... didn't become one, but awoke one ... unforeseen perhaps ... who is speaking to me?" ... "it cannot be?! My mistress?!" - Boss Fight - The Defense of Ath Valenis - Inquisitor PC Choice: The Power of Faith - Rescue Magister Titus vs End Magister Titus's SufferingMain Quest 15 -"To Hunt an Arishok" (Tevinter PC)Locations - Alam -"Story"- The voyage over the Eyes of Nocen had occurred with success, but they had taken some hits in the process. Qunari naval forces had primarily been occupied enough with the Tevinter Frigates and the blockade of Minrathous to cover the Transports advance to the shores nearby Alam on Seharon, but not completely and that unwanted attention was costly for the Tevinter PC and their troops. The forces at the Arishok's immediate disposal were certainly lessened upon their arrival, but the columns of smoke to the North-West revealed that the fortress of Ath Velanis was in the midst of falling, or had already fallen ... the Tevinter PC and the assault force would not have much time. The remaining garrison at Alam was still sufficient enough to remain a substantial, but at this moment there remained very little options but an all out assault. If the Qunari that had been sent against the Fortress returned before the Tevinter PC was done with taking out the Arishok, all this effort would all be for not and in all reality Tevinter would fall to the Qun. Only one way ahead then, no clever planning, no back stabbing subterfuge ... this battle would be faced head on against a warrior who had once helped save the world from the 5th Blight. Nothing more simple than that right?
-"Content"- This is a pretty straightforward enough quest. The Tevinter PC must fight their way through the remaining Qunari forces and defeat the Arishok. There is a twist to this though, the losses sustained in both the Inquisitor PC's decision on how to assault the Juggernauts and the Tevinter PC's decision on whether to save Magister Tilani, will affect the difficulty of this fight and the perceived success of it afterwards. It is still possible to do quite well here if players are really attentive, but the Qunari forces and the Arishok himself will receive a stacking buff if in each of the decisions troops were sacrificed. The Arishok himself turns out to be odd for a Qunari. Hornless, with white hair and gold eyes (and very literal) he moves with extreme confidence and surprisingly fights with honor. Like with the Arishok in Kirkwall, this hornless Qunari will be one hell of a tough fight, especially for the Tevinter PC who specializes in taking down mages ... not full plated warriors. This Arishok (unlike his predecessor) should be "Sten" and relatively sympathetic (despite being the leader of the other side). Regardless, upon his defeat an important decision remains for the Inquisitor. With the Arishok kneeling before the Tevinter PC in defeat they must then decide to whether to execute him on the spot, or capture him as a War Prisoner. The first option will gain enormous fame for the Tevinter from the people of Tevinter, as this is the man responsible for the rampant destruction throughout the country. Capturing him alive will be a less popular decision, but he could prove to be a valuable source of information about the Qun military tactics if he were brought back to Minrathous ... along with being a potential bargaining chip in negotiations with the Qun itself at a later date. After all, he was sanctioned by the Qunari leadership to attack on Minrathous, it was not his choice alone. Regardless of decision, the immediate results are this ... the Qunari now have the entirety of Seharon (outside of spies of course) and occupy both Alam and the wrecked fortress of Ath Velanis. On the other hand they now remained headless (LOL if you killed Sten) and would be unable to mount another assault immediately onto Tevinter. By the time they did find a replacement they had lost too much already to risk the attempt again, despite Tevinter's current state of weakness. The war is once again stalled, at least for now, time to focus on rebuilding and perhaps another greater challenge. If spared Sten's will remain a war-prisoner of Tevinter and like if Maeveris was not saved in Qarinas his ultimate fate will remain undecided until the final DLC. - Boss Fight - Sten-ishok - Tevinter PC Choice: Sten - Execution of an Arishok vs Prisoner of WarACT 2 END
Figured I'd pop the ACT 2 Egg a little early cuz I was board and I'd have less time to do it now that school has started back up. Anyway, ACT 3 and the Finale is on its way, so if you guys have the patients to rumble through till this point let me know what you think of this ridiculous thing.
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Post by jemc on Sept 12, 2016 4:36:51 GMT
You need a job doing this for a living. Nice work.
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Post by phoray on Sept 12, 2016 19:19:15 GMT
Glad to see the Awesome shared again for the masses.
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Post by cardbutton on Sept 12, 2016 21:53:30 GMT
Glad to see the Awesome shared again for the masses. Howdy Phoray! Nice to see you again as always! I edited a few things here and there to make the reading a little more appealing since last we met, though most o that content is in the DLCs!
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Post by phoray on Sept 12, 2016 22:39:10 GMT
Glad to see the Awesome shared again for the masses. Howdy Phoray! Nice to see you again as always! I edited a few things here and there to make the reading a little more appealing since last we met, though most o that content is in the DLCs! I liked all of it on principal, but I know I'll enjoy reading it again soon. ^^ Are you disturbed at all that we haven't heard anything about a DA4? I sometimes wonder if your FanGame Fiction is the closest I'll ever get to DA4.
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Post by cardbutton on Sept 12, 2016 22:53:14 GMT
Howdy Phoray! Nice to see you again as always! I edited a few things here and there to make the reading a little more appealing since last we met, though most o that content is in the DLCs! I liked all of it on principal, but I know I'll enjoy reading it again soon. ^^ Are you disturbed at all that we haven't heard anything about a DA4? I sometimes wonder if your FanGame Fiction is the closest I'll ever get to DA4. A little, especially with Bioware's discontinuation of the official forums. I hope I'm wrong, but I'm starting to get this suspicion that if the next DA Game does come out its budget will heavily be dependent not on the success of DA:I, but rather the success or failure of ME:Andromeda (which personally I couldn't give two shits about). EA ... is a problem, especially with how they do business and how expensive RPG's tend to be to produce. Namely, they want to pad their quarterly bottom line and full scale game productions like ME or DA tend to not fit nicely into that structure. Plus ... EA has killed RPG companies they've purchased in the past. Ultima by Origin Series, Inc. comes to mind.
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Post by phoray on Sept 12, 2016 22:59:40 GMT
I liked all of it on principal, but I know I'll enjoy reading it again soon. ^^ Are you disturbed at all that we haven't heard anything about a DA4? I sometimes wonder if your FanGame Fiction is the closest I'll ever get to DA4. A little, especially with Bioware's discontinuation of the official forums. I hope I'm wrong, but I'm starting to get this suspicion that if the next DA Game does come out its budget will heavily be dependent not on the success of DA:I, but rather the success or failure of ME:Andromeda (which personally I couldn't give two shits about). EA ... is a problem, especially with how they do business and how expensive RPG's tend to be to produce. Namely, they want to pad their quarterly bottom line and full scale game productions like ME or DA tend to not fit nicely into that structure. Plus ... EA has killed RPG companies they've purchased in the past. Ultima by Origin Series, Inc. comes to mind. I also don't care about the ME series. I tried playing ME1 anyway.... plan to skip to 3 to see if it can "grab" me there. Someday. After 15 more play throughs of DA. I knew I was not a Space Solider, but it was a Bioware game so... anyway. Do you really think that it would be based on Andromeda success? I thought it was 2 different development teams. The story is completely different from DA. How can they say DA4 would fail because the Space Solider game failed?
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Post by cardbutton on Sept 12, 2016 23:08:07 GMT
A little, especially with Bioware's discontinuation of the official forums. I hope I'm wrong, but I'm starting to get this suspicion that if the next DA Game does come out its budget will heavily be dependent not on the success of DA:I, but rather the success or failure of ME:Andromeda (which personally I couldn't give two shits about). EA ... is a problem, especially with how they do business and how expensive RPG's tend to be to produce. Namely, they want to pad their quarterly bottom line and full scale game productions like ME or DA tend to not fit nicely into that structure. Plus ... EA has killed RPG companies they've purchased in the past. Ultima by Origin Series, Inc. comes to mind. I also don't care about the ME series. I tried playing ME1 anyway.... plan to skip to 3 to see if it can "grab" me there. Someday. After 15 more play throughs of DA. I knew I was not a Space Solider, but it was a Bioware game so... anyway. Do you really think that it would be based on Andromeda success? I thought it was 2 different development teams. The story is completely different from DA. How can they say DA4 would fail because the Space Solider game failed? Its a matter of money and how much to invest into one of the projects of its subsidiary companies, rather than a matter of the product itself. It sucks, but thats how it is. DA2 and ME3's endings were both victims of the Almighty dollar as well I'm afraid. Like it or not but cheap games with shit tons of overly-priced DLC (like CoD or the Sims) tends to make EA a lot more money for a lot less effort. I guess we'll see, maybe Bioware is just keeping it close to the chest.
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Post by phoray on Sept 12, 2016 23:11:51 GMT
I also don't care about the ME series. I tried playing ME1 anyway.... plan to skip to 3 to see if it can "grab" me there. Someday. After 15 more play throughs of DA. I knew I was not a Space Solider, but it was a Bioware game so... anyway. Do you really think that it would be based on Andromeda success? I thought it was 2 different development teams. The story is completely different from DA. How can they say DA4 would fail because the Space Solider game failed? Its a matter of money and how much to invest into one of the projects of its subsidiary companies, rather than a matter of the product itself. It sucks, but thats how it is. DA2 and ME3's endings were both victims of the Almighty dollar as well I'm afraid. Like it or not but cheap games with shit tons of overly-priced DLC (like CoD or the Sims) tends to make EA a lot more money for a lot less effort. I guess we'll see, maybe Bioware is just keeping it close to the chest. ugh, glorified Facebook Games.It just seems like most of the cost has already been spent. They had story written for DAI that never got put in; so they have DA4 half written at the end of DAI. They've polished an engine (after they fix the hair) that can still make us happy in 2018. So no new engine. I had also read that they were placing closer to the chest on ME and so now it's blanket applied to all the games. Still don't get the closing of the forums. This one seems to have replaced it well enough. I see a lot of the same faces.
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Post by cardbutton on Sept 13, 2016 4:38:06 GMT
On a different note I was thinking about extra-ish content for fun for this little project and kind of like the Idea of Shale and Fenris having minor side quests at some point during the game (provided the player's didn't kill them, cuz they both can die at a player's hands). I don't think I'll invest a lot of effort on these concepts and I'm not sure where I'll place them yet, but I'll add em to the PC Content portions at the beginning of a chosen ACT when if figure it out in BOLD font. Fenris is for the Inquisitor PC because I actually adore the idea of knowing what his opinions on a person intentionally putting Lyrium Tattoo's on themselves would be. Shale will be given to the Tevinter PC, considering her history with Mages and her search for a way to return to being a Dwarf. Plus, Mage Hunting skills wont help you against a Golem lol! Edit: After some thought I've decided against adding these two characters for budgetary reasons and because I thought it more prudent to do something I'm honestly surprised Bioware hasn't done yet. DA:O's origin stories were often completed during the Main Quests, but I realized I had no real space to continue this game's Origin stories during the main quest series, and I believed it would feel a little too "convenient" if I tried to shove them in. Instead ... I'm going to give both PC's a series of "Companion Quests" of their own that span throughout the game. Let's call them "Personal Quests" for now. I'll put some more thought into it and consider making a write up to explore this concept further at some point, but for now lets just go with the idea that the Inquisitor PC gets 2 chains of 4 Quests reflecting the "Disband/Retain" choice, and the Tevinter gets 4 Chains of 4 Quests, one for each Origin story.
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Post by cardbutton on Sept 14, 2016 2:39:24 GMT
LETS GET THE FINAL ACT CRACKING! ACT 3 BEGIN - "DEAD WHISPERS"Act 3 Tevinter PC Content:- Rumors: Current Events - NPC's voice their opinions on recent events ... namely the complain or grovel. - Side Quests: Cleaning Up the Qun - Holdouts of Qunari forces remain stranded throughout Tevinter, hunt them down or force them to surrender. - Side Quests: Reconstruction Efforts (Day) - Plenty of work to do for the "Hero of the People" in a post-war Tevinter. GET TO WORK!Act 3 Inquisitor PC Content:- Rumors: Current Events - NPC's voice their opinions on recent events ... namely they complain or grovel. - Side Quests: Weakness in the Veil - Death and War attract spirits, the press up against the Veil and weaken it ... though not normally to this degree. Discover what is going on. - Side Quests: Reconstruction Efforts (Night)- Plenty of work to do for a "Ghost" in a post-war Tevinter. GET TO WORK!
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Post by cardbutton on Sept 14, 2016 2:40:28 GMT
Main Quest 16 -"Signs of Recovery" (Tevinter PC)
Locations - Upper Minrathous / The Silent Plains / Eyes of Nocen / Valarian Fields
-"Story "- The war was done ... for now. Although it had been going on for three centuries prior so who's to say how long the forced peace would last? With the Arishok's defeat, at the cost of the last major Tevinter holdings on Seheron, the Qunari finally broke their siege in favor or reinforcing their newly acquired territories and the people that came with them in Saharan; at least until such a time when a new Arishok was chosen to fill the vacancy. Back in Minrathous a week had passed and rather than coming home to what should have a been a time of victory, the Tevinter and Inquisitor PCs had returned instead to a shattered country. The Qunari had succeeded in doing a remarkable amount of damage in their short time within the cities walls. The thousands dead and injured had been expected with how severe the battles were, but it was the hundreds of citizens ranging in social class that had gone missing, presumably taken prisoner by the Qun, that had shocked the Tevinter PC more. Ironically, with so many Magisters and Altus dead or missing, thanks in no small part to those Qunari, the remaining ruling caste was in shambles and the chains of corruption that once bound the Government of Tevinter so tightly were crumbling away. For the moment the Capital still remained in the hands of the freed slave factions and "Preasumptors" led by Calpernia, but so much damage had been done to the cities' infrastructure that they had no choice but to turn to aid of the remaining Magisters: Dorian Pavus, Maeveris Tilani (if she was saved), Aerulious Titus (if he was saved), and the 3 or 4 that had been in the circle (if the Tevinter PC had decided to save them) to help with the reconstruction. They would remain under house arrest, helping where they can, until the time came when a more official new government could be put in place. But ... for the moment, there were more immediate matters for the two PC's to deal with first.
-"Content"- The identify of Dorian's "Agent" (though they had still had yet to be meet face to face) is finally revealed to the Tevinter PC, along with full details of the gravity of the Inquisitor's purpose in Tevinter. Since Dorian is now under house arrest and remained remarkably busy trying to rebuild Tevinter in cooperation with Calpernia, it is decided that the Tevinter PC in tandem with Marius (now free from his bounty and burden of protecting the city) would be placed in charge of the search for Solas. Their starting points would be based off the information that Dorian had uncovered before he was "interrupted" by other matters, along with intel provided by the "Solas Agent" under interrogation if the Inquisitor procured them from the crypt during ACT 1. This is a pretty laid back quest, in general. If the Tevinter PC completed the Dorian Elven side quests during the INTERMISSION in ACT 2 they would have already dealt with strange Elves within the capital itself, now they were going to deal with larger gatherings of them outside the city within the surrounding territories (The Silent Plains, Valarian Fields & Eyes of Nocen). Why where they gathering in such concentrations in Tevinter now? How long had they been there, was it before or after the war with the Qun? Where they merely scattered fragments of Solas' organization or was there a central control location that had yet to be found? The Inquisitor PC has remained mostly shut away or out in the fields, preparing for a trip to obtain some "power" they believed could be used against the Elven "God", which meant that these questions needed answering and it is up the Tevinter PC (who had become a hero to the slaves during Act 1, and was now considered by many the Hero of Tevinter in Act 2) to find them. The Tevinter PC goes from Zone to Zone and initiates these agents of the Dread Wolf gaining pieces of information that when combined points them to a very remote and hidden location within the Great Forest/Ruins of Arlathan.
Main Quest 17 -"Preparing for Descent" (Inquisitor PC)
Locations - Upper Minrathous / Lower Minrathous / Valarian Fields / The Hundred Pillars
-"Story"- Razikale?! Magister Titus had found Razikale, or at least what he believed to be her through a dream?! The Old Tevinter Dragon God of Mysteries was said to have been locked away deep in the ground since the "Old Gods" betrayal of the Maker when they had released the Blight. According to the Grey Wardens each of the Dragon Gods were systematically sought out by the Darkspawn so they could be tainted and turned to Arch Demon, which in turn started another Blight. In fact those fools, so desperate because of Cory's false calling to make themselves useful one last time, had planned on diving into the Deeproads with an army of Demons to slay the un-corrupted Old Gods before they had a chance to awaken as Arch-Demons. Apparently this had been something similar to what would have been Magister Titus' plan had he not been assaulted and trapped by the Qunari invasion "no wonder those cultists held out for as long as they did, they were preparing for a mass excursion into the Deep Roads and had supplies to spare". Now it looked like it was the Inquisitor's turn to play fool, as they would be delving into those lost roads searching for a Dragon, but for a different reason. Razikale (if the Wardens were to be believed), remained one of two yet to be corrupted Old Gods left, as she had yet to surface as a Arch-Demon. Did that mean she still retained her sanity, if she ever had any to begin with? If she could, could she be dealt with? Surely a being as old as her would know a way to deal with Solas' new found powers, but what price would it cost to get access to that information? The Dragon God of Mysteries would probably not be forthcoming with that information, unless there was something she wanted in return ... but this only mattered if they could be found. Titus' map suggested the series of Deep Road tunnels that led to her "Cage" could be found somewhere under the Hundred Pillars. The entrance into those deep roads would first need to be found and then supplies gathered, before the Inquisitor PC and party could make the trip.
-"Content"- Another pretty laid back quest, which primarily deals with searching for a access point to the deep roads within the Hundred Pillars and gathering supplies and information that would be needed to increase the chances of success when they made the attempt.
- Final Letter from Home: From LI's left behind
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Post by cardbutton on Sept 14, 2016 2:46:01 GMT
Main Quest 18 -"A Dragon's Deal" (Inquisitor PC)
Locations - The Hundred Pillars / The Deep Roads
-"Story"- If any being in this world would know a method to bypass Solas’ abilities it would be something almost as old as he was, if not older. A Dragon God. A ruler of Old Tevinter. A creature of legend stated to have led the the Ancient Magisters into the Golden City which tainted them for their sin. This was one of those very beings responsible for the existence of Corypheus himself and now, strangely, the Inquisitor would require the help of one of those beings if they were ever hoped to stop Solas. "Elven God or no, he still was remarkably powerful". Razikale, the dragon goddess of Mystery, even if Titus’ map is correct would a creature like that even make a deal assuming it had yet to fall to the Blight? Was falling to the Blight it's intent all along, or did it revile the idea as any sentient creature would? The Inquisitor and the world knew so little, but this was the only lead of merit the they had and they would be a fool not to pursue it. So now, with preparations complete, into the depths of those lost catacombs they would go.
-"Content"- Battling their way through the Deep Roads the Inquisitor PC eventually finds themselves in the place indicated by Titus' map. A large cavern with a single narrow path leading across an abyss to an island precariously placed above. In its center, the creature stirred "Razikale?," whatever it was it appeared as a Dragon, just as legends said. A dome of light kept the creature in, preventing its escape "why does that dome look so familiar?". Moving closer the Inquisitor PC begins to notice strange blackened masses littering the perimeter of the "cage". Dark spawn corpses ... their wounds seemingly self inflicted, black blood seeping eerily within the boundaries of the prison. A voice in the Inquisitors head “you ... are not my servant? Where is Titus? Has the fool sent you in his stead? No ... your are here for another purpose ... no matter”. Its only when the Inquisitor PC approaches the "Cage" do they begin to notice something was wrong. Whatever this "Old God" was, the creature was clearly tainted ... or at least in the midst of being tainted. With the self-inflicted wounds of the darkspawn presumably intended to expose it to their blood. It's lower extremities held a sickly pallor, its scales molting off ... while the rest of its form still remained pristine and despite the creature's obvious disfigurements it is still a remarkable sight. An example of the most "noble" dragon the Inquisitor had ever encountered, and they've encountered quite a few. In any event, they were "safe" for the moment and contact had been achieved, "I guess it was time to deal." Despite remaining remarkably tight lipped about other topics, "Razikale" made no secret as to what her intentions were. Her deal was straight forward, she wanted her freedom. Not just from this cage, but from her wretched corrupted body. She intended to shed the parts of her "self" that had fallen already to the blight, both the physical and spiritual, weakening her in the short term but preserving her sanity and allowing a chance to find a replacement host at a later date. "Makes sense her Arch Demon counterparts could body-hop, as could Corypheus, why couldn't she?" Razikale also made no secret her intention upon attaining her freedom. Once free and a new host had been procured she intended to free her last remaining sibling, Lusacan the Old God of Night, before the blight could claim him ... little else but the preservation of the last of her kind (herself included) would entice her to part with the desired information and this was her price demanded. In exchange she offered the means the Inquisitor would need to do battle against Solas "a chance to even the playing field a bit", she claimed, along with one other addendum. The information given was not equivalent to the price paid, both parties recognized this and Razikale had a solution. The Inquisitor would be allowed to choose one of two "additions" in exchange for her freedom: 1) A personal boon, a magic of the Old Gods to help them in their battle against Solas, or 2) A restriction to Razikale's freedom condemning her to never again play at god. The choice was the Inquisitor’s to make and once decided a gaess would be created to ensure both parties held up their end of the bargain "for security "...
- Additional Option for WoS Inquisitors - Razikale pauses a moment, before the contract is formed and gazes at the Inquisitor quizzically … "perhaps there is another way". “You are a vessel … one who is still remains half full and one that holds Elven Mysteries that interest even me. An ... alteration to our deal perhaps?" As Razikale had previously said she would require a new host, a replacement body to pursue her brother's freedom ... perhaps the Inquisitor would make an ideal candidate. In any other situation she would consume the host’s original mind and erode it till nothing remained, as would any Spirit or Demon who inhabited a mortals form, but the WoS presented an intriguing alternative to the hazards of becoming an abomination. "That writhing mass of Ancient voices, one which remains barely a whisper to you, interests me far more than your petty thoughts and includes secrets even I would gladly sacrifice a portion of my freedom to obtain. The Gaess that compels you to obay Mythal might perhaps work for me instead and serve as a makeshift “Veil”, separating our two minds." Razikale then offers an additional choice. The Inquisitor becomes her new host receiving both her boon + the ability to partially restrict her and in return she gains access to their body and the information contained in the WoS. She shall become a “room-mate” of sorts sharing your form equally, with all that entails, including control. The two of you would be shackled together, perhaps for an eternity ... Something Corypheus once said flashes into the Inquisitor PC's mind "I will not suffer even an unknowing rival" ... unknowing indeed, who would have thought the Inquisitor would be given the option to obtain the powers of an "Ancient Tevinter God"? The choice to accept that power however, and the price that came with it, is in the end theirs to make.
- Inquisitor PC Choice: Razikale's Deal - Personal Boon vs Restriction on Freedom vs WoS Abomination
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Post by cardbutton on Sept 14, 2016 2:47:19 GMT
Main Quest 19 -"Tail of the Dread Wolf" (Tevinter PC)
Locations - Arlathan Forest / The Ruins of Arlathan
-"Story"- Thanks the extra info Marius had gained through his own independent escapades, the data gathered from the contact with the forces of Solas iduring the previous mission indicated a central command location somewhere deep within the Arlathan Forest, in the ruins of Elvhenan. Elves (even the Dalish) often moved within those overgrown ruins as a sort of pilgrimage to visit the lands of their ancestors, so it was not unusual spot the, within the forest's depths. Actually capturing them however, often proved remarkably difficult, due to the dense vegetation and hidden passageways that now consumed what remained of the great Elvhen capital. This factor is apparently why the Inquisitor themselves had not explored the ruins. Running into elves within that forest, which one was apt to do, would have proven remarkably hazardous to security of the Inquisitor's cover while they remained in Tevinter, as the probability of being recognized by one of Solas' supporters was much higher there. Luckily the Tevinter PC and Marius had no such qualms about discovery (they were already famous after all) and now with the documents taken from the Elven operatives pointing the group in the right direction, it was time to discover where the source of this odd influx of elves was coming from.
-"Content"- The Tevinter PC and Marius move throughout the forests and ruins of ancient Arlathan running into more and more resistance with the Agents of Solas. Just as with previous encounters the elves fight in small groups, quick, agile and rely on hit and run tactics to hinder the Tevinters advance and seemed particularly adept at fighting within this sort of environment. "A stark contrast to the rigid, brute strength of the Qun". Outside of the occasional sounds that came along with battle there was nothing but a deep silence to this place, a closeness that bordered on constricting, bogged down by the age of vegetation and decimated empire that lied below it. The veil had always been thinner here, making the air feel heavy and uncomfortable. Elves claimed not to notice, but the other races it felt as though time moved slower the deeper into the forest one went, oppressive and old, full of memories ... and sadness. Reaching the top of a vista the Tevinter and their party are beholden now to something that should not exist within this veiled world, and intact and activated eluvian. Surrounding it was what appeared to be some base camp, comprised of temporary shelters common to the Elven agents discovered in the field before, but on a much larger scale. Dozens of elves moved to a fro within the clearing packing there and in the center ... surrounded by a small group of the very scouts that had been keeping an eye on them ... a single bald elf who seemed to be leading the others. "Bald, pretentious, a heaviness in temperment, but an aura that just oozes the need to exposition". The Tevinter PC thought Magister Pavus was kidding when he described Solas as such, but now that they saw this man there could be no doubt who it was. The Tevinter PC better be careful or risk being turned into a resting place for bird droppings. After a moment of watching Solas, a elf approached his station and gave him a report and just for a moment Solas seemed to turn and look in the direction of the Tevinter PC, "Could he have seen us, at this distance? Or is he simply responding to his scouts reports on the trespassers in the woods?" A flash of pale blue moved through his eyes and all at once he turned and entered the Eluvian, the rest of his agents quickly following suit. Yet strangely, once they had all gone, the eluvian itself remained open... That bald bastard definitely knew the Tevinter PC was coming "not like they were being particularly secretive about it" and seems to have extended an invitation. "I wonder what sort of trap he has planned for us?" though the Tevinter PC "it might be fun to find out".
- Note: Marius assists on this mission
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Post by cardbutton on Sept 14, 2016 2:49:27 GMT
Finale: Introduction-"Story"- Regrouping in Minrathous the two parties gathered, meeting in person for the first time. The two groups (both PC's and all 9 companions) along with Dorian, Marius and Calpernia, sat in attendance discussing the matter at hand. The Inquisitor PC had apparently discovered a method to deal with Solas’ magics, at least to a degree that allow the parties a chance at defending themselves ... but they had remained frustratingly vague on exactly “what” that new method actually was. On the other hand, the Tevinter PC had successfully managed to find the location of Solas himself and even managed to score an invitation for audience with the "Bald Wolf" … though what sort of trap he intended for them still remained a mystery. After what seemed like hours of deliberation “I couldn’t have been that long, but then why did it feel like it?” the Tevinter PC sat gazing over the city from their vantage point within the Circle of Magi/The Argent Spire, noticing something peculiar. A green haze, barely perceptible and hidden within the vibrant sunset of the evening, which seemed to appear and disappear as subtly as the wind. It moved as if alive, like a trick of the light, dancing in through the atmosphere ... when suddenly a wave rippled its way across the horizon. Green energy emanating from a central point to the east, moving outward and once it had passed it lingered in the air, crackling like ozone after a lightning strike. It didn’t seem quantifiable as to what was described as the Breach, not nearly as severe a spectacle, but based on the descriptions of that event it could only possibly be the Veil … whatever this was. The Tevinter PC may not have known exactly what was going on, but they knew at that moment the time for deliberation was over. Whatever Solas’ was planning, he was finally making his move and that meant so too was it time for both PC’s to make theirs. Time to accept Solas' invitation.
-"Story"- Upon stepping through the eluvian both PCs (and chosen parties in tow) find themselves walking the halls of some ancient building in some ancient city lost to time. Even while completely indoors for the moment the Inquisitor could not help but notice where they now found themselves, with the green ambiance now oozing from the very air they breathed. They may not have recognized their exact location, but the Inquisitor had been here enough times to know what this place was ... The Fade (if you had OGB you also know that Eluvians can also connect to the Fade if enough power is applied), but something was very different this time. The heaviness, the disorientation, the darkness intrinsic to the Fade, they felt FAR more oppressive here than any location the Inquisitor had yet to visit. The laws of reality seemed to hold even less sway within these shadowed halls than they did even when they had battled the Fear Demon, as they constantly seemed to shift around them in a state of perpetual flux … old memories darting here and there, almost tangible. “Strange how often I find myself here again … kind of loses its novelty after the first couple of times”. As both PC's ventured towards the exit of the dilapidated building they began within the answer to their exact location soon became clear and the rather “ironic” punishment that Solas had intended for the Tevinter PC became obvious. "You're wolf has a sick sense of humor" the Tevinter grimaced to the Inquisitor. The two parties now found themselves in the very place the people of Tevinter had once stepped upon before when they last they had visited the Fade. The Black City/Golden City, whichever you’d prefer to call it, was a place of legend and dream and Solas had apparently intended to doom the Tevinter PC to follow in the footsteps of their nation’s greatest sin. "He always did have a tendency towards the grandiose," responded the Inquisitor. At the other end of the ruin remained a single eluvian, still activated just as the last … the mirror their only way forward as if inviting them in. Both PC’s and their parties took a breath and entered, one after the other ... to discover what cruel fate awaited them.- Finale Note 1: This finale (including the portion above) and its included cinematics are the only point in the game in which the two PC’s will communicate with each other directly (where before they were using mediums to do it). I wrote it this way for a number of reasons: 1) A prolonged conversation between two Player controlled PC’s will be immensely difficult to do for extended periods of the game, so I limited it to the final missions; 2) There was very little reason to have both PCs be in the same location at the same time before this point, due to the scale and requirements of the story; and 3) It’s going to be awkward for a Player to have to talk to themselves (which it will be in this situation). Keeping the direct dialogue between the two to the minimum AND giving the Players enough to time to define the personalities of BOTH PC’s before they spoke face to face was paramount if this concept was ever to be attempt with a chance of success.
- Finale Note 2: The way these final missions work is that both parties will be present, but the player controls only one at a time depending on what of the two missions they are taking part. Quest 20 "The Sin of Tevinter" will be a Tevinter PC controlled quest, with the Inquisitor PC and party serving as support and a source of banter and exposition on the Inquisitor's previous experiences in the Fade (with minor response options being allowed to the Tevinter PC) up through the Quest's Boss fight. The reverse is true for the final Quest, Quest 21 "Fen'Harel", where the Inquisitor PC will be in control and the Tevinter PC providing the support and banter (this time questioning the Inquisitor PC on their relationship with Solas, again allowing for response) up through the point of the Boss. They way boss fights will be handled with this system will be discussed in the actual Boss sections.
- Finale Note 3: I played with the idea that Marius joining in for the Finale, but with two full teams included I eventually decided against it. Simply too many moving parts as it is. He instead will once again remain as a reserve unit, as realistically the only people that could hope to "assassinate" Solas should both parties fail to stop him ... were Marius, Calpernia, and Dorian. This is the explanation for his lack of help within the final mission ... the "leaders" of Tevinter serving as a second (albeit lesser) chance at an attempt to ice the Dread Wolf (even if they could not prevent the Veil's collapse).Now that that is out of the way, let's start this sucker!
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Post by cardbutton on Sept 14, 2016 2:51:18 GMT
Main Quest 20 -"The Sin of Tevinter" (Tevinter PC)
Locations - The Black City
-"Content"- Regaining their senses both PC’s now found themselves within the very spot the Magisters of Old Tevinter used to break into the Fade and the Golden City, to serve their ancient God's in person. The darkness that had permeated the last building ironically seemed less oppressive here. The light was brighter, more hypnotic, which served to accentuate the golden sheen that coated surrounding architecture. "The Golden City indeed," it's no wonder this place became the center of legend. The memories in this place seemed strikingly vivid now, fragments of memories in the form of after images now swirled around them. Voices being heard in whispers, but still distinct. Above the party a winding staircase leading to a single a large construct ... the "Seat of the Maker", its doors opened wide. The goal had always been to deal with Solas, but they now remained trapped in the place of Tevinter’s darkest legacy and the only way forward and to walk in the same footsteps of those that had brought the Blight upon the world. Shades swirled around them as the parties wound their way through the empty streets. Faceless Men and Women gibbering to one another incessantly and occasionally outright attacking the party, disturbed by the presences of the foreigners in their realm. As the parties approached the doorstep of what was to be the “Golden Throne” the Tevinter PC noted how this building reflected the great Septs of Andraste … clearly crafted in honor of this place, with the same symbol of the sun over its entryway. The doors of the great keep themselves were wrenched open and discarded, sickeningly buckled from their hinges and twisted outward by some tremendous force from within “the blighted magisters perhaps?” It was once said that there were three chains that held Tevinter trapped in its own stagnation: The first, slavery, which prevented the people from reaching their true potential, had been thoroughly broken by the Slave Rebellion; The second, the corruption of the Government, had been ironically shattered by the Qunari invasion along with much of the Magisterium; And finally the third, this dependence on a grand illusion of a past … a pride that prevented self-reflection and mired the people in delusions of grandeu. Now the PC's might have a chance to break that final chain ... provided they don't become a blighted monsters in the process. The two parties stepped into the Blackened Halls and was lost in memory, revisiting the missing history of Tevinter. Discovering what happened to the Magister's of old, witnessing their corruption, and battling what was left of those blighted horrors imprinted in the Fade ... seems this nightmare what Solas' trap. This battle is against the "shadows" of the seven Tevinter Magisters Sidereal during their fall and will reveal them in their final moments of sanity and their rise as the monsters they've become.
- Boss Fight - Visions of Seven - Due to the Unique properties of both this Boss Fight and its follower I've written a full write-up on how I envision these battles going down, which I will post at a later time. I've also included descriptions of the other 6 Boss fights of Import in that same write-up.
-"Content"- Once defeated the fragments disperse and with them the hazy room finally comes into focus. Both PCs are greeted with a golden chapel, still heavily wreathed in shadow due to the poor lighting of the fade, but splendid nonetheless ... if a little audacious. Whatever had caused the creation of such horrors in this room had vanished, along with the corrupted Magisters themselves, presumably into the Deep Roads of the World. At the end of the hall there stood the golden throne of the maker ... but not one, several. Seven thrones, each more extravagant than the last, followed a shallow stairway up the far side of the hall. Two thrones on each level and the seventh, fashioned in the shape of a giant sun, sat on top ... the "Golden Throne ... no, it was apparent by the others that the Maker had never sat here". Both PC's were faced with a humbling truth, regardless of whether the Maker existed, this throne, this city, was not his ... nor ever was. This lost metropolis of the Fade, accessible by eluvians, accessed by the last of what was once known as an Ancient Elvhen God ... whatever this city was, it was of Elven make and because of this the Tevinter PC was now faced with a dilemma. It seems apparent that the Magisters, despite their greed and arrogance (and despite what they had become), had been just as much victims of the blight as they were its’ cause, but the fact still remained that they (and the Tevinter that supported them) were responsible for unleashing the Blight upon all of Thedas. So much death and destruction caused by pride ... just as undue pride now prevented the people of Tevinter from facing the reality of their past, preventing them from moving forward. Even if it hurt in the short term, the people of Tevinter could only hope to truly grow beyond their past, if the truth of this place was told and they were forced to face it. However, there was a danger to this truth. The nation remained in a state of great turmoil. Wracked by the recent uprising, am invasion, and the subsequent loss of much of its infrastructure (economically, socially, and politically). In order to force its people to face the truth of the Magisters and to take responsibility for their role in the Blight, the Tevinter PC would also need to admit the truth of this place ... this "Black City". Regardless of whether the Maker truly existed or not, how much damage would it do to the people's faith in the Maker if the Tevinter PC told them that their Golden City, their Seat of the Maker, was instead the seat of the Elvhen Gods? How much damage could be done to an already damaged people to learn that not just their Empire, but also major aspects of their religion were built upon the ruins of Ancient Arlathan? Would the people survive with such a blow to their faith, during a time when they needed it most? "The Truth will set you free ... but was freedom worth it?" The Inquisitor PC would potentially face a similar dilemma when/if they returned to the south, but they still remained an outsider and should not define this countries fate. Therefore, it would be up to the Tevinter PC to decide on how their nation would proceed forward.
- Tevinter PC Choice: The Final Chain - Reveal the Truth vs Bury the Past
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Post by cardbutton on Sept 14, 2016 2:55:12 GMT
Main Quest 21 - “Fen’Harel” (Inquisitor PC)
Locations – The Golden City
-"Content"- With nowhere left to go but forward both PC's proceed along the only route available to them, down a singular rear alcove behind the Golden Thrones. The halls ahead were strange, dimly lit regardless of light sources, and more oppressive than had ever been experienced thus far. The walls between the support pillars on either side were lined with eluvians, dozens … hundreds, who could know. Seemingly active, yet defunct, as they pulsed with murky images that twisted and danced within the panes of glass and filling the group with a deep sense of despair and bitterness they could not explain. At the end of the path, resided Solas, who was clearly busy with his task of tearing down the Veil, his elven agents huddled to the sides of the room somberly watching the proceedings. If the Inquisitor PC did not successfully keep their cover Solas is expecting them and is prepared for their arrival, otherwise he is surprised (almost shocked) by the Inquisitor’s appearance and depending on his relationship with the Inquisitor he will show concern over what the Inquisitor has done to themselves in their pursuit of him (“Artifice" and Razikale for example). On the other hand he is simply impressed that the Tevinter PC made it through the previous trial. Solas expositions as he is apt to do and this is where he explains the truth of the Golden City, the true Arlathan, Capital of the Elves and Home to their Gods. It was here in this place, the height of power of the Ancient Elvhen Empire, that he used their own arrogance and pride to trap and torture them for their murder of Mythal. Miring them within the darkness of this sealed world ... and corrupting them so the outside finally reflected the corruption that lied within. The Darkened Eluvians spread throughout the city, a few of which the Inquisitor encountered on their way in, held much of what remained of "his" people. Ancient Elvhen trapped in mirrors, scattered, sleeping, until their time runs out or their world returns to house them. Perhaps hundreds of bastions yet survived, nestled away in the deepest corners of the Thedas and for Solas the only way to save them was to bring back their world, the environment in which they once thrived, and the environment that modern Thedas could not provide. Upon the end of Solas' "narration" the Inquisitor may attempt to talk to him ... initially he will not be responsive.
- Boss Fight - Solas - Due to the Unique properties of both this Boss Fight and its predecessor I've written a full write-up on how I envision these battles going down, which I will post at a later time. I've also included descriptions of the other 6 Boss fights of Import in that same write-up.
- Note: If the Inquisitor failed to keep their cover Solas will receive a buff making this battle considerably more difficult. This version is to be considered a sort of “failed” state and is meant to be the Inquisitor’s death ending. As such the Inquisitor PC will not have access to the following “save” option upon initiating the boss fight. Instead they will only be allowed the “stop at any cost” option, in which the cost will be substantial ... the Inquisitors life for the sake of thwarting Solas. That being said this is not entirely a negative ending, because while the Inquisitor did fail to keep their cover and in turn decrease their chances of success, they did so for the sake of the people of Tevinter. As such, through the Inquisitor PC's own actions they have become (and will be remembered as) a Hero to the people of Tevinter and it will have influence on future Tevinter relations with the south.
- Note: Inquisitor's who became an Abomination with Razikale AND had enough rep to reach this "failed" ending, will still die. Razikale's deal, and the longevity/immortality that comes with it, are dependent entirely on the Inquisitor's ability to hold up their end of the bargain and begin their search to free the remaining Old God after the battle with Solas. She would have stayed with you after that task was complete, but since in this end-state the Inquisitor PC can no longer physically accomplish their task promised to Razikale, the contract is made null-and-void and Razikale will leave the Inquisitor PC to find a new host before the Inquisitor passes.
-"Content"- After the battle Solas remained beaten, but alive. His obvious frustration accentuated by the labored breath caused by his wounds. Despite his apparent defeat, however, Solas still smiled bitterly. The process of collapsing the Veil had already begun (as was exhibited by the green energy pulsing through the night sky) and even without being completed the damage already done could never be repaired ... nor would Solas do so if he could, no matter the incentive. In essence, while the Veil would not collapse instantly, Solas had still succeeded in hastening the process of collapse. At its current rate it could not hope to last more than a Millennium (though presumably much shorter) and with no-one to maintain it, it was sure to disappear entirely. It may certainly take longer than he had hoped, but a Thedas without a Veil was guaranteed to return and with it a chance for the remaining Ancient Elvhen people. It seemed no matter either PC's intention there was little that could be done to rectify the situation at hand and so now it seemed that all the Inquisitor PC could hope to do is define their place in the events to come; and the place of Solas himself...
- Judgement 1: Stop Solas - Condemn Solas for his crimes, his mistakes, and expect him to take responsibility for his actions. Due to his erratic behavior, his manipulation of everyone around him, and his genuine attempt to destroy Modern Thedas and its denizens the Inquisitor PC decides (perhaps regretfully) that he and his erratic behavior have no place in the world to come. With the power at his disposal, there was also no guarantee that if left alive he would not attempt to try and finish the process he already started, robbing the world of what little time it had to prepare for the return of the Fade. For now, the people of Thedas still had a chance to prepare for the Veil's eventual destruction, but to preserve that chance Solas would have to die. Putting him out of his miserable cycle of self destruction and making sure his greatest fear would not come true were small comforts to the deed that needed to be done. "At least he would not have to die alone". Whatever the Inquisitor's relationship with him, they would at least be there in the end.
- Judgement 2: Save Solas - Humbled, Solas now can be reasoned with, especially if he had a positive relationship with the Inquisitor PC. There was little anyone could do to change the fact that the Veil could not be returned to its original status and even if Solas could intervene, it remained doubtful that there was anything either PC could do to ever convince him to fix what he had done and condemn the remainder of "his" people to a life of imprisonment and death. Perhaps then, there was another way ... one in which both sides "COULD" get potentially what they wanted. The deal is, Solas lets the Veil to continue its increased burn across the whole of Thedas and he would be allowed to live, only if he agreed to return to a state of uthenera until a time just before the Veil’s collapse. This would allow him to see his people awakened safely and prepare for the imminent return of the Evanuris (though in all reality he will still be shunned for his destruction of their world after both tasks were complete). If the Elvhen Empire collapsed so quickly in part due to the abruptness of the Veils creation and not simply the separation of from the Fade on its own, those additional years would give the people of Modern Thedas the time they would need to prepare for the return of the Fade. What would be created is a Thedas that is neither ancient, nor modern and just like its people would be made up of bits of both, creating something entirely new from the old. A gaess would be formed to ensure everyone adheres to their end of the deal.
- Judgement 2.1: Additional Option for Solas LIs - Look, I'll admit I really like Solas as a character, so much so that the events between him and the Inquisitor are one of the major factors as to why I wrote this little project ... but the thing is I don't think he deserves a "happy" end (at least not without great sacrifice to achieve it). He is a criminal, responsible for the deaths and destruction of thousands, his own world, and would have repeated those mistakes again if given the chance. As such, as a rule of thumb, there is nothing he can do at this point to earn "happiness" for himself and within the restrictions of this I have decided his happiest endings should only be achieved by how much a Lavellan PC is willing to sacrifice of themselves for him to gain them. Solas' greatest fear is, after all, dying alone. There are two routes to this LI end: 1) (if you did not become an Abomination) Levallan returns to a state of uthenera with Solas and lives out the remainder of their mortal life alongside him in the world the two of them helped create. While they may have their life extended by the return of the Fade, I personally don't believe a Modern Elf directly transitioned into that veil-less environment can ever regain their true immortality (they don't get seem to regain it while physically within the Fade, so hence my assumption). The price of course is a Levallan PC would have to sacrifice their current life in Modern Thedas to live out their life with him (and everything that entails, including a family); And 2) (Abomination with Razikale) - They are now an Immortal and therefore will outlive their lives in the South regardless of their intentions and are now perfectly capable of standing alongside Solas for an eternity, once he regains his immortality after the Fade returns of course. However, the penalty is rather obvious. Their body and time are not simply theirs alone, they now are jointly shared by another ... one who the Inquisitor owes their allegiance. The contract with Razikale must be fulfilled and their eternal counterpart first and foremost demands her sibling's freedom. In essence, to have the chance to living an eternity with Solas the Lavellan PC has given up half of themselves and therefore half of their time.
-"Content"- Regardless of which option is chosen, once the decision is made both Parties (with Solas in tow if he is saved) leave the no longer frozen world of the Fade to warn their own of the changes soon to come, changes that they would have no choice but to prepare for. If Solas is judged and executed the Tevinter PC will shatter the initial Eluvian that brought them to High Arlathan on the way out, so that no one can trespass their again. If Solas remains alive the Gaess prevents him from breaking his word and returning to the Fade prematurely, thus he simply closes the Eluvian behind them. Following the groups return to the Ruins of Arlathan, the final Inquisitor PC scene plays out where they say their goodbyes and take their leave (provided they survived the battle with Solas): To make sure that Solas returns to uthenera and in some cases join him; To return to the South and their loved ones back home; or to vanish into myth for a time, bound to their deal with Razikale and obligated to fulfill their end of the bargain. Dorian LI's will also be given an option to finally be with Dorian permanently during this cut-scene. Leaving only temporarily to deal with a some unfinished business in the South, before they can finally once again to return to Tevinter and their LI. If a PC ends up with any of the finale options that prevent them from returning to the South (including their death) Scout Harding returns to the South alone to inform them of the fall of the Veil and if applicable take up the mantle of Inquisitor herself in the Inquisitor's stead. - Inquisitor PC Choice: Sit in Judgement, Solas - Stop Solas vs Save Solas + LI Options
INQUISITOR PC END
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Post by cardbutton on Sept 14, 2016 2:59:28 GMT
Final Scene -"Tevinter Reborn" (Tevinter PC)
-"Story"- End Cinematic and the rise of an Archon.
-"Content"- The World was coming to an end, but a new one was beginning … as was a new Tevinter. Because of Solas, the Veil was weakening, dissipating at a faster rate than it had in the previous eight millennia and that fact wasn’t going away any time soon. All societies of the world would have to face that reality and the ever present green hue in the sky, even if it was barely discernable, proved a constant reminder. However, Tevinter and the Nations to the South would have time to prepare, time to adapt, and time to rebuild to facilitate such a fundamental shift in the foundations of the world … but that was a long way off still. Even with its current rate it would take hundreds of years before the Veil collapsed and there were still plenty of major problems to be solved back at home. Chief among them, who shall lead this new Tevinter? During this final cinematic the Tevinter PC will be able to choose between Dorian and Calpernia as the new “Archon”. One representing a moderate who was popular with all the people and a source of stability, the other a force of justice and change and a sign of progress … the person not chosen would continue to serve as an advisor. Remaining high priority characters: The Slave Faction Representatives, the Mage Circle Magisters/Black Divine, Maevaris (if she was saved), and Titus (if he was saved) will serve as members of the new inner council. A third option will be available as well. If a Tevinter PC had achieved enough fame throughout the course of their game then they are an exceptionally powerful and popular force amongst the people of Tevinter and therefore are allowed to suggest themselves as Archon. If this decision is made, both Dorian and Calpernia will serve as their advisers as the Tevinter PC leads their reborn nation into the future. Like with the other companions (for both PCs) Marius and Tess's location will depend on their relationships.
- Tevinter PC Choice: Archon Ascension - Dorian vs Calpernia vs Tevinter PC
ACT 3 END: FINAL
- Note: The Tevinter PC's story will be completed within the future DLCs.
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Post by cardbutton on Sept 15, 2016 4:45:00 GMT
Intentions:
I figure I should say this... There are a number of reasons I went with this story-line beyond the whole "having two PC's work in one game" thing. Like I said, at its core, this game is based around the DA:O style of storytelling with two core conflicts, 1 political, 1 magical. Also like in Origins the only real change one could make is within the Political arc, where the destiny of the Nation itself is pretty much defined by the Warden PC through their actions. The magical story however ... is a different story. No matter what the Warden does the Arch Demon and the "Battle of Denerim" events will always happen. Its like a force of nature in of itself and therefore the Warden PC only has the power to define their role (and the roles of those around them) in those events that surround that force of nature. The power is to define not IF if the event goes down, but how it goes down and that is how I approached the 2 PC stories for this fan-project. The Major changes that the player makes by playing BOTH PC's will center around what happens to the nation of Tevinter (pretty significantly as well when you factor in the passive reputations). On the other hand the Solas decision is like the decision made against the Arch Demon, you're Inquisitor PC is merely choosing their place in the grander events at hand, rather than defining the event itself. I ... just had no other way around this when I considered the gravity of the collapse of the Veil and after playing both DA2 and DA:I over again I am under the impression that its collapse is the direction that Bioware is leaning. Simply put, the collapse of the Veil is too big an event for the Inquisitor PC (or any PC for that matter) to have a place in defining. If the Veil remains up, if the Veil is slowly collapsing, or if the Veil comes down immediately, all of these things will create such drastically different world states that there would be very little hope for future installments without retconning at least "some" Player's decision. Therefore in the situation of this fan-story, the Veil is stopped in its collapse half-way which has caused it to decompose at a faster rate, but will not collapse any time soon by the end of the game. With this in mind it therefore relegates the Inquistor PC decision to being much as the Warden PCs was with the Arch Demon, defining their place, and others, in the events transpiring. There were also a number of things that I wanted to achieve with this project (for fun and a challenge to myself)! - 1) Retroactively improve Dragon Age: Inquisition by making a kick-ass finale to the events that were started there. - 2) Retroactively improve the Inquisitor as a character, by removing them from their title and status and allowing them a chance to be defined when they are not "simply" the Inquisitor. - 3) Wrap up any big events leftover from the previous games. The Solas one is finished, the Warden one is planned for a DLC. - 4) Set a timer for the end of the "Dragon Age" and thus schedule the beginning of the New Age, but still giving time for more quality stories to be told within that "Dragon Age" before the Veil's collapse. I'm personally favoring a 700 year timer at the moment. - 5) Create a scaling story-line (I need to work on this a bit more). I wanted the decisions and the story to build in intensity as the game progresses. Early game decisions and events still matter, greatly in fact, but the later ones feel far more impactful in both cases. - 6) Wrap up the events of both PC's within the events of that game + the 3 DLCs (the latter will be discussed soon, hopefully). - 7) End the Old God's influence on the Blights. The Blight still exists and it will surface again, but it does seem rather apparent that the Arch Demons themselves are really just Powerful Ghouls. Releasing them both allows for the Blight to vanish for a while and the people to grow complaint before it surfaces in a "truer" form down the road. I also thought it a waste to sacrifice the only two remaining Old Gods to the Blight. The God of Night and the God of Mysteries can be used much more productively if they're alive and well. - 8) Use the two major reveals within the game, The Origins of the Golden City and the truth of Magister's Fall (though not what actually corrupted them) to set up for future content and future mysteries. These are BIG reveals after all, using them in any other way than to set up more mystery for future content ... is wasteful. If you're willing to sacrifice two of the Biggest mysteries of Thedas, the price that must be payed is adding to that mystery. - 9) Set up ALOT of future plot intensive NPCs and Bosses. We have the release of the Old Gods, an introduction to the remaining corrupted Magisters AND the hints of the Evanuris' release all within this game. I think that is plenty of stuff to work with in the future. - 10) Finally, just make Thedas bigger and by cleaning up all those loose ends ... create an opening for Bioware to FINALLY to get back to solo-stories and standalone Dragon Age games. One centered around Kal'Sharok and Dwarven issues would be nice, as well as a Sea based one around Rivain and Antiva, one about the Modern Elves rebuilding Halamshiral again; and finally one about the fracturing and Civil War of the Qun would all be nice.
THANKS FOR READING IF YOU MADE IT ALL THE WAY THROUGH! I know it was a TON of content, it shows how nuts I am, and I still have a little bit of fluff content to go ... but I at least hope you got a bit of fun out of it! I'll periodically edit and add more things as I can.
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Post by phoray on Sept 15, 2016 5:42:14 GMT
On a different note I was thinking about extra-ish content for fun for this little project and kind of like the Idea of Shale and Fenris having minor side quests at some point during the game (provided the player's didn't kill them, cuz they both can die at a player's hands). I don't think I'll invest a lot of effort on these concepts and I'm not sure where I'll place them yet, but I'll add em to the PC Content portions at the beginning of a chosen ACT when if figure it out in BOLD font. Fenris is for the Inquisitor PC because I actually adore the idea of knowing what his opinions on a person intentionally putting Lyrium Tattoo's on themselves would be. Shale will be given to the Tevinter PC, considering her history with Mages and her search for a way to return to being a Dwarf. Plus, Mage Hunting skills wont help you against a Golem lol! gosh, who couldn't you kill in Origins?! Even Flemyth could be offed. she had her Voldemort backup plan but still... saw two debs responding in a a DA thread. unless they're secretly working for the Space Soldiers.., it does give me hope they're getting feedback for DA4
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Post by phoray on Sept 15, 2016 6:30:44 GMT
I'm re reading.
Why does the Quiz get 4 voice actors and the Tevinter only 2?
Also, although it'd be extra, was wondering if there could be a kidnapping of a Quiz LI from Inquisition. Like in DA2? So, we could see them and not just ketter write. 💜
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Post by Absafraginlootly on Sept 15, 2016 6:53:25 GMT
I'm re reading. Why does the Quiz get 4 voice actors and the Tevinter only 2? Also, although it'd be extra, was wondering if there could be a kidnapping of a Quiz LI from Inquisition. Like in DA2? So, we could see them and not just ketter write. 💜 Well the Inquisitor already has 4 voice actors and they'd have to get them all back (or actors who could imitate them) or risk infuriating the people who used the voices they cut. The Tevinter doesn't have to match up to a previous game, and only having two actors (1 male and 1 female) would be less expensive.
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