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ღ I am a golem. Obviously.
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Dreadnaw Rising
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August 2016
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 20, 2016 18:37:37 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! Obviously some of the smaller details have been left out. But now we're to the part where people get to define their relationship to Solas and I have to admit, there doesn't appear to have been enough new information about Solas for people to have changed their minds. Unless the Agent of Fenharel said a lot, or that museum of elven history?
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The end of the end of the end, is the end.
Posts: 218 Likes: 294
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The end of the end of the end, is the end.
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Post by cardbutton on Sept 20, 2016 18:50:59 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. Isn't one of your DLCs dwarves focused? Shale should show up then. Honestly, if Fenris doesn't show up during the uprising of Tevinter, he will never show up at all, as none of the DLCs involve something he cares about as much. Maybe the Warden one...if Hawke went there, but otherwise not? Naw, the one going to the Inquisitor is Warden focused, the second one is the Saheron focused, the third and final one is a epilogue DLC/Expansion taking the Tevinter PC into the Qunari homeland for peace negotiations. I'm still editing them a little bit, but I'll try to post them in a few days. The Dwarven one is one I actually hoped to use for an entirely different game concept after this game ends and the world fundamentally begins to shift, but its only the vaguest of concepts right now.
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Dreadnaw Rising
12,573
August 2016
phoray
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 20, 2016 19:12:20 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 OptionsINQUISITOR PC END So, does saving Solas require the sort of choices that are sort if evil ish? Like buying a slave or ignoring their beatings to maintain cover? So that any Quiz wanting to save Solas is sort of chipping away at their own soul? Or would people get mad at that? And feel forced into any otherwise unavoidable kamikaze?
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Dreadnaw Rising
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 20, 2016 19:20:01 GMT
Isn't one of your DLCs dwarves focused? Shale should show up then. Honestly, if Fenris doesn't show up during the uprising of Tevinter, he will never show up at all, as none of the DLCs involve something he cares about as much. Maybe the Warden one...if Hawke went there, but otherwise not? Naw, the one going to the Inquisitor is Warden focused, the second one is the Saheron focused, the third and final one is a epilogue DLC/Expansion taking the Tevinter PC into the Qunari homeland for peace negotiations. I'm still editing them a little bit, but I'll try to post them in a few days. The Dwarven one is one I actually hoped to use for an entirely different game concept after this game ends and the world fundamentally begins to shift, but its only the vaguest of concepts right now. Oh! Fenris can totally show up in Saheron, right? Should the Quiz really get their own DLC ? I feel like the main game wraps it up pretty well. I don't feel like the Warden problem is connected to the Quiz. They just touched them in DAI, nothing much to be responsible for. Also, that means that DLC would HAVE to be played before end main game because the Quiz is very likely to kamikaze Solas. Shale could still show up in the fuzzy dwarves bit though. She's a golem that can't age so it's not like she'll get too old. And ret conning her death seems the easiest... how does one kill a soul powered golem anyway?
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 20, 2016 19:28:30 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. 💜 I did make this project with Budgetary concerns in mind when I wrote this up. It was a challenge to myself for a little added fun, as I did truly wish to take as many appropriate steps as would be required to help justify the additional costs that absolutely would be ultimately needed for this game to exist. The Inquisitor had four Voice Actors in DA:I so no matter what a requirement for their return was to retain those four original voice actors. Not much one could do about it if we wanted them back. The Tevinter PC got two as a method to compensate for the extra expense required to make a second set of quests on top of the Inquisitor's (15 Main Tevinter Quests with all 4 Origins included and then side quests to boot of course). Plus, since the Tevinter PC (due entirely to their story's requirements and not out of any budgetary restrictions) has a heavier restriction on race than the Inquisitor PC (Human and Elf only) I felt the loss of the extra voice actors would be an acceptable sacrifice since those two races have roughly the same size and stature. Get a single good voice actor/actress for each gender and it should even out pretty nicely. As for the kidnapping, it is possible, though it would definitely be more of a side-quest and would probably work better if such a story element went to the Tevinter PC, rather than the Inquisitor PC. There are a number of potent issues with the story and setting that get in the way of an DA:I LI being kidnapped, especially in regards to the Inquisitor's ability to actually save them. There are also issues with Dorian, Bull, & Solas Inquisitors, or those that don't have romances at all (the default world state) since their LI's can't really be kidnapped. Plus, there are some pretty big reasons I decided to exclude most of the LI's. Some of them budgetary, most of them story related. Dorian was the exception to this rule due to the setting, but even then he is no longer a Follower as a result. The interactive letters from home was my method of attempting to alleviate the necessary lack of the LI's physical presence in the game, at least a little bit, until the Inquisitor can return home Okay, I agree that it would have to be the T PC if it happened at all. For Hawke it was a sibling...if siblings dead, then it was an LI. It would make better sense if the T PC were actually a "somebody" to want to kidnap from in the first place. Unrelated to this quote, what does Scout Harding return to the South to do if the Inquisition was disbanded. Become left hand of the Divine?
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ღ I am a golem. Obviously.
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Dreadnaw Rising
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August 2016
phoray
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 20, 2016 19:48:33 GMT
Tevinter Companion 5: "Carta" - (Assassin)
An "Ex"-Carta member of some repute, functionally this companion is the third and final "Representative of the Preasumptors" the Tevinter PC will have in their party and serves as a hit-man and a requisitions officer for the organization. He is a non-citizen of the Imperium, but since he is a Dwarf he was never a slave despite his work with slaves in the past. He's an interesting take on a Dwarf for me as I sort of built him in direct response to the characters of the previous two male Dwarfs we've had already as companions in DA. Oghren was the epitome of a Dwarven stereotype, beard, booze, and all, Varric was a charming, snarky, storyteller who frustratingly shows up in everything. While still likable, I wanted this guy to be a bit more grim, with a darker sense of humor and is remarkably brutal and efficient in his "business" methods. He still remains quite active in his criminal activities and is remarkably well connected throughout Lower Minrathous and the Carta, proving himself a multifaceted asset for a up and coming slave rebellion. More than making up for his shady demeanor and trouble with the law. He's meant to be entertaining, yet shrewd and vicious, with a moral compass that doesn't always point North. - Note: "Carta" will not be an available romance option. Tevinter Companion 6: "Ambassador" - (Knight Enchanter)The last of the Tevinter PC companions, and the last to join. Another character centered around a need to fill a functional roll in the Tevinter PC's story. I needed an expert on the higher echelons of Tevinter society that could represent the people of that High Tevinter Society for Tevinter PC's party, along with a a person who can represent the "Praesumptors" to the wealthy people of this world. An ambassador of the rich, as it were. As such, the concept of this Altus came to mind, considering the point in the story I intended for him to encounter the Tevinter's group (the on the run in Upper Minrathous stage of ACT 2). For lack of a better term, he's a bit of an ideological extremist, even among the Progressives Lucerni within the Altus factions of the government. A second son of a Magister and a acquaintance of Dorian, he's sort of an odd mixture of Vivienne and Gambit. On the surface he seems as if he is a fickle, impulsive individual, with a remarkable lack of self control, yet in reality he is a strong advocate for radical social change within the Altus community (especially abolishing Slavery) and has a very analytical political mind. Personality-wize I'd like this guy to be a real charmer, but more representative of a Gambit style charm and less Dorian. Confident, flirty, intuitive and very crass in the way he approaches both life and conversations, his "foolishness" at times borders on absurdity. He is a personality of extremes and plays the fool very well, but "play" is all it really is. I guess in a strange way I wanted a character who presented himself at surface value as the least tactful of the group, despite being of the highest social class. - Note: He will be an available romance option for a Tevinter PC of either gender and race....bosses are next! I shall post them soon! It'd be neat if him and Dorian had bumped uglies back when Dorian was still hiding his sexuality. then they could have a comment or two about that encounter. Happier about his bisexuality, I hope, than Dorian was about his homosexuality.
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 20, 2016 20:33:16 GMT
It seems I have completed reading all of the stuff a second time, this time with thoughts and questions as I went. Thanks for letting me play DA4 a bit in my head.
Thinking in companions, I think my first three play throughs would be my Solasmance, followed by my Dorianmance, followed by my Harding mance.
It seems like Sera could make a cameo, since she's not really tied down to a location, but perhaps she was cut for budget reasons? Or maybe it's just more like, "not fair for all the other folks who's LIs have no reason to be there."
I do have a Qunari for Sera that will probably end the game single who may go for the Third Quiz LI choice. But can't imagine ending Inquisition single intentionally just to carry them to DA4... so may even default world state it once to try out option 3.
You are secretly a developer for Bioware are you? Hahahahaha It'd be grand if the game was consistent and tied up all those loose ends in such a great way.
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The end of the end of the end, is the end.
Posts: 218 Likes: 294
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The end of the end of the end, is the end.
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August 2016
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Post by cardbutton on Sept 20, 2016 22:42:43 GMT
Finale: Introduction[...] Obviously some of the smaller details have been left out. But now we're to the part where people get to define their relationship to Solas and I have to admit, there doesn't appear to have been enough new information about Solas for people to have changed their minds. Unless the Agent of Fenharel said a lot, or that museum of elven history? ACT 1 for the most part turns into a Solas lore storyline for the Inquisitor PC. While searching for information on how to defeat Solas, the Inquisitor PC instead finds themselves finding out more about him. The break in during Quest 4 resulting in the finding of a Book regarding the Mythos of Solas, and then followed by the under-croft under the City of Solas in Quest 6 which is meant to be a stupid lore intensive quest all about him, including where he actually awoke from Uthenera. Both quests are meant to delve more into who he is a mythological being and and a leader of free elves. I was also hoping to put a bundle of extra bits of dialogue and scattered memories in the Golden City portions themselves for players to find, much of it being about Solas. That should be a reasonable amount of content to get to know his backstory, before you meet again. As for what he's currently doing, random NPC dialogue about strange Elf movements, Dorian dialogue in regards to what he has found in regards to his search for Solas (he was in charge of the search before he gave that duty to the Tevinter PC), The Agent of Solas dialogue if you spared her, side quests during Act 2 and Act 3 dealing with Elven Agents (for both PCs), and then of course Quests 16 and 19 (which occur after both parties are working together, thus information is more or less freely shared) are both about the Tevinter PC directly pursuing Solas operatives and Solas himself. The issues I found in presenting Solas in this story were: First, if the Inquisitor is actively pursuing Solas themselves the chances of them being found out would be exponentially larger. Its hard to hunt someone without them finding out you're hunting them, especially when you're doing it in a new and unfamiliar place ... and they can "teleport". Thus I left the actual search for him to other characters and placed the Inquisitor PC in charge of finding a way to defeat him when he's finally found. Second is that Solas is inherently such a passive, secretive, subtle individual I truly don't believe that he would do anything to call attention to himself unnecessarily, without changing his character. Since I didn't want to do that, he's essentially become this being that exists in the background of Acts 1 and 2, where evidence can be found of his existence, but little can be discerned of his intentions. He's sort of like this specter that is always one step ahead, so you know he's there but are having trouble catching up.
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Post by cardbutton on Sept 20, 2016 22:47:24 GMT
Main Quest 21 - “Fen’Harel” (Inquisitor PC)Locations – The Golden City[...] INQUISITOR PC END So, does saving Solas require the sort of choices that are sort if evil ish? Like buying a slave or ignoring their beatings to maintain cover? So that any Quiz wanting to save Solas is sort of chipping away at their own soul? Or would people get mad at that? And feel forced into any otherwise unavoidable kamikaze? Yes, that was the idea. They aren't required to do bad things all the time, but with the way the Fame rep will be granted to them for their actions they will have to do some horrendous things as their story progresses to make sure they don't become infamous enough to be found out. Rather than forcing players to be outright dark all the time, the intention was to force them to have to pick in choose where they decided to "Buy that Slave", "Ignore their beatings to maintain their cover", or "Murder innocents who found out who they are". Chipping away at them little by little, slowly turning them into someone that they don't quite recognize and that they may not like at the end of this adventure.
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Post by cardbutton on Sept 20, 2016 22:51:34 GMT
Tevinter Companion 5: "Carta" - (Assassin)
[...] Tevinter Companion 6: "Ambassador" - (Knight Enchanter)[...] It'd be neat if him and Dorian had bumped uglies back when Dorian was still hiding his sexuality. then they could have a comment or two about that encounter. Happier about his bisexuality, I hope, than Dorian was about his homosexuality. You and I are of equal minds it seems. That's exactly what I was thinking of when I created "Ambassador". I thought it would be fun, and I thought we'd get some fun youthful backstory for Dorian out of it. I doubt he'd tell anyone himself about his days as a young-ling otherwise.
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Post by cardbutton on Sept 20, 2016 23:03:15 GMT
It seems I have completed reading all of the stuff a second time, this time with thoughts and questions as I went. Thanks for letting me play DA4 a bit in my head. Thinking in companions, I think my first three play throughs would be my Solasmance, followed by my Dorianmance, followed by my Harding mance. It seems like Sera could make a cameo, since she's not really tied down to a location, but perhaps she was cut for budget reasons? Or maybe it's just more like, "not fair for all the other folks who's LIs have no reason to be there."
I do have a Qunari for Sera that will probably end the game single who may go for the Third Quiz LI choice. But can't imagine ending Inquisition single intentionally just to carry them to DA4... so may even default world state it once to try out option 3.You are secretly a developer for Bioware are you? Hahahahaha It'd be grand if the game was consistent and tied up all those loose ends in such a great way. LOL Sera and Bull are about the only two DA:I characters that might be able to Make a cameo appearance in this game, and probably neither in the Capital itself. Probably in an exterior Tevinter city or town. As for the Default World state being "LI-less" that's exactly why I made it that way. New players can Romance it up within a limited group, old players don't need to play an entire game to LI it up with one of the new choices. Also, man I wish I was secretly a dev for Bioware. Getting to pour all my time and effort into a project like this and into a franchise like this would be amazing. Unlike right now where I'm essentially trying to keep up with it between HW sessions.
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Post by cardbutton on Sept 20, 2016 23:20:18 GMT
DLC for DA4: Imperium
Much like with the rest of this "little" fan-project the DLCs I had in mind were intended to be split between the two individual PCs and designed as an additional means to tie up the last few remaining loose ends from both DA:I and DA4:Imperium; both in order to give the Tevinter PC a satisfying conclusion to their overall story and to make sure the next game in the series can be crafted as a truly independent standalone game. DLC 1 was created to be completed before the finale of the base game (Quest 20 & 21) and is intended for the Inquisitor PC to allow them the chance to finish what I would consider the only other major remaining plotline remaining from DA:I that has yet see a conclusion, the Warden internal conflict. The remaining two (DLC 2 & DLC 3) are devoted to the Tevinter PC and are extensions to the Qunari conflict leftover after the conclusion of ACT 2 of the Base Game. The first Tevinter PC DLC is a return to the Isle of Seheron, intended to be done anytime Post ACT 2. The second begins in the form of an unusual and rare invitation from the Qunari Matriarchy and is intended as a final Epilogue storyline to be completed by the Tevinter PC post-base game.
DLC 1: "Shades of Grey" (Inquisitor PC)
- Note: Because of the issues unique to this first DLC it will take a bit longer to explain than the following two.
- Story: News from the Wardens of the North had become slow and inconsistent in the three years following the fall of Corypheus. Leliana and her allies had been doing their best keep an active level of communication with them since the disastrous events at Adamant, but even she was having issues figuring out exactly what the reclusive organization had been up to for all this time. Some sort of internal struggle had occurred had gripped their ranks in regards to their futures in Thedas, but neither the origin of the problem, nor a solution had been visible to prying eyes. The Wardens simply seemed lost and with their lack of direction came frustration, that frustration turning to rage ... and now it was as if the entire Warden hierarchy had simply vanished, isolating themselves in their remote fortress in the Anderfels. Now an anonymous note, a vague ominous request for aid, marked with a Warden insignia had found its way into Dorian's possession and had thus reached the Inquisitor. Copies of these letters had apparently turned up in numerous other cities all across Thedas, distributed as if at random in a vain attempt to find their intended recipient (the Inquisitor) who had simply vanished from the world. While the Inquisitor's efforts to find and defeat Solas were certainly important, there still remained no concrete time restrictions as of yet and someone (a Warden perhaps?) had gone to great lengths to get the Inquisitor's attention. Perhaps it was time to take a short reprieve from the world of Ancient Elvhen mythos and Old Tevinter Gods and finally discover what exactly was happening at Weisshaupt Fortress...
- Content: There are two primary story elements for this DLC. The first centers around the internal organizational conflicts currently taking place within the Grey Wardens, specifically in regards to exactly what the future of an order and its members should be, whose primary purpose is currently denied them. The second is the search for the cure for the Warden Taint, which will be presented as an extension of the first plot line as a potential solution to the Warden's woes. By the end of this base game the remaining two Old Gods (Razikale and Lusacan) will be assumed to have been freed anyway and with their release the Darkspawn no longer can pursue them and begin to vanish deeper and deeper into the Deeproads, which further dilutes the immediate importance of the Wardens. Once the cure is found however, thanks in no small part to the character I will discuss in the section below, the decision to take the cure will for many Wardens not occur by the end of this DLC. Instead, merely the option is made available and it's up to each individual Warden as to whether they should take it. It is doubtful the Wardens will vanish immediately as a result of this discovery, but it was intended as a means to narratively remove them in the "short" run until the Thedas actually needs them once again (and yes I have considered a potential storyline around the return of the Wardens for another fan concept).
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Post by cardbutton on Sept 20, 2016 23:21:12 GMT
Issues with this DLC:
Okay so let's get the first big issue that comes with this DLC out of the way first. Why did I choose to complete the Warden subplot from DA:I in a DLC, rather than attempting to write another fan game around it? The answer is very simple, there are simply too many interchangeable moving parts due to individual player save states to make a viable extended game from this story-line. For better or worse we the players have been perhaps a little too involved in issues of the Wardens over the past DA content and as a result one the biggest issues that this DLC faces is just how many optional Wardens can currently be in action within any particular player's world and how varied that list can be in between them. A good example of this is my current world state, which due to my sacrificing of Hawke in the Fade, renders me with a minimum of the HoF, Allistair, Stroud, Bethany Hawke, Anders, Sigrun, and Valanna presumably all alive and all still active within the Wardens. Each player may have entirely different list and as a result it gets absolutely bonkers. Even if one were to conclude that the game could simply exclude many of these characters from the story due to their individual locations, some of them you just can't ... and this makes for a very shaky foundation to build a DLC off of, let alone a full independent game. Therefore the best approach is the "shorter the better" and the main story of a reasonably sized DLC should serve the requirements quite nicely without doing too much damage to individual player world states. As for the second major issue facing this little story, the characters ... I'll address that next.
For the sake of starting this DLC off on a "stronger" foundation the early story will center around a set of Warden characters that are guaranteed to be in every Player's world state regardless of personal decisions, the Warden's from the DA Novel, Dragon Age: The Last Flight; Reimas, Valya, and/or Coronel. These three will serve both as primary quest givers and as a means to introduce the Inquisitor PC to the Intricacies of Warden politics, since all three characters are stationed out of Weisshaupt and would have some familiarity with the topic. Plus it would be nice to bring the three of them into the lime-light of the actual game franchise even if it's only for something as short as a DLC, as they are protagonist of their own DA Story and thus deserve a little mainstream attention. As for returning characters ... since returning Wardens are so heavily defined by each player's save state then the amount of characters included should be reduced to merely the most essential. Warden Alistair, Warden Loghain, Warden Stroud and Warden Hawke (Bethany or Carver) are the requirements and will need to be interchangeable dependent on player save states; with Stroud, Alistair & Loghaine existing for those that saved the Warden Commander from the Fade and Bethany/Carver for those that saved Hawke. Since 5 unique voice actors will be necessary to pull this off each of these characters should only take up a moderate part of the main story and should function as more of a secondary objective of the political element of the Warden Conflict and a transitional tool into the Warden Cure story arc for the finale. As for "secondary" potential Warden characters like Ogrhen, Sigrun and Tom Rainier, they should be either handled through minor cameo appearances, side quests, or mentioned in the dialogue of the others.
In regards to the search for the Warden Cure, the HoF or the Warden Commander of Orlais (From DA:A) is meant to play a role and should be the one who originally sent the note requesting the Inquisitor's aid. One of these two PCs is always alive in any Player world-state so they can be used interchangeably for the purposes of this story. As for how best to present a pair of characters who have never before had a voice and at the same time have more variety than even the Inquisitor ... the thing is, you really can't. The HoF (and their DA:A counterpart to a lesser degree) are easily the most personalized characters of any of the DA leads and this is no small part a result of them being unvoiced, because it required players to create their own internal narrative of what they sound like and how they speak. So if Bioware were to actually give them a voice then the chances of leaving players behind due to it conflicting with their vision of their own PC rises exponentially and this is part of the reason I figured they have never attempted to bring back the HoF or the Orlais Commander before. One could remove their voices through some alternative means (making them mute due to an accident), but this tactic innately alters player characters as well and many may find issue with it. Effectively, unless they are playable (which they will not be in this DLC) portraying the HoF, especially one that is at bare minimum 15 years older now, would be remarkably difficult to do in any situation, especially if they were voiced. As such this aspect of the story will take a remarkably deft and clever hand to create properly, but is possible to pull off in a satisfactory way.
As gimmicky and strange as this approach sounds, the best way to present a returning HoF or a Warden Commander of Orlais as an NPC, is simply not to portray them at all. With DA:Keep allowing for players to craft their HoF PC's Origin, Sex, Race, and Base Class, provided Bioware merely added a single additional panel to allow for the same choices with the Warden of Orlais, this provides the basic stature for both PCs and creates the opening needed to pull off this little DLC. The way this works is the HoF/Warden Commander will remain unvoiced and taken one step further they will remain primarily unseen and as sort of an inside joke towards DA:O having no ability to "hide helm slot" the HoF will be wearing one of three full body Armor Sets (Light/Medium/Heavy) and thus while their race and gender will be obvious based of their height and stature, but their face will remain unseen. The "finding the cure" portion of this DLC plays out as a "Pursuing a Legend" style story (think, searching for El Dorado), both in regards to the HoF/Orlais Commander and the cure itself. They will be written as a phantom of this DLC. A myth that the Inquisitor PC is following throughout their adventure (whether they know it or not), getting closer and closer, but only finally catching up once near the end of the DLC ... where any conversation between the two is "conveniently" interrupted before it begins by the final boss who is guarding the cure and the Warden is rendered injured and unconscious. There will be a series of notes and letters alluding to who this character is, personalized to fit each player's PC using information from DA:Keep and chock full of hero worship of the original PC, but throughout the entirety of this adventure there will remain no spoken dialogue between the Inquisitor PC and the HoF/Commander of Orlais. The purpose being to give closure to the overarching story of the Warden story leftover from DA:I and a small amount of closure for the HoF/Commander of Orlais, without shattering player save states in the process.
- Note: The Player and Inquisitor PC will receive a "Thank You" letter along with a matching set of the Armor from the Warden who is currently recovering in Weisshaupt after returning to Tevinter, personalized to each players world state and giving a small bit of information on what that old PC plans to do now that they've taken the cure and are free of the Wardens. For example, a cured HoF and Alistair finally settling down to have a family (regardless of Alistair's current status).
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Post by cardbutton on Sept 20, 2016 23:21:56 GMT
DLC 2: "Return to Seheron" (Tevinter PC)
- Story: With the war with the Qunari once again at a forced stalemate it was up to the new "government" of Tevinter to consider alternative avenues of fortifying their nation's rather limited remaining defenses. With their military forces crippled due to the Qun invasion and the subsequent efforts to dislodge them, Dorian and Calpernia had been considering some less direct methods of counteracting the threat of another Qun assault and to that end once again set their eyes on Seheron. The island nation located directly in between Tevinter and the Qunari territories of Par Volan had time and time again proven to be an efficient bulwark in the efforts the hold the Qun back for centuries, one that had been sacrificed to save Tevinter and one that would need to be reformed if Tevinter ever hoped to stem off future attacks. It was apparent to anyone with eyes however that Tevinter was in no position to make an assault on Seheron directly, especially with Qunari forces avidly rebuilding and reinforcing on every inch of the island. A different and more subtle approach was needed ... and luckily Dorian one in mind. On the island wracked by centuries of war remained a number of neutral parties that called Seheron home and who had fought guerilla wars against both major military powers for just as much time. Traitors and Deserters from Tevinter (Legion, Slaves, and Mages alike), Tal Vashoth of the Qun (those who abandoned the teaching of the Qun), and above all the Fog Warriors (the original inhabitants of Seheron) had harassed and evaded both the major powers for decades, and now it was up to the Tevinter PC, with only what remained of the Tevinter agents on the territory, to make use of them and their resources. The new Tevinter government may not have the forces to spare for a full on military campaign, but it did retain an enough resources and experience that the people of Seheron themselves needed to free their nation from both sides. Thus the Tevinter PC would approach the residents of Seheron with an offer of Independence and in return officially make a formal alliance with Tevinter once its freed ... and unofficially take attention away from Tevinter and act as bulwark once again. As cruel a fate as that may seem to be in the short term.
- Content: This DLC should be a blast and feel a bit ... familiar. Think of this DLC as an extended version of the DA:I Quest "Wicked Eyes and Wicked Hearts" with a bit of Fallout 4's story mechanics thrown into the mix. In order to create a physical and political bulwark between the Qunari and the still recovering Tevinter, three factions: Fog Warriors (Freedom fighters and natives of Seheron), Tevinter Exiles and Deserters and Tal Vashoth (Qunari Exiles and Deserters), must be approached and the Player must decide which factions they agree with and which factions they support (in any combination) to rule a Free and Independent Saharan. Each faction will have their own positives and negatives and their own quests that must be taken into account and each will have available quests for the Tevinter PC to do. Functionally, Seheron will now open up with its own large explorable zone for players to interact with along with a number of exclusive Dungeon zones to facilitate for the needs of each faction group. The enemies of this DLC of course will be the Qunari and you are a representative of a new Tevinter, as a result it is important that the "perspective" of each of the islands inhabitants on both these nations be reflected in their dialogue and quest lines. Some of them may just give you a quest that was meant to result in your death at first. Seheron has been an active warzone between two monolithic titan nations for centuries now, many of the people that reside there embittered and suspicious due to all the destruction and many have been under the thumb of the Qun and its teachings for many years. This place above any other is a perfect location to show what happens to a location that is in the midst of being converted by the Qun, along with giving us a small (albeit somewhat inaccurate) glimpse of what civilian life is like under the Qun. The player must navigate all these social and political issues, while simultaneously dodging the Qun, within this chaotic world of war, if they wish to have a chance to succeed. It should be pretty fun!
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Post by cardbutton on Sept 20, 2016 23:22:50 GMT
DLC 3: "A Request from Par Vollen" (Tevinter PC)
- Story: Once upon a time the Qunari had attempted a peace treaty with Tevinter, a treaty which Tevinter long ago shot down. However, after their stinging defeat at Alam and the loss of a second Arishok in under a decade, the Qun was apparently ready to extend such an offer again ... to a new more progressive Tevinter that was rising up within the ruins of the old. A rare request had arrived from the Qun for the presence of the hero responsible for thwarting their previous assault on Tevinter, in order to help work a lasting peace between their two peoples, with an invitation to the Qunari homeland of Par Vollen arriving along with it of course. Indicating how serious the Qun could be about their intent to end the centuries long bloodshed between both countries ... or could it could just as easily be a trap meant to kill the one responsible for ending the siege of Tevinter, either way. The call for peace had apparently also created a bit of turmoil within Qun society as well. With the Matriarchy and shockingly the Military, with its new placeholder Arishok, arms of the government standing firm in their support for ending the War for as long as possible, more ardent and influential members of the third pillar of Qunari leadership, the Priesthood, due to their perhaps a tad too ardent following of Qun principles, had remained ardently opposed. If the Tevinter PC is willing to accept despite the potential dangers (and there are many), they are in for a brief taste of a world entirely alien. Witnessing the "end" of Tevinter's war with the Qunari and being allowed to choose a number of the provisions of the peace themselves. They will also bear witness to the first few cracks within the very foundations of the Qun itself, and at the same time the first steps towards progressive change for the Qunari people ... if only their beginnings.
- Content: Occurring 6 Months after the conclusion of the base game this DLC was designed to fall in line more with what one would consider and expansion like DA:A, rather than just a regular DLC. The Tevinter PC and their crew will be guests of the Qunari Matriarchy (which has rarely ever happens) and has been invited to Par Vollen to hash out the details of what it would take to create a lasting peace between the Qunari and Tevinter (and the South if the Qunari alliance was chosen in Bull's personal story). While the ultimate cause for this approach does stem from the loss of a second Arishok in so few years of each other, the return of the Fade and the creation of a new and far less corrupt Tevinter government gave the Political minds of the Qun enough incentive to try again at negotiations. This is also a chance to give players a brief taste of what the Qun of Modern Thedas is like and finally give us some of the advantages and benefits such a system has on both Qunari governance and people. We as players have only ever got the negatives, but there do need to be enough positives to such a system if it were to last as long as long as it has. As the "Seer of Kont-aar" said (one of the few outsiders that has been allowed to visit Par Vollen) "It is one of the only places where it is possible to understand Qunari society in its entirety", and as such it's time we got a brief taste. Practically this DLC will require 1 to 2 Decently sized Environmental Zones and at least 1 City Zone. Outside of that its par for the course when it comes to DLC, comprised of a number of dungeon zones. The story will be heavy on political and social components of the Qun and their relationship to the Old Tevinter Imperium, and show perhaps a taste of how their relationship with the new Tevinter Imperium will be. The players will dip their toes in a completely foreign political and social system like the Qun for the first time and while there will have to contend with the unique world and people that exist there ... while attempting to avoid their Tevinter PC (and those they're talking peace with) from being assassinated by the more radical members of that society.
- Note: If Sten was captured during the attack on Alam and/or Magister Maevaris Tilani was left to the Qun during the assault to retake Qarinas, both will have roles within this story and the player will understand the longstanding consequences of those decisions.
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Post by phoray on Sept 21, 2016 0:34:19 GMT
DLC 2: "Return to Seheron" (Tevinter PC) - Story: With the war with the Qunari once again at a forced stalemate it was up to the new "government" of Tevinter to consider alternative avenues of fortifying their nation's rather limited remaining defenses. With their military forces crippled due to the Qun invasion and the subsequent efforts to dislodge them, Dorian and Calpernia had been considering some less direct methods of counteracting the threat of another Qun assault and to that end once again set their eyes on Seheron. The island nation located directly in between Tevinter and the Qunari territories of Par Volan had time and time again proven to be an efficient bulwark in the efforts the hold the Qun back for centuries, one that had been sacrificed to save Tevinter and one that would need to be reformed if Tevinter ever hoped to stem off future attacks. It was apparent to anyone with eyes however that Tevinter was in no position to make an assault on Seheron directly, especially with Qunari forces avidly rebuilding and reinforcing on every inch of the island. A different and more subtle approach was needed ... and luckily Dorian one in mind. On the island wracked by centuries of war remained a number of neutral parties that called Seheron home and who had fought guerilla wars against both major military powers for just as much time. Traitors and Deserters from Tevinter (Legion, Slaves, and Mages alike), Tal Vashoth of the Qun (those who abandoned the teaching of the Qun), and above all the Fog Warriors (the original inhabitants of Seheron) had harassed and evaded both the major powers for decades, and now it was up to the Tevinter PC, with only what remained of the Tevinter agents on the territory, to make use of them and their resources. The new Tevinter government may not have the forces to spare for a full on military campaign, but it did retain an enough resources and experience that the people of Seheron themselves needed to free their nation from both sides. Thus the Tevinter PC would approach the residents of Seheron with an offer of Independence and in return officially make a formal alliance with Tevinter once its freed ... and unofficially take attention away from Tevinter and act as bulwark once again. As cruel a fate as that may seem to be in the short term.- Content: This DLC should be a blast and feel a bit ... familiar. Think of this DLC as an extended version of the DA:I Quest "Wicked Eyes and Wicked Hearts" with a bit of Fallout 4's story mechanics thrown into the mix. In order to create a physical and political bulwark between the Qunari and the still recovering Tevinter, three factions: Fog Warriors (Freedom fighters and natives of Seheron), Tevinter Exiles and Deserters and Tal Vashoth (Qunari Exiles and Deserters), must be approached and the Player must decide which factions they agree with and which factions they support (in any combination) to rule a Free and Independent Saharan. Each faction will have their own positives and negatives and their own quests that must be taken into account and each will have available quests for the Tevinter PC to do. Functionally, Seheron will now open up with its own large explorable zone for players to interact with along with a number of exclusive Dungeon zones to facilitate for the needs of each faction group. The enemies of this DLC of course will be the Qunari and you are a representative of a new Tevinter, as a result it is important that the "perspective" of each of the islands inhabitants on both these nations be reflected in their dialogue and quest lines. Some of them may just give you a quest that was meant to result in your death at first. Seheron has been an active warzone between two monolithic titan nations for centuries now, many of the people that reside there embittered and suspicious due to all the destruction and many have been under the thumb of the Qun and its teachings for many years. This place above any other is a perfect location to show what happens to a location that is in the midst of being converted by the Qun, along with giving us a small (albeit somewhat inaccurate) glimpse of what civilian life is like under the Qun. The player must navigate all these social and political issues, while simultaneously dodging the Qun, within this chaotic world of war, if they wish to have a chance to succeed. It should be pretty fun! I think the Fog Warriors should mention Fenris, if not by name, at least by description. Maybe that a survivor forgives him due to their understanding of the Tevinter slavery system. Pretty please?
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Post by cardbutton on Sept 21, 2016 2:10:36 GMT
Main Quest 18 -"A Dragon's Deal" (Inquisitor PC) Locations - The Hundred Pillars / The Deep Roads[...] - 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 Confused. Doesn't she enter the Quiz PC either way? Or is she like flemyth,and her soul will go into a locket you can't part with? Sorry I didn't see this one right away and this is a bit of a complex theory + concept so it is a good idea to explain it a bit. No, Razikale does not enter the Inquisitor either way. She will give the knowledge needed for the party to become immune to Solas' petrification magic AND give the Quizzy a choice of preventing her from attempting to play at being a God ever again, or getting a Magical Boon for the fight against Solas, which is then reinforced by parties through a Gaess (Contract). Sort of a "For the sake of Tevinter/World", or "for the sake of improving my chances" choice, in return for the price of her Freedom and the assumed future Freedom of her only remaining sibling Lusacan. The Abomination route is only available for Well of Sorrows Inquisitors. Its the information contained within the WoS that interests Razikale enough to consider the Inquisitor a viable candidate for her new host and sacrificing half of her own freedom to obtain it (though to be fair she had none up till a moment ago). Its the Gaess that separates the Inquisitor's mind and soul from those voices/souls they acquired access to, that allows for Razi to potentially enter their body and not erode and destroy their Mind/Soul. She gains access to all the Information contained within the WoS and gets to share equal control of your Inquisitors body. As a direct result the Inquisitor then gets both the Boon and the ability to make sure Razikale never again plays a God. The two of them are stuck together "permanently" due to a combination of the co-opting of Mythal's WoS Gaess (Contract) and Razikale holding up her end of the bargain by helping defeat Solas. The moment Solas goes down, as long as the Inquisitor didn't die, their contract is locked in place due to Razikale holding up her end of the bargain and making you "inseparable". If the Inquisitor dies due to having too much "Fame" and receiving the "Death Ending" however, then they are in no position to complete their end of the bargain and Razikale disappointingly leaves the Inquisitor to their fate (with all the knowledge she acquired from the WoS) and goes off to look for a new host, much like she would have done if the Abomination option was never chosen. So yes its sort of like Flemeth, but instead of the two minds/souls becoming one being it may be better to think of it like a light switch and the WoS is the locket that contains Razikale, magically separating their two minds. You are room mates in the same body and share the same body, and yes can even talk to each other internally within the same body. Switch the light on its the Inquisitor in control, switch the light off its Razikale. Their personalities may bleed into each-other a small bit, but they will remain primarily independent minds living together. Its a very strange relationship indeed, but I thought it an interesting concept for a unique type of abomination (even though it admittedly would only be theoretically possible with an Ancient Elven Well Full of Souls available). Also it should be noted that unlike Flemeth, this is a full fledged demi-God level spirit (and not a mere fragment of one) that is getting shoved into the Inquisitor. They will cease to age as soon as the contract comes into full effect upon the defeat of Solas. So yes as long as something powerful enough doesn't come along to kill the host body (and that would take a Solas level powerhouse to do), they are literally "eternal" companions. PS: I really liked the idea that the Dragon God of Mysteries not only holds the answers to many mysteries, but is also obsessed with pursuing the answers of the one's she does not know. Even the idea of what the Inquisitor and she will become is a Mystery she's interested in solving. Its something new, something unique, something unseen. It was a weird quirk to her character that I sort of wrote in because I thought it would be both fitting and fun. Also if it had been Lusacan on the chopping block next and not his sister I would have never attempted such an option since it was only the fact that it was "The God of Mysteries" next that made me think I could get away with such an absurd thing lol!
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 21, 2016 2:39:56 GMT
Confused. Doesn't she enter the Quiz PC either way? Or is she like flemyth,and her soul will go into a locket you can't part with? Sorry I didn't see this one right away and this is a bit of a complex theory + concept so it is a good idea to explain it a bit. No, Razikale does not enter the Inquisitor either way. She will give the knowledge needed for the party to become immune to Solas' petrification magic AND give the Quizzy a choice of preventing her from attempting to play at being a God ever again, or getting a Magical Boon for the fight against Solas, which is then reinforced by parties through a Gaess (Contract). Sort of a "For the sake of Tevinter/World", or "for the sake of improving my chances" choice, in return for the price of her Freedom and the assumed future Freedom of her only remaining sibling Lusacan. The Abomination route is only available for Well of Sorrows Inquisitors. Its the information contained within the WoS that interests Razikale enough to consider the Inquisitor a viable candidate for her new host and sacrificing half of her own freedom to obtain it (though to be fair she had none up till a moment ago). Its the Gaess that separates the Inquisitor's mind and soul from those voices/souls they acquired access to, that allows for Razi to potentially enter their body and not erode and destroy their Mind/Soul. She gains access to all the Information contained within the WoS and gets to share equal control of your Inquisitors body. As a direct result the Inquisitor then gets both the Boon and the ability to make sure Razikale never again plays a God. The two of them are stuck together "permanently" due to a combination of the co-opting of Mythal's WoS Gaess (Contract) and Razikale holding up her end of the bargain by helping defeat Solas. The moment Solas goes down, as long as the Inquisitor didn't die, their contract is locked in place due to Razikale holding up her end of the bargain and making you "inseparable". If the Inquisitor dies due to having too much "Fame" and receiving the "Death Ending" however, then they are in no position to complete their end of the bargain and Razikale disappointingly leaves the Inquisitor to their fate (with all the knowledge she acquired from the WoS) and goes off to look for a new host, much like she would have done if the Abomination option was never chosen. So yes its sort of like Flemeth, but instead of the two minds/souls becoming one being it may be better to think of it like a light switch and the WoS is the locket that contains Razikale, magically separating their two minds. You are room mates in the same body and share the same body, and yes can even talk to each other internally within the same body. Switch the light on its the Inquisitor in control, switch the light off its Razikale. Their personalities may bleed into each-other a small bit, but they will remain primarily independent minds living together. Its a very strange relationship indeed, but I thought it an interesting concept for a unique type of abomination (even though it admittedly would only be theoretically possible with an Ancient Elven Well Full of Souls available). Also it should be noted that unlike Flemeth, this is a full fledged demi-God level spirit (and not a mere fragment of one) that is getting shoved into the Inquisitor. They will cease to age as soon as the contract comes into full effect upon the defeat of Solas. So yes as long as something powerful enough doesn't come along to kill the host body (and that would take a Solas level powerhouse to do), they are literally "eternal" companions. PS: I really liked the idea that the Dragon God of Mysteries not only holds the answers to many mysteries, but is also obsessed with pursuing the answers of the one's she does not know. Even the idea of what the Inquisitor and she will become is a Mystery she's interested in solving. Its something new, something unique, something unseen. It was a weird quirk to her character that I sort of wrote in because I thought it would be both fitting and fun. Also if it had been Lusacan on the chopping block next and not his sister I would have never attempted such an option since it was only the fact that it was "The God of Mysteries" next that made me think I could get away with such an absurd thing lol! But if you do not have WOS how do you get her to a new host...? Sacrifice a red shirt that came with? Put her soul in a stone and carry it to the empty body store?
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Post by cardbutton on Sept 21, 2016 2:47:43 GMT
But if you do not have WOS how do you get her to a new host...? Sacrifice a red shirt that came with? Put her soul in a stone and carry it to the empty body store? LOL you do the exact same thing you would do if you were the host. You free her from her prison by helping her kill her own partially corrupted body and instead of entering you're sorry form she simply books it out of the Deep Roads in spirit form (sort of like an Archdemon moves from one host to another). She hasn't lost her mind to the blight and it may take her longer to find an accepting host, but she's got a little extra time since the very act of her release screwed up the natural order of the Blights. She'll find a person or beast that fits her fancy and make them her new host, the only difference is since they don't have a WoS their mind is utterly destroyed by the merging (which is why this option is not available for non WoS Inquisitors). You're body comes without that element of wait time and a few other WoS flavored perks, even without your arm (a problem she may be able to fix with enough time) you are an acceptable and interesting enough host despite the sacrifices needed to "obtain you". You're side of the Bargain was not to find her a new host, but just to release her from her prison so she could have that ability. She's been stuck inside a cage for a couple millennia, she doesn't mind doing some "Legwork", She had actually planned on making that snob Titus her host originally since he was such a devout worshiper, so perhaps if he survived (but crippled) he'll take her up on her offer still. Otherwise its just a matter of finding and manipulating the right tool.
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 21, 2016 2:54:10 GMT
But if you do not have WOS how do you get her to a new host...? Sacrifice a red shirt that came with? Put her soul in a stone and carry it to the empty body store? LOL you do the exact same thing you would do if you were the host. You free her from her prison by helping her kill her own partially corrupted body and instead of entering you're sorry form she simply books it out of the Deep Roads in spirit form (sort of like an Archdemon moves from one host to another). She hasn't lost her mind to the blight and it may take her longer to find an accepting host, but she's got a little extra time since the very act of her release screwed up the natural order of the Blights. She'll find a person or beast that fits her fancy and make them her new host, the only difference is since they don't have a WoS their mind is utterly destroyed by the merging (which is why this option is not available for non WoS Inquisitors). You're body comes without that element of wait time and a few other WoS flavored perks, even without your arm (a problem she may be able to fix with enough time) you are an acceptable and interesting enough host despite the sacrifices needed to "obtain you". You're side of the Bargain was not to find her a new host, but just to release her from her prison so she could have that ability. She's been stuck inside a cage for a couple millennia, she doesn't mind doing some "Legwork", She had actually planned on making that snob Titus her host originally since he was such a devout worshiper, so perhaps if he survived (but crippled) he'll take her up on her offer still. Otherwise its just a matter of finding and manipulating the right tool. Oooooooo. The floating off part was what I was missing. Is there a 3rd choice of killing her = failed game haha
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The end of the end of the end, is the end.
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Post by cardbutton on Sept 21, 2016 3:00:07 GMT
Oooooooo. The floating off part was what I was missing. Is there a 3rd choice of killing her = failed game haha LOL well the Third choice would be just to leave her to be corrupted by the Blight (hence the reason she insists on some magical insurance when the deal is made). The physical act of killing her body is what releases her spirit from the cage, so you can't really kill her there. But yeah ... game over.
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 21, 2016 3:05:08 GMT
Oooooooo. The floating off part was what I was missing. Is there a 3rd choice of killing her = failed game haha LOL well the Third choice would be just to leave her to be corrupted by the Blight (hence the reason she insists on some magical insurance when the deal is made). The physical act of killing her body is what releases her spirit from the cage, so you can't really kill her there. But yeah ... game over. Oh yes. Weird how a magical dragon God can't swallow their own tongue and just break free themselves. Must have to do more with the magical barrier than the actual act of death.
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The end of the end of the end, is the end.
Posts: 218 Likes: 294
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The end of the end of the end, is the end.
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August 2016
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Post by cardbutton on Sept 21, 2016 3:25:06 GMT
LOL well the Third choice would be just to leave her to be corrupted by the Blight (hence the reason she insists on some magical insurance when the deal is made). The physical act of killing her body is what releases her spirit from the cage, so you can't really kill her there. But yeah ... game over. Oh yes. Weird how a magical dragon God can't swallow their own tongue and just break free themselves. Must have to do more with the magical barrier than the actual act of death. LOL I guess I'll just go with the excuse that the Physical Act of Breaking her out of her Cage comes from the entering the Cage itself to kill her. The Killing her part is so that she can leave her already partially tainted body behind, since it will only prove to corrupt her spirit in the long run if she keeps it. Also, to be fair she's only been awake for a little while. That dumb-ass Titus woke her up by messing with Alistair's dad's blood. She also expected to be freed by Titus after her awakening, so there was no need to be too hasty about killing herself (especially if she'd just be a soul trapped in a Cage with a dead dragon corpse and ever increasing Darkspawn corruption creeping closer).
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The end of the end of the end, is the end.
Posts: 218 Likes: 294
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The end of the end of the end, is the end.
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August 2016
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Post by cardbutton on Sept 26, 2016 17:02:21 GMT
LOL well the Third choice would be just to leave her to be corrupted by the Blight (hence the reason she insists on some magical insurance when the deal is made). The physical act of killing her body is what releases her spirit from the cage, so you can't really kill her there. But yeah ... game over. Oh yes. Weird how a magical dragon God can't swallow their own tongue and just break free themselves. Must have to do more with the magical barrier than the actual act of death. Oh I should make note, cuz I'm functionally a crazy person who thinks about this stuff way too much. I intended for "The Cage" that is containing Razikale to have a oddly familiar compisition for those who have played DA:I. A dome (well a full sphere so that she can't dig her way out) it will have scaled look (like a Mosaic) that will pulse with Golden Energy, like the door of the Temple of Mythal. That beings said this all sort of hinges on my hope that the Dragon Old Gods of Tevinter are not the Evanuris themselves. I know there is a certain amount of validity to that concept, especially in regards to the numbers (if not the genders ... there are more female Evanuris than Old Gods), but I really did feel like making the two "deities" one in the same would have shrunk the world to a unbelievable level. I don't mean to turn this into a Theory thread, but personally I would prefer the Old Gods of Tevinter have more in common, or very well could be, the "Forgotten Ones" of Elvhen Myth. The other half of the Elvhen Pantheon that represented the Malignant aspects of reality, in contrast to the Evanuris who were representative of Benevolence and Good (which is clearly not true anymore). Essentially "The Forgotten Ones were the Destroyers, the Evanuris the Creators. Solas ... was considered both. He was a member of the Forgotten Ones, and a Member of the Evanuris. Solas' behavior towards the Old Gods and the Wardens is also very strange, as he seems to downright despise the latter for killing the Prior ... a behavior he would not exhibit if the Old Gods were in fact the Evanuris themselves. There is theorized a 8th Old God as well who was stricken from the record, my thoughts are that if this 8th existed it would be Solas (the Dread Wolf) himself, giving both factions of deities a total of 8. "According to the legend of the Dread Wolf's betrayal of both camps of elven gods during the fall of Arlathan, the Forgotten Ones were easily swayed by his alleged plan to organize a truce by which the Creators would be defeated and, by consequence, the elves would be left alone and unaided" "The Forgotten Ones had resided in a place known as the "Void," where no mortal nor god could have remained in. They may have greatly resented the Creator gods, and in fact asserted that there are no "gods" and that the right of dominance over others comes from deeds rather than nature."I could be absolutely wrong about this of course, but it sounds a lot like Solas doesn't it? A group of powerful beings battling against the "Creators" (the Evanuris) claiming there were no Gods ... I'm not saying they were necessarily good, or even Elves, but there is some resemblance. At very least it would explain why Solas hates the Wardens for killing them.
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ღ I am a golem. Obviously.
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Dreadnaw Rising
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August 2016
phoray
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition
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Post by phoray on Sept 26, 2016 17:05:21 GMT
Oh yes. Weird how a magical dragon God can't swallow their own tongue and just break free themselves. Must have to do more with the magical barrier than the actual act of death. Oh I should make note, cuz I'm functionally a crazy person who thinks about this stuff way too much. The Cage that is containing Razikale will have a oddly familiar look to it for those who have played DA:I. A dome (well a full sphere so that she can't dig her way out) it will have scaled look (like a Mosaic) that will pulse with Golden Energy, like the door of the Temple of Mythal. That beings said this all sort of hinges on my hope that the Dragon Old Gods of Tevinter are not the Evanuris themselves. I know there is a certain amount of validity to that concept, especially in regards to the numbers (if not the genders ... there are more female Evanuris than Old Gods), but I really did feel like making the two "deities" one in the same would have shrunk the world to a unbelievable level and created a situation where everything of the world of Thedas is of Elvhen make. They may in fact have something to do with the Evanuris, and very well could have been sealed beneath the Earth by them, but I would prefer they not BE them. I don't mean to turn this into a Theory thread, but personally I would prefer the Old Gods of Tevinter have more in common, or very well could be, the "Forgotten Ones" of Elvhen Myth. The other half of the Elvhen Pantheon that represented the Malignant aspects of reality, in contrast to the Evanuris who were representative of Benevolence and Good (which is clearly not true anymore). Essentially "The Forgotten Ones were the Destroyers, the Evanuris the Creators. Solas ... was considered both. He was a member of the Forgotten Ones, and a Member of the Evanuris. Solas' behavior towards the Old Gods and the Wardens is also very strange, as he seems to downright despise the latter for killing the Prior ... a behavior he would not exhibit if the Old Gods were in fact the Evanuris themselves. There is theorized a 8th Old God as well who was stricken from the record, my thoughts are that if this 8th existed it would be Solas (the Dread Wolf) himself, giving both factions of deities a total of 8. "According to the legend of the Dread Wolf's betrayal of both camps of elven gods during the fall of Arlathan, the Forgotten Ones were easily swayed by his alleged plan to organize a truce by which the Creators would be defeated and, by consequence, the elves would be left alone and unaided.[5] An alternate version of this tale has both camps of gods seeking out a weapon in their respective realms that Fen'Harel promised would bring their war to an end.[6] Whatever the reason, the Forgotten Ones' hunger for destruction made them easy prey for his manipulation, but did not detract from their malice and their allure." "The Forgotten Ones had resided in a place known as the "Void," where no mortal nor god could have remained in. They may have greatly resented the Creator gods, and in fact asserted that there are no "gods" and that the right of dominance over others comes from deeds rather than nature."I could be absolutely wrong about this of course, but it sounds a lot like Solas doesn't it? A group of powerful beings battling against the "Creators" (the Evanuris) claiming there were no Gods ... I'm not saying they were necessarily good, or even Elves, but there is some resemblance. At very least it would explain why Solas hates the Wardens for killing them. That last bit just reminds me of the Dwarven Religion; there are no gods, only paragons who's deeds need be marked. The Titans could just as well have been the forgotten ones.
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