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Dragon Age 3 ideas


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ByeDragonAgeUniverseIllMissYou

ByeDragonAgeUniverseIllMissYou
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This is what I would like Dragon Age 3 to be like, hopefully BioWare will take some of my and other members of the community who enjoyed DA:O's ideas or at least listen so we don't end up with another Dragon Age 2.
(sorry if my English isn't that amazing)

It's been 10 years since the fall of the Archdemon and the end of the
5th Blight. The Hero of Ferelden is roused from his monotonous life by a
letter from Soldiers Peek. A cure for the taint inside the Grey Wardens
body, allowing them to perform their duty without the 30 year curse.
The answer would be found in the Free Marches, a collection of
City-States left over from the old Tevinter Expansion, masters of blood
magic would no doubt have researched such things.
Assigning Anders as the new Commander of the Grey, The Hero of
Ferelden departed to the Free Marches with Nathaniel Howe and Velanna of
the Dalish, as well as his faithful Dog. En route however he hears
rumours of a Witch of the Wilds skulking around old Tevinter research
labs in the Free Marches. Could it be Morrigan?, he wonders, he hadn't
seen or heard anything about her since the end of the Blight.
With both goals in mind, the Commander lands in Kirkwall, ready to
find old allies and a cure for a life long curse. What he would discover
would change the fate of the Free Marches, the Tevinter Imperium, and
the Grey Wardens, as the world knew them.
The Factions
There are 3 political factions in the Free Marches, each with a long
term goal for the destiny of the city states, it is up to you to shape
these how you please, or leave them in utter ruin or stagnation as you
focus on your personal quest.
Unified Marches: A faction that promotes the unification of all
City-States into a single kingdom, much like how Fereldens barbarian
clans formed a single kingdom, promoting unity across the kingdom and
located in Tantervale. The Lord Chancellor has sent the Champion of
Tantervale, the Elf-Mage Merrill to the Grey Warden, hoping to sway The
Hero of Ferelden of Ferelden to his side.
Expanded Marches: located in Starkhaven, the Expanded Marches push
for the city states to expand their reaches further and become their own
smaller kingdoms, much like Nevarra did in the past. Lead by the
current prince, Goren Vael , who has sent the Champion of Starkhaven,
Sebastian Vael, to seek the Grey Wardens support and aid.
The League of Cities: lead by Viscount Marlowe Dumar, the League of
Cities promotes strong unity between the City-States of the Free
Marches, forming an alliance but still being individually ruled. It's
seen as the traditionalist faction but has strong support. The Champion
of Kirkwall, Aveline, was sent to aid the Grey Warden in a bid to gain
the support of The Wardens.
The player can ally with any of the factions, he can ally with all of
them (though this is considerably difficult and requires a master
manipulator) or even take over a faction and use it to his own benefit.
The Champions who join the party will only remain with the party if they
are made loyal to The Hero of Ferelden of Ferelden over their own
groups, otherwise they will leave the party for their own Factions at
the beginning of the second act.
The Wardens
The Hero of Ferelden/The Orlesian Warden-Commander

The protagonist of Origins/Awakening, 10 years after the conclusion of
the 5th Blight The Hero of Ferelden of Commander of the Grey has lived a
relatively boring life of building the Order back up in Ferelden, when
he learns of a cure for the taint (and in the case of The Hero of
Ferelden, Morrigan) in the Free Marches, they place Anders in charge of
the Grey and take leave to the Marches in search of life.
Nathaniel Howe

Rogue/Shadow

The son of Rendon Howe and a member of the Ferelden Grey Wardens, he
knows the Free Marches and acts as a guide for The Hero of Ferelden who
is unfamiliar with the City-States, much the same person he was at the
end of Awakening.
Velanna

Mage/Keeper

Velanna came along with The Hero of Ferelden of Ferelden because the
Free Marches held the Green Dales, wishing to see if she could find
other Dalish clans. Velanna has mellowed out considerably in the years
she has spent with the Grey Wardens, but will hold a grudge if you did
not side with the Architect.
Dog

War Dog/Knight of Dane

The faithful Mabari hound who served along side The Hero of Ferelden of
Ferelden during the 5th Blight, returns as a summon companion with his
own specialisation and unique skills.
The Champions
Aveline

Warrior/Champion

A refugee to Kirkwall from Lothering during the 5th Blight, she rose in
power to become the Captain of the Guard, and during a crisis with
corruption in Kirkwall she was named the Champion. Focused on justice
and protecting innocents while obeying the law, Aveline truly believes
in the independence of the City-States
Merrill

Mage/Battlemage

When her clan of Dalish left Ferelden for the Free Marches, Merrill
became an envoy to the city of Tantervale, eventually the Dalish elves
achieved a working relationship with the city and integrated, when a
rebellion occurred in the Alienage, Merrill was responsible for calming
it down and crafting a peaceful resolution, leading to her declaration
as the Champion of Tantervale.
Sebastian

Rogue/Arcane Archer

Apart of the ruling family of Starkhaven, Sebastian was sent to the
Chantry as a monk, but when a crisis arose involving the death of his
parents, he returned, fighting to free the city from it's puppet ruler,
restoring peace from anarchy and bringing the murderer to justice. For
these actions Sebastian was named Champion of Starkhaven, though he had
no desire for the throne.
The Companions
Shayle/Shale

Warrior/Guardian

War Golem/Guardian
Depending on the epilogue of Origins, Shale/Shayle returns as a
Golem/Dwarf. Regardless she's in the Free Marches serving as a bodyguard
to Rhys, and is more than happy to join The Hero of Ferelden and crush
Tevinter Mages.
Bhelen/Harrowmont

Rogue/Warrior/Tempest
The current King of Orzammar who is in the Free Marches on personal
business. Bhelen is looking to uncover Thaigs and launch a strike into
the deep roads from the surface, hoping to expand the dwarven kingdoms
again. Harrowmont on the other hand is there to deal with a league of
dwarves claiming to form a new Dwarven kingdom.
Rhys

Mage/Monk
Wynnes estranged son who journeyed from Orlais with her and Shayle
when proving his own innocence over the murders of Templars in the White
Spire. Rhys channels magic through his fists as a Monk, preferring a
hands on experience to hanging back like most mages. Rhys heals The Hero
of Ferelden after the events of Act 1 and aids him against the Tevinter
Imperium.
Varric

Rogue/Sharpshooter
A Dwarven storyteller who helps The Hero of Ferelden of Ferelden get
accustomed to the Free Marches, he is interested in The Hero of
Ferelden's tales and exploits during the 5th Blight, often transcribing
them into Drunken Bar Story form and can be seen (when not in the party)
at various bars telling of The Hero of Ferelden's exploits.
ACT 3 PARTY MEMBERS
Cassandra Pentaghast

Warrior/Seeker/Dragon Slayer
Cassandra is a member of the Chantries inquisition group, the
Seekers, but more importantly she's a member of the Nevarra Royalty, the
Pentaghasts. She bears both titles proudly and uses them to her
advantage whatever she's looking into. Cassandra initially sees The Hero
of Ferelden as a tool, but warms up to him considerably as she sees
what he goes through to save the members of his party.
Morrigan

Mage/Shapeshifter/Raven Witch
Morrigan serves as the main motivation for Hero Wardens throughout
the game, having taken her child into hiding as she teaches it all about
the past, the 5th blight, and magic. She was eventually found out by
the Magister, who sought to learn shape-shifting. At the same time she
used the Tevinter Imperiums research to strengthen and bolster her own
magic.
Her Shape-shifting has become even stronger in the past 10 years,
able to assume the form of a Dragon, a Revenant, A Werewolf, and has
mastered the ability to half-shift, allowing her to cast spells while
using the creatures brute strength. She has also created her own branch
of magic in the intervening 10 years, in an attempt to further herself
from Flemeth as much as she possibly can.

Prologue – Philosophy and Wisdom
Back in the 5th Blight, The Hero of Fereldenand Morrigan are fighting
a small squad of Darkspawn during the Forced March to Denerim, after
the combat tutorial it cuts to night where the two hang back and discuss
their personal philosophies. Morrigan asks The Hero of Ferelden what he
considers strength to be, and The Hero of Ferelden has multiple answers
to give, defining the type of dialogue options the player will be able
to give. After the discussion the game cuts to The Hero of Ferelden
waking up on a boat headed to the Free Marches, before it is attacked by
pirates who are summarily trounced in another bout of combat. Nathaniel
and Velanna can be talked to, providing an introduction to what's
happened in the past 10 years (In short, pretty much nothing) And the
boat pulls into Kirkwall.
The game cuts to Morrigan skulking around an abandoned laboratory the
player will be seeing later, she's rifling through parchment before
turning into a raven and flying off. As she leaves a Tevinter blood
magic sign can be seen on the walls, and we get our title.
Act 1 – A Land of the Free
The Hero of Ferelden initially doesn't care for the situation in the
Free Marches, as a Grey Warden his position is to remain neutral and
he's only there to look for the cure and possibly find Morrigan. However
as his avenues become limited he is joined by a Dwarf by the name of
Varric, who points out that he can use the factions to serve his own
purpose. By agreeing to possibly help out with whatever they need doing,
The Hero of Ferelden finds a great deal of aid opened up to him
including the three Factions champions, Merrill the Champion of
Tantervale, Sebastian the Champion of Starkhaven and Aveline the
Champion of Kirkwall. He also meets Shale/Shayle and Rhys, who are in
Hasmal having recently returned from Tevinter and Bhelen/Harrowmont who
is in Wycome on his own prerogative.
The Hero of Ferelden performs story quests revolving around his
investigation of the Imperium involving ruins from the old war, bribing
and sweet talking a particularly elderly mage in the circle, and
infiltrating the various templar organisations to find any confiscated
Tevinter Imperium evidence such as maps or tomes. Along the way choosing
to do side quests for the other 3 factions, earning you approval with
their respective champions, advancing his disposition with those
factions, and giving the player fun little side things to do. These
side-quests can range from sneaking into the Margrave of Ansburgs estate
and finding out who he sides with, or if he's double dealing. To
meeting with the Dalish elves hanging out in the Planasene Forest and
reconciling their situation with the City Elves.
Eventually The Hero of Ferelden will be pointed towards an abandoned
Grey Warden outpost, lost during the war but apparently brimming with
activity. His investigation leads to the discovery of an entire faction
of Tevinter, including a War Master and a high ranking Magister (Our
Dragon and BBEG for the game) who are in conference with Morrigan, after
fighting and killing the War Master, the Magister faces down the
weakened Warden and defeats him and the party, The Hero of Ferelden
refuses to go down however and is brutally broken by the Magisters
magic. The Hero of Ferelden, barely concious, calls out to Morrigan who
walks away, before fading into blackness.

---

The point of Act 1 is to give the player confidence and power at the
very beginning. They are The Hero of Ferelden, The Commander of the
Grey, they killed the damn Archdemon and everyone knows it. The player
gets a lot of things easy because of his status, the factions want his
support even though he has no right to give it, and as Varric says he
can use that to advance his own goals.
The Player also unites the whole party save 1 member in Act 3 (And
expansion party members) they have their own quests, they interact with
one another outside party banter (Bhelen, Varric and Rhys can be seen
trying to out-drink one if they are not in the party and the player
visits a bar. Velanna and Merrill will talk about their respective
ideologies and how hard it was to integrate into society after having
lived with the Dalish.) They still have party banter. But you get a good
look at their personal lives as well. The whole act is a set up for the
second act, The Wardens actions and how much the various factions love
him (as well as how much their champions respect him) factors into his
starting position in Act 2.
Act 2- A Land under Siege
The Hero of Ferelden awakens, having been healed by Rhys and vowing
to never be defeated like that again, it would have to wait however as
the situation the Marches has burst and the three factions are in
outright war with one another. Almost too conveniently, The Hero of
Ferelden is sent a message from Weisshaupt fortress which has stripped
him of his position as Grey Warden along with Velanna and Nathaniel due
to getting involved with a political situation when he was meant to
maintain neutrality. If the Champions are not more loyal to The Hero of
Ferelden than their respective factions, they will leave the party and
The Hero of Ferelden will have to do quests to gain them back.
The whole situation stinks of Tevinter and The Hero of Ferelden sets
out to uncover their influence and end the war, citing that he did it
once before. However the avenues previously open to The Hero of Ferelden
have been shut, without his status as Warden-Commander and with the war
going on, nobody has any time for someone who has no pull. The Hero of
Ferelden must claw his way through the war, exposing the Tevinter
corruption, and deciding upon a faction to work with to end the war that
will reshape the Marches.
Story quests involve uncovering the Tevinter agents working in all
three factions, as well as collecting hard evidence of their existence,
in preparation for the end of act scenario. The side quests involve
working along side the three factions again, either aiding them in
combat or providing espionage services for them. The Hero of Ferelden
can choose which one to side with, or choose to seek a peaceful solution
of merging them, if he has gained the Champions approval he can also
(with difficulty) place them as head of the various factions in order to
bring the situation to a close more easily.
Companion quests resolve around their own beliefs revolving around
the Tevinter situation, Rhys and Shayle/Shale actually spent time in
Tevinter and know it the best, meanwhile Bhelen/Harrowmont are more than
happy to give advice based on what they've gone through with Dwarven
politics, so long as The Hero of Ferelden aids them in their personal
agenda.
At the end of the Act a 'Landsmeet' scenario will be called by the
three factions at The Hero of Fereldens urging. During which the player
can expose the Tevinter Imperium for what it is, calling out the agents
at the meet which leads to a large bloody brawl. If The Hero of Ferelden
has placed the Champions as head of the factions the current leaders
are killed and they take over, allowing The Hero of Ferelden his pick of
politics to put in place for the Free Marches. Regardless The Hero of
Ferelden exposes not only the Tevinter plot but also where they are
prepared to move out. Nevarra.
The Meet declares The Hero of Ferelden the 'General of the Marches'
in preparation for a war against Tevinter, as the world map expands to
include a second world map of Nevarra.
This act is very much the opposite of the first, The Hero of Ferelden
has lost his titles, his backing from the Order, and his pull with all 3
organisations, he's at the bottom of the heap with a huge conspiracy
already under-way, which means it's about time to play dirty. Much like
how the player was preparing for the Landsmeet and finding evidence
against Loghain, the player is preparing for a Landsmeet and finding
evidence of a conspiracy, except across far greater areas and against a
much larger threat. This also takes away The Hero of Fereldens position
as a Warden which makes it harder for him to get around (especially as a
mage) but means he doesn't have to feel restricted by that whole “Don't
get involved in politics” clause that came with the job.
Act 3 – A Land of Unity
The Hero of Ferelden arrives in Nevarra and meets with Cassandra
Pentaghast who is working to uncover the Imperium working all over the
country, the corruption is spread much deeper than it was in the Marches
and Cassandra even believes that they are on the cusp of a take over.
Joining with The Hero of Fereldens group, The party pushes down the
final stretch now directly hunting for the Magister who is moving out in
the open.
There is a Story mission for each of the surrounding cities in
Nevarra. In Perendale and Andoral's Reach, the cities are being pushed
towards open rebellion due to the harsh taxes from the capital, and the
strong Orlesian citizenship. The Hero of Ferelden can choose to
undermine the rebellion, peacefully absolve the situation through either
separating them from Nevarra or having them firmly join. The Hero of
Ferelden can also undermine Tevinter by planting evidence of their acts
there and turning the nations wrath against Tevinter.
In Cumberland, the Annual College of Magi are convening, and the
Tevinter Imperium is on the move to secure the support of all the
circles and launching a world wide rebellion. Wynne and/Or Irving may be
their (depending on their survival in the last game) to aid The Hero of
Ferelden is preventing a full scale rebellion. The Hero of Ferelden can
also talk to Greagoir about the Imperium and have the Templars on his
side. The quest can be absolved by having the Templars attempt to Annul
the Imperium, Annul the whole College of Magi, or simply to defeat the
Imperium from within and let no knowledge of corruption escape the few
you have told.
After completing one of the Story Missions, the Imperium ambushes you
with the Magister, he weaves a powerful blood magic spell to scoop up
all your party members save Dog (Loyal even under the thrall of Blood
Magic) and Shale (if Golem) As the Magister attempts to depart
Dragon-Form Morrigan will descend and attempt to kill him, He manages to
escape with the controlled party members however.

Morrigan will confront The Hero of Ferelden over why he followed her,
citing that he spent 10 years living up to his arrangement, based upon
previous romance, the philosophical choices at the beginning of the
game, and dialogue choices. Morrigan will join the party at this time,
And direct The Hero of Ferelden to several Tevinter Strongholds where
his companions may be.
This will open several locations on the world map, where the play
will find groups of controlled party members (Nathaniel and Velanna,
Shayle and Rhys, Varric, Bhelen/Harrowmont, The Champions) and do a
loyalty/companion quest to the depths of their very soul, seeing their
true hearts and feelings. If the player doesn't recruit his party
members, they will show up as enemies in the final area of the game.
After completing the second story mission, the final story mission in
Nevarra will open up. The Hero of Ferelden must convince the King to
aid him and the Marches against Tevinter and to root out the corruption,
he does not have to search for evidence this time however as the two
previous story missions caught the kings attention. There are still
optional quests around the city he would ask The Hero of Ferelden to do
to prepare the army.
Complete the quests or not, the army of Nevarra and the Marches will
be united as the Magister makes his presence felt with a large number of
sleeper agents, an army of his own. Citing 10 years of preparation and
planning he will not let go to waste just because The Hero of Ferelden
felt nosy. The final battle takes place in Nevarra city, until it hits
the borders of the Tevinter Imperium. The Hero of Ferelden however
refuses to let the Magister escape and follows into The Silent Plains,
the Magister having mastered shape-shifting, first fights in his normal,
form then shape-shifting to a hybrid form of a giant Dragon and a man.
After his defeat, the Magister while laughing reveals that through
his death, the Tevinter Imperium will have plenty of justification to
attack the Marches and Nevarra in full, claiming that the Imperium will
simply claim to have been defending themselves against a united army.
The Hero of Ferelden breaks his neck standing with the whole party and
staring out towards the Imperium.
Back at Nevarra, The Hero of Ferelden reconciles with Morrigan, and
is asked to stay on as the official general of the combined army to
stand against the Tevinter Imperium. With his final talks to his party
members he sets out into the city for a large parade as we get our
credits.
---
The final act is very much a climax to the building Tevinter plot, we
get our final party member and an understanding of just how sick the
Imperium can be with their plans. With a sense of accomplishment (having
found Morrigan, defeated the BBEG, and saved Nevarra and the Marches
from a shadow takeover) the player feels prepared to deal with the
conclusion of the Tevinter plot-line in the next game.
Act 1/2/3 - The Cure for the Taint
The common drive in the game besides finding Morrigan and defeating
the Tevinter is to find a cure for the Taint in The Wardens body. This
storyline takes the form of several important Warden and Tevinter
research facilities and Keeps throughout the Marches and Nevarra. The
player receives aid from Avernus (if he survives), Jowan who has spent
the last 10 years deepening his study of all magic to make up for his
crimes (If he survived) and finally Morrigan, if all information is
collected, with all three's magic a cure is created, If Avernus or Jowan
are dead, then the Warden can not create a cure for the taint in DA:C
this will 'level' the player up, and from a story perspective cure his
taint. This cure can be given to any Grey Warden, including Velanna and
Nathaniel from the main campaign.
The cure works very much like the Corpus cure in Morrowind, the Taint
is still present in the body, it's just been halted by the cure,
allowing the warden to draw upon it's strength while not suffering the
ill effects. Killing an Archdemon without the Dark Ritual will not make
you any less dead even with the cure. And you are still technically part
Darkspawn.
Expansion Pack: The Tides of Seheron.
Sten has invited The Hero of Ferelden to travel with him to the
Qunari homeland. However the Imperium has launched an attack on the
island nation once again, and The Hero of Ferelden must either defend
it, gaining the Qunari as an ally in his personal war, side with
Tevinter and lay his own sleeper agents, or join up with the Fog
Warriors and oust both forces from the island.
Sten and The Hero of Ferelden are joined by two Fog Warriors. Fenris,
a former slave elf warrior, and his buddy Saarebas, a Qunari mage, the
two are seeking passage off Seheron and are willing to work with The
Hero of Ferelden. The introduction of these characters to the party
crafts a personal dilemma for Sten, who has seen the world, and it's not
the same world the hard-line Arishok talks about.
With the expansion installed Sten shows up in Hercinia, having been
travelling around the world on his own personal quest of discovery. Sten
eagerly joins up with The Hero of Ferelden as a full party member,
participating in Cut-scenes and party banter/cut-scenes, Eventually
during Act 3 and the completion of the Cumberland quest-line (and
completing his Loyalty mission) Sten will offer to travel with The Hero
of Ferelden to Seheron to seek the Qunari aid against the Tevinter
Imperium, having been locked in a war with them for 60 years. with the
exception of Dog and Shale/Shayle, The Hero of Ferelden will leave the
rest of the party behind to hold the fort while he goes to Seheron.
Upon arriving, Sten will discover that the Qunari refuse to allow The
Hero of Ferelden into the city and only Sten is allowed to wander the
city of Seheron. Sten sections give the player a look at Qunari society,
and will also give them a chance to learn about Sten's travels and
possible changes in philosophy, upon leaving the city, he discovers The
Hero of Ferelden gone.
The Hero of Ferelden is fighting with Fenris, an Elf warrior who
fights with a single one hand sword. After a short mini-boss battle,
Saarebas will break up the fighting, saying that Fenris thought they
were Tevinter soldiers. Eventually after the explanation of back-story,
Sten will find them and a battle will almost break out again. Fenris and
Saarebas are Fog Warriors, those who oppose both the Qunari and the
Tevinter, though they mostly just oppose them because ***** how the
Qunari treated Saarebas and ***** how the Tevinter treated Fenris.
Sten agrees to let them travel with the party, if only because his
mind has been more open due to his travels, The Hero of Ferelden
discovers the Tevinter Forces, and Shayle points out that they could
undermine the Tevinter from within by playing the Ally, none of the
other party members like this however, but will agree to go on it
(except Sten and Fenris, unless you tell them you plan on destroying
them from within)
Eventually as the plot advances, the Qunari will capture Saarebas and
Fenris will outright beg you to save him. He and Saarebas have been
brothers since they both escaped from their respective captives, and
only Sten is allowed inside the city.
Sten must speak on behalf of Saarebas in front of the Arishok, the
Arigena and the Ariqun. All three will attempt to browbeat Sten back in
line, and depending on your conversations with him, he may challenge the
Arishok to one on one combat, decide to screw it and just grab Saarebas
and run, or simply fall in line again. If Sten defeats the Arishok then
he will become the new one and declare Saarebas to be free to join
Fenris whatever the two decide.
Depending on the resolution of the main quest, either the Tevinter
Imperium will control/agree to withdraw/be wiped out of Seheron, the Fog
Warriors will establish a government/remain hidden/be eradicated/accept
the Qun, and the Qunari will have a new Arishok/break down into in
fighting/be forced off Seheron/Take control of Seheron.
As the Arishok, Sten will direct the Qunari to aid The Hero of
Ferelden in the upcoming war, and seeks to reform the Qunari's stance on
the Qun. He still believes in it as much as ever, but experience in the
world has taught him that the idea of everyone’s place in the world
being completely fixed with no way to change, is wrong. If going this
route he may also reveal his true name to The Hero of Ferelden and asked
to be called that from now on.
Fenris and Saarebas (assuming both survive) will agree to join up
with The Hero of Ferelden on his personal quest. They don't really
desire to remain on Seheron and The Hero of Ferelden extended the hand
of friendship to them. They join as full companions.
Saarebas (True Name revealed upon completion of Expansion)

Mage/Saarebas/Swiftblade
A Qunari mage who was controlled by his handler with no choice in
life, when Fenris freed him the two became brothers and lived off the
land as they could. Saarebas is the stoic of the pair, and learned to
master his magic and sword so he can fight along side his brother in
battle. Saarebas desperately seeks to leave Seheron out of fear the
Qunari will find him and make him a slave again, and is eternally
grateful to The Hero of Ferelden once they reach Nevarra
Fenris (True name revealed upon completion of expansion)

Warrior/Fencer/Duskblade
Fenris was a former Tevinter slave, and when chance lead to him
escaping on the shores of Seheron he never looked back. He despises
slavery in all of it's forms and freed Saarebas when he found him,
maintaining a brother like relationship with the Qunari he only losses
his cool when confronted with Tevinter or slavers, otherwise he tries to
play the joker to Saarebas straight man routine.
Sten (True name possibly revealed upon completion of Expansion)
Warrior/Sten(Changes to Arishok if made the Arishok) Sten is the Qunari
companion that fought along side The Hero of Ferelden in the 5th Blight,
he intended to return to Seheron originally but his heart thirst for
the adventure that he had with The Hero of Ferelden, travelling all over
Thedas and sampling the worlds culture, deciding it was time to return
home, he contacted The Hero of Ferelden who he heard was in the Free
Marches, to introduce him to the Arishok and gain a potential ally for
the war
ew Specialisations (Open)

Duskblade - A Warrior specialisation that channels magic in runes
inscribed on the warriors body into a single blade, this lets the
Warrior attain a connection to the fade similar to mages, but leaves
them disconnected enough to avoid possession. Upon mastery the Duskblade
can teleport/swap places with a target at short range.
Swiftblade - A mage specialisation that derives itself from the
Arcane Warrior, focusing on swift movement rather than channelling magic
to add strength. Swiftblades are tied to the spell Haste, which makes
them faster than as fast as any rogue, as well as increasing their spell
resistance.
Invisible Blade- A Rogue specialisation learned through a manual.
focusing on knife-fighting, the Rogue uses skills similar to an
assassin, but more focused on fighting a target than taking them out
through stealth. A master Invisible Blade can feint with such perfection
that the enemy has no way of telling it's a feint.
(Specialisations taken from the class and Specialisations Pack http://dragonagenexu...ile.php?id=1399)
Expansion Pack: Wardens of the Anderfels
The Warden has been stripped of his title and rank, depriving him of
the resources he once had and any allies he could muster. If he ever
hopes to fight to his full capacity he will need to be remade the
Warden-Commander. Along side Anders, Justice, Oghren and Sigrun, the
Warden enters the Anderfels and heads towards Weisshaupt Fortress
Along the way he'll discover more about Anders, including his true
name and his past, he'll find a new, permanent body for Justice, will it
be a corpse, a living host, or something else entirely?
And why did the order for his dismissal come so quickly. The Warden
must investigate the Anderfels, the birthplace of the Grey Wardens, and
where they are treated as kings by the populace, to discover the truth
behind the Anders Wardens. (That's Wardens from the Anderfels, not the
Grey Warden Anders)
After installing the expansion, and during Act 2, the Warden will
receive a message from Anders back in Ferelden showing shock and anger
over the Wardens loss of title. He, along with the Awakening Companions,
journey to the Free Marches to aid the Warden and renouncing their own
loyalty to the Grey Wardens.
After completion of the Final Battle, with the Expansion installed,
the game will continue as the Warden travels to the Anderfels with the 4
deserters. Anders will explain that the Ferelden order stands behind
the Warden and not Weisshaupt.
Upon arrival in the Anderfels, the player is assaulted by the
Darkspawn, and can remark that it's almost nostalgic to be fighting them
again. Upon trying to enter Weisshaupt fortress however, they are
immediately attacked by a horde of defenders, not wanting to slaughter
their brothers, the party retreats and the game opens.
In a call back to Origins, there are 4 quest hubs (Not counting large
dungeon areas like the Blightlands, the Lattenflus and the Merdaine)
Each quest hub reveals information about the Wardens, how they truly run
the Anderfels, how the current First Warden has been taking long trips
all over the world, which is why the fortress is shut down and the
automatic defences are up.
Each of the 4 quest hubs is less about the towns and more about the
party. Hossburg is all about Anders, his past and why he left the
Anderfels to Ferelden and eventually Fereldens circle in the first
place. Hossburg is also the capital of the Anderfels where the king
resides, and the Warden can push and prod to discover a secret way into
Weisshaupt Fortress used by the First Warden whenever he needed to leave
without being seen.
Laysh is for Sigrun, who discovers a sect of dwarves who have left
the underground due to being Casteless. They desire Sigrun to induct
them into the Wardens and she's forced with being delegated a leadership
role and having to make decisions on her own (with the aid of the
Warden) in Laysh the Wardens discover a dwarvern smith who can forge
armour for anything and anyone. This is important for Justice's personal
quest.
Speaking of, Kassel is for Justice, who is feeling very uncomfortable
with being a skeleton and feeling a constant desire to make 'skull
jokes' he seeks a new body because he has come to enjoy and love the
human world, expanding beyond a single minded desire for justice. The
Warden helps him come to terms with his new found humanity. And Justice
makes his Final Stand with Krisstofs body against the Darkspawn in the
Blightlands.
Oghren's quest takes place in Nordbotten, specificaly because he has a
child on the way and the confrontation with Fatherhood is driving him
insane. In the Oghren fashion, he really doesn't know how to cope with
something unexpected and new. In Nordbotten a weapon-smith who can forge
a sword for anyone to use, will... okay it's for Justice.
After completion of the four quests (which by the way let you take
your companions from DA2 OC and Seheron) the way to Weisshaupt is open,
Going through the passage, traps, guardians and history in all it's
glory. The Wardens emerge to discover the First Warden in Weisshaupt
still. He has been expecting them.
The First Warden informs them that their actions proved a threat to
all Wardens, for the most part their political clout is restricted to
the Anderfels and the world ignores it, but Alistair/The Warden
(Possibly) becoming king, and the Wardens own actions throughout the
Marches, prove to be frightening the world... and the Warden himself.
If with his Charisma he can make entire nations choose to follow him,
through his actions, the people close to him take positions of power
(The champions for the Factions, Sten as the Arishok, Cassandra will
become Queen, himself made the general of two nations armies, while
considered an influential figure in Ferelden) he's a threat to the
Wardens themselves.
At this point the Warden has a choice to make, he can either take
Weisshaupt and become the first warden, resulting in lots of blood shed,
but at this point the current First has shown himself to be nothing but
a grubby man clinging to power who caused you harm out of fear you
MIGHT overthrow him.
The Warden may also simply demand his title back and the facilities
at Weisshaupt to use, this requires a task from the First. He must
travel to Tallo's Eye in search of a Griffon’s Nest, and if he can not
find one (or find evidence that it had been there) then he will have
done nothing to earn his place back in the Wardens. Having found the
cure for the taint means you don't have to do this quest, but it is
always open on every route but the last.
The Warden may simply walk away from the order, filled with a greedy
man and blind followers, he just doesn't need that ***** in his life any
more, and packs it all up. The ***** can go die in the fortress for all
it matters.
After your choice however, the game doesn't end. You still need a
body for Justice after all. If you took control of Weisshaupt (through
either means) then you will find Shale's old Golem body (conversely if
Shale is still a Golem, you will find a process to return her to her
dwarven form) Justice can then inhabit the Golem and become a Warforged
(why yes I AM a big D&D nerd) The two smiths will forge armour and
weapons that Justice can use for his appropriately sized body.
If choosing to take over the Wardens and is a mage, the Hero of
Ferelden can break the Firsts mind and have Justice take over his body.
Finally through a combination of alchemy, blood magic, and lyrium, a
homunculus can be crafter for Justice to possess.
The game still isn't over though. The expansion + post Weisshaupt
save as well as having Origins installed on the same computer reopens
Ferelden, where you can bring your full party, quests will repopulate
the world with updates on the situation, an entire post-game of quest
content.
You can also recruit your old Origins party members. get a lot of
character development scenes from your full party, even throw a wedding
for Velanna and Nathaniel.
You may also recruit any party member into the Grey Wardens, which
will Auto Teach the Grey Warden specialisation and open the Talent tree
along with the obvious Post-Joining level boost.
Depending on your Origin (all the way from Origins) you will also
have a quest in Highever/Brecellian Forest/Orzammar/Denerim/Circle of
Magi. And just generally be able to level up, get a lot of character
development, and kill time till DA3 comes out.
Grey Warden Specialisation

Available only to those who have ingested the taint and survived the
Warden's Joining. Due to research made by Warden Mages, the power of the
taint can be made real, giving Wardens enhanced strength and speed, as
well as several powerful offensive talents that defy logic. However each
use of these talents exhausts the warden both physically and mentally,
using Health as well as Stamina/Magic.
First Warden Specialisation-

Only available to the Player Character. The First Warden specialisation
unlocks several fighting techniques passed down from the Firsts ever
since the first blight. whether it be mage, warrior or rogue, The First
would learn it, develop their own and pass it down.
---
Gameplay Changes
-The Maximum party size is 5 (with Dog as a summon)

-There is a second 'approval' bar labled Loyalty. How much a character
approves of you and how loyal they are are completely independant. this
is NOT a sliding scale. The more Loyalty a character has, the more
passive abilities they unlock.

-Inventory and equipment is standard CRPG style, you can customize the equipment of your entire party.

-In the Anderfels expansion, a smith will make weapons and armor for Golems and Dog

-The class abilities have been rebalanced to prevent overpowered Mages/Rogues

-Talent tree's have much more depth and specializations don't just offer 4 abilities anymore.

-There are also way more specializations to help customize and make your allied PCs unique.

-At the beginning of DA:C you will respec the Wardens Talents and look
from the Import, it has been 10 years so your Wardens should all look
older.

-The choices in Origins affect DA:C. If Shale is dead she will not
appear as a party member with Rhys, if Nathaniel and Velanna were never
made Wardens, or died defending Vigils Keep, they will also not appear.

#2
Guest_EternalAmbiguity_*

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ohmigawdTLDR

Edit: Break that up a little bit and it might make some sense.

Also, the "Hero of Ferelden" can be dead...what do you do then?

Modifié par EternalAmbiguity, 02 novembre 2011 - 04:18 .


#3
devSin

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Wow, Usenet flashback.

I'm guessing David never replied to any of your submissions, so now you're trying to get us to read them.

#4
Guest_Cthulhu42_*

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You realize that nobody's actually going to read all of that, right?

#5
seraphymon

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tl;dr although i think that should be obvious

#6
Sinuphro

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i do not think bioware cares about their customers...here's one reason...
DA 2 took only a year to produce and we all know it turned out to be trash. DA 3 is supposed to be released in March 2012. Thatt's like 6 months from now. The same mistake that was done to DA 2 is intentionally being done to DA 3. Good games...NEEEEEEED TIME TO BE DEVELOPED.

In my opinion, it seems bioware is just trying to push games out just so that they can make more money. I don't think they care about the quality of what they are trying to give to their customers.

Look at Elder Scrolls 5 coming out soon...the last elder scrolls game was I believe in 2006. The makers of elder scrolls 5 had almost 5 years put into the creation of elder scrolls 5 thus; I will be preordering elder scrolls 5.

#7
xkg

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^
Looks like you confused DA3 with ME3.
March 2012 is ME3 release date.

#8
Sinuphro

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xkg wrote...

^
Looks like you confused DA3 with ME3.
March 2012 is ME3 release date.

Okay, lets say it does not come out in March 2012. If it comes out in 2013 it will still be trash

#9
Loain

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That's a lot of words.
Too many for me. I put up the good fight but it got me.

I think this is better suited to the fan creation parts of the site.
I admire the dedication and time put into this, even if it's a bit misplaced of an outlet.


@Sinuphro, Elder scrolls is a sandbox, DA isn't. They took 5 years to make their sandbox but it'll take you 5 years to explore it. I'm not saying a sandbox isn't a good thing. I haven't stopped playing with my Morrowind sandbox, with the extra sand no less. However DA3 doesn't need 5 years to be good.

#10
MistySun

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DA3 needs to carry on from Origins around 10 years later. Forget DA2 and Hawke. He wasn't the Hero Of Ferelden. The origins epilogue states.we havn't heard the last of the Hero Of Ferelden.
My guess (and i hope i am right) is that Morrigan will be back with us. I couldn't possibly speculate and type out for an a few hours  worth of story and how it will evolve.
I'll leave that to the devs:)
I do however agree that some sort of cure from the taint will be found and so extend the life of our hero.
To put it short, please lets have the follow up to DA: Origins as DA2 shoud of been,
  

#11
Grey Spirit

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I like it

#12
Orionas

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The things I liked in dragon age 1, was gameplay, storyline, conversation between characters at any time we wanted to, quantity and quality of the worlds, so many different environments combined together.. forests, dwarf caves and cities, human cities, villages, etc.
The thing I didn’t liked in dragon age origins was the way we traveled.. With just 1 loading screen. I prefer in games like that to travel continuously, not just cover an 1 day trip for example with 1 loading screen… didn’t like that.  (take as an example the game skyrim the way they travel in there..)

The things I liked in dragon age 2, was the dragon witch and the better characteristics and expressions in character faces.. Nothing else (after I downloaded the high ress textures for PC version, as the game was not for a pc.. just a cheap transfer).

I didn’t liked the combat system, didn’t liked that the whole story was inside 1 city and 3-4 small instances outside the city.. Was soooo boring.

Everything was poorly made.. all caves and dungeons looked the same thing! In some occasions I was confused that I entered a wrong dungeon.. soo silly, sooo poorly imagination and rush to get money because dao1 was a success.. Nothing else..

You paid attention to more action but very poorly development.. Like a trash console game.. Not an RPG!
I am giving my personal opinion, in any case you decide to create dragon age 3. Don’t use anything from dragon age 2.. It was a crap. Take all the good stuff from DAO 1 (not the awakening) and use a better engine for graphics. We gamers don’t rush, if you can do it.. ! Make huge worlds and the ability to travel in them, not just loading screens. And is going to be perfect.. cheers.

Dont tell me that I am rude, I am not, I am just honnest :).. I am also dislectic.. sorry for any grammar mistakes.

ps: Hey, soon i am getting my new pc rig with IVY bridge 6 core and tri-sli the upcomming keplars.. make a game for pc's not for consoles! We have hardware but we dont have software! Always make the games for pc and then start cutting goodies and quality for the consoles.. dont do the opposite thing!

And a question, there is a video on YOUTUBE, that says, its a part from  dragon age 3 (here is the link  ).  If thats true, the engine looks good, nice graphics.. have no idea if its trully da3.

btw, nice job with BF3 i am going to buy it..

Modifié par Orionas, 13 décembre 2011 - 06:44 .


#13
SomniariKess1124

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Dark elf origin- Dark elves have existed since the end of the first blight. the chantry at first killed any with the Taint. it most commonly showed up in city elves, but some reports stated dalish were sheltering some too. When there were just too many to keep up with, the chantry simply told them that they would fight and die next to their inflictors. and so they went, and did fight next to them. 'Till the "sign" showed up, in the form of their first mages. the first mages proved even more powerful than their emmisarys, and that made dark elves dangerous. like the chantry, they attempted to desroy the new race, but like before, there were too many. this time though, the Dark elves fled, taking two mages each with them. eventually becoming the first Dark Elven tribes under the leadership of their Two mages. with a new language formed, they bestowed titles. Somniari( apprentice) and Saarebas( Leader). THey made themselves known to the chantry, and already shown their power through the second and third Blight, left with a threat: Mess with us, We'll kill you.

Mage/Warrior/rouge- Dark elves don't defend deserters. and you are on the recieving end on of all this rule.

They look like DA2 elves, normal skin, Lyrium tattoos that show up when theyre angry or in dark places, ears that the ends are split into a fin when listening for stuff, but folds when they are relaxed.

Modifié par SomniariKess1124, 04 janvier 2012 - 06:49 .


#14
Pleasureslave

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LEAKED DRAGON AGE 3 SCRIPT!

#15
Travie

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It may seem odd, but I'd like to see an elf thats been in 'torpor' since the time that elves were immortal.

You could come at it in many ways and it would create lots of delicious story possibilities.

#16
Joe25

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It's not going to be the warden because he or she is around the age for his or her calling. It's not going to be Morrigan's baby because he or she is only 7 or 10 years old. The Warden and Hawk where in their 20's when they started. It's not going to be Hawk because theres no way he can bring peace to both the Mages and Templers. So, my guess is it will be some new.
All I hope it that that put custom armor in DA3. Because, the armor in DA:O and DA2 was not the best. And, this would help to get rid some of the criticism that Da has built for its self with their armor over the years.

#17
Joe25

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It's not going to be the warden because he or she is around the age for his or her calling. It's not going to be Morrigan's baby because he or she is only 7 or 10 years old. The Warden and Hawk where in their 20's when they started. It's not going to be Hawk because theres no way he can bring peace to both the Mages and Templers. So, my guess is it will be some new.
All I hope it that that put custom armor in DA3. Because, the armor in DA:O and DA2 was not the best. And, this would help to get rid some of the criticism that Da has built for its self with their armor over the years.

#18
Joe25

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so sorry I didb't mean to post this twice

#19
SkittlesKat96

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The game is set in Orlais and you get a hardened war veteran blonde haired companion in your party and later in the game it is revealed that he was King Maric of Ferelden and because of Flemeth he had to leave Ferelden and become an Orlesian?

but seriously though I have no good DA 3 ideas, I'll leave it to the big fells at Bioware

#20
Celboy89

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Well they've already stated that it is going to take place in Orlais which is perfect.  A few things I would like to see is the return of racial choice for the new hero, but they probably already decided on most of the story elements so there is not much that can be done about that.  I would like to see the heroes party be able to potentially consist of a small army of choices, two characters from each race one of each gender.  Maybe have Flemeth as a party member.  And y'know what I want to see them experiment with having the Hero of Fereldan and Hawke as legit additional party members and romantic options whose own personalities take from the decisions made in the previous games, that would be WILD.  And to tell you the truth if it takes a long time to make the game on account of pumping it full of story options and intricate characters I'm willing to wait.  I want to see this thing be the ultimate Bioware game.  And actually what would also be awesome is to have all of the combat systems from DAO DA2 and MA3 be sort of available based on the class so that everybody gets a combat experience they'd like to see.  Like have the Mage be the semi RTS system from DAO so that spells can be strategized, and then have the Warrior play a more DA2 hacknslash style, and then the Rogue could have a bow/crossbow/flintlock and melee side arm style with real time shooter combat that has damage side effects based on what limb is shot, like a damage to the apponent's attack by shooting their arms, damage to stamina/mana by shooting the torso, and damage to movement speed by shooting the legs, the free aim function could be a sustained spell that opens up the ranged shooting.  And how about a nicer holy warrior class, like a Paladin or something.  Also, why not add some GTA action in there, have randomized NPCs that can be pickpocketed or attacked at the risk of being attacked by guards and templar.  And maybe in the conversations have prebuilt facial expressions for allies after choices so you can get a kick out of how they respond to what you say, y'know crack a joke and the ones with a sense of humor should laugh.  Y'know what might be fun too, co-op invite gameplay, where you can add up to three other player's characters into your camp and have them as party members, then as the other players fight along side the main player, the main player could also occasionally toss off conversational choices to their fellow players to make the same way DA2 allowed you to ask your NPC party members for an opinion.  And you know what, I want to see some really emotional definitive music playing when I fight, based on the story context of the fight.  When I'm in a dramatic heroic life defining battle where I'm constantly on the brink of dying, but still holding on for dear life and fighting back with full Berserker rage I want to hear this> 
.  So thats what I think so far, and if Icome up with anything else I'll let you know...  Oh yeah and more aesthetic customization for clothes lol

#21
Celboy89

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Oh yeah and as deep as the romantic plot-lines should be, I want to see allot more wiggle room as to how far you can go with variety and context. Hey maybe theres a culture somewhere in the massive world where polygamy is okay, or maybe, just maybe, someone can actually be brought to change their whole outlook on life because of the influence of the protagonist.

#22
Celboy89

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Oh right and for the love of god nice armor but I wanna see some epic CAPES!

#23
LolaLei

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Hm, might be best to just turn that one in a fanfic or novel OP.

Modifié par LolaLei, 22 juin 2012 - 12:15 .


#24
Ibby18

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My suggestions:
1. Do not include a multiplayer element, or if one is incorporated, make sure single player people can attain the same endings/results as those who choose to multiplay (*cough* ME3 *cough*). If I want internet socialization, I'll go play an MMO. I do like to have some games where I can play alone.
2. I always like the romance elements of the stories, and they have been part of the charm for a lot of Bioware games for me so would be nice if those continued.
3. While the character models are fine, maybe some work on some of the facial features could be done. Some of the mouths and noses are just - odd. Some new hairstyles would be really really appreciated.

Other than those, I think for the most part the previous DA's have been terrific. They are one of the few games I play over a lot.

#25
unbentbuzzkill

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I have a couple ideas
1. bring back the warden
2.bring back carver (so my warden can kill)
3.stop having all the men/women throw themselves at you (the chase is the most important part of the relationship i.e. DA:O)
4.put a special mission in where your hero can reclaim the sword vigilance.
5. AND MOST IMPORTANTLY CHANGE THE ELVES BACK TO THEIR ORIGINAL APPEARANCE.