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Take 2 - Dumb Ideas for a Dual PC Storyline in DA4


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#26
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On the contrary, I think the Inquisitor could be used to explore a different narrative angle, probably looking directly into the Solas plot.  You're making a lot of assumptions about what the Inquisitor's storyline would entail.

Not really assumptions, I'm just crafting what I would like to see in a Dual PC narrative and how I think it could be implemented. :D

 

But I get your point and you know what your right!  While I don't entirely agree the Inquisitor's story should refrain from combat entirely, you are right that it should be a bit more subtle than the previous PCs of the past.  So perhaps less combat centric than the new PC (especially in the early parts of the game since I'm doing arcs)?  I'm actually interested in what your thoughts on what both PCs would doing in an 20/80 spread with the Inquisitor getting the prior and "Tevinter" getting the latter! :D  Any cool mechanics (especially puzzle oriented) that you would like to see Heim for the Quizzy?  Would "Tevinter" be working for the Inquisitor initially or kind of just start working with them on the Solas problem later on, while they focus on well Tevinters problems? 

 

ATM I'm still kinda messing around with the idea of a 45/55 spread in terms of story time (specifically story time), but more of a 40/60 spread in regards to actual Game-Play with the Tevinter PC getting the higher portion for both ... I'll post all that later when I figure it out.  ^_^

 

But yeah, the point of this thread was to be constructive and have people share there theories and opinions on a Dual PC game and I would absolutely adore if you were to post any of your specific ideas you have on here!  :wub:

 

Edit: Though if you take the DLC's I have in mind into account the spread would be more like 35/65.  Two of them (important ones) are going to the Tevinter PC and 1 of them (something I consider another loose end from DA:I, just not a story relevant one) is going to the Inquisitor.



#27
Heimdall

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I mostly advocate for the 20/80 split because I don't want the new PC, who needs far more time to come in to their own than an established character, to be overshadowed.

I honestly don't have any specifics in mind for puzzles and whatnot, though I am flashing back to Mark of the Assassin. My thinking is that the Inquisitor will be running their own show, investigating Solas, while the new PC is drawn into the conflict by chance and recruited by Dorian. While the Inquisitor pursues their investigation, they'll use the sending stone to stay in contact with Dorian and in this way information will stay consistent between the two player characters. I imagine it being that after major plot critical missions for the new PC, we'll get a scene of Dorian reporting to the Inquisitor and taking control of the Inquisitor in the conversation before playing their mission.
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#28
Snowy-Ninja

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I love the idea but I'm not sure how Bioware could pull it off, because I really want them to do something like this. The voice actor numbers alone would be quite something and all the optional dialogue, but yes I can see this working really well.

What I want really is the the 4th hero to focus on Tevinter, the slave rebellion and Qunari invasion. You could say the Qunari incite the slaves or at least stoke the fires and so they have to deal with that. Then your Inquisitor walks in after Solas makes his big appearance and does whatever he does in Tevinter, I'm assuming he's still freeing slaves and maybe doing something mysterious and elfy. To me it would be a cheap way out to have the new guy take on Solas, Solas created the Inquisitor (with corys help) and the Inquisitor in turn helped Solas return to full power (with the loss of a hand). 

I think the story would focus on Hero #4 first and then Solas appears and then the Inquisitor breezes on in because this is to much for any one person to handle and Dorian's bringing in the big guns now(even if rivals / not companion because the Inquisitor is the only one who knows Solas well enough). The Inquisitor marches on in, sees that its not just Solas thats the problem and so we get the team up between the two PC's and the game continues so you can play as both. Something similar to GTA really but with companions added in.

Other plots I'm interested in:

  • Whats up with the grey wardens? What is happening in Weisshaupt? Is there really an archdemon ready to burst free from its cage?
  • Dwarves, what is happening to the Thaigs? Will Orzammar finally be unable to support itself? the place seems to be falling apart (politically speaking)

The reason I want the Inquisitor to return is because:

  1. Bioware will have to work out ways to give our Inquisitor a prosthetic arm, dwarven made of course.
  2. Continued romance, what happened after Trespasser?
  3. Continued Specializations, see new and improved / more powerful abilities that Hero #4 can't access.
  4. Inquisitor should be the one to kill/save solas, its a personal story. Even if your Inquisitor hated Solas its still personal.
  5. Inquisitor can be there as emotional support for the new guy, its tough being a hero.
  6. Well of sorrows, what happened can Solas now control the Inquisitor who drank from the well? Could that lead to Inquisitor betraying the new hero / companions and LI's?
  7. They could be a distraction, while everyone is focused on the Inquisitor the Hero #4 can sneak around and attract less attention. Because honestly who'd get the most attention some up and coming hero or the herald of Andraste?
     

As for Companions / Love Interests: I don't think Leliana, Vivienne, Cole and Varric will return, because honestly there is no need for them to return but I suspect Cole could. If your LI can't be with you (because they are divine or dead) then someone should take their place (like stroud does for Alistair) But all possible love interests should return alongside the Inquisitor and as full companion fighting by your side. Except Dorian, Solas and Josephine of course and yes I'd like to see Cullen as a companion fighting by your side.

As for Classes: I agree with most of what you said, but instead of Berserker maybe spirit warrior. My reasoning for this is that people in Tevinter are not afraid of using spirits and while it didn't work out for Anders in theory you could have Hero #4 possessed or at least "touched/trained" by a spirit.

  • Mage hunter does sound amazing for Hero #4, and it can be applied to any class.
     
  • Architect not so much, I think it would be something like Herald / Inquisitor or just something based on the Specialization you choose in DAI. Because for some reason that seems to be an important choice in the keep.

Again I'm not sure how Bioware could pull it off it sounds massive, But I do like your ideas. Yes I hope Bioware are listening / reading


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#29
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I mostly advocate for the 20/80 split because I don't want the new PC, who needs far more time to come in to their own than an established character, to be overshadowed.

I honestly don't have any specifics in mind for puzzles and whatnot, though I am flashing back to Mark of the Assassin. My thinking is that the Inquisitor will be running their own show, investigating Solas, while the new PC is drawn into the conflict by chance and recruited by Dorian. While the Inquisitor pursues their investigation, they'll use the sending stone to stay in contact with Dorian and in this way information will stay consistent between the two player characters. I imagine it being that after major plot critical missions for the new PC, we'll get a scene of Dorian reporting to the Inquisitor and taking control of the Inquisitor in the conversation before playing their mission.

LOL I just realized on the way home that the reason I'm probably so iffy on the 20/80 spread is that I've already boiled down the main story quest for my ideal Dual PC game to 20-21 (in between the totals of Origins, 13 and DA2, 26) and if we went with 20/80 that means that the poor Quizzy would only get 4!  Man I'm daft, 10 for each atm.  :lol:  Also I'm one of those selfish disbanders who doesn't like the idea that my ex-Inquisitor disbanded the Inquisition just so they could go off and make a more "secret" organization to lead from the shadows.  

 

Still fleshing out those 20ish quests tho' and the DLC ideas, but Ill post em eventually.  10 each should give plenty of time for people to invest and create their characters (I mean it was barely 10 in DA:I), especially if side-quests are used more appropriately to augment them and the setting.  ^_^



#30
Heimdall

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LOL I just realized on the way home that the reason I'm probably so iffy on the 20/80 spread is that I've already boiled down the main story quest for my ideal Dual PC game to 20 (in between the totals of Origins, 13 and DA2, 26) and if we went with 20/80 that means that the poor Quizzy would only get 4!  Man I'm daft, 10 for each atm, with some side-quests and companion quests being used as an augment for those.  :lol:  Also I'm one of those selfish disbanders who doesn't like the idea that my ex-Inquisitor disbanded the Inquisition just so they could go off and make a more "secret" organization to lead from the shadows. 

 

Still fleshing out those 20 quests tho' and the DLC ideas, but Ill post em eventually.  ^_^

I say 20/80, but I'm including all the sidecontent, most of which goes to the new PC, so the Inquisitor might get more than you think.


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#31
AresKeith

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The problem with something like the OP's suggestion or even this is that you're kind of sacrificing the new PC's development at the alter of the Inquisitor. I'd prefer the new PC handle combat sequences AND everything you mentioned above. The more time I can inhabit the new PC, the more I can bring their character into focus.

Personally, I don't like the idea of the Inquisitor being playable at all. I also don't agree that you need them to be in order for them to take out Solas; that kind of thing can be adeptly handled in cutscenes, so long as there is an additional story threat that the new PC can deal with through gameplay (but this would be the case whether the Inquisitor was playable or not).

 

Maybe a secondary main antagonist that's allied with Solas?



#32
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Maybe a secondary main antagonist that's allied with Solas?

Hmm ... I'm still fiddling around with the final arc, specifically the Tevinter PC's final boss (I have an idea, but its REALLY BIG lore-wize so Its on the back-burner for now), but since I have plan on the slave-rebellion hitting its apex in Arc 1 and the Qunari War taking place in Act 2.  As a social revolutionary the Tevinter PC's Antagonist will be Tevinter itself (in a weird pretentious way) but I have planned for some neat Boss Fights for them in my strange fan-made Dual-PC storyline lol!   ^_^



#33
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Regarding splits, a recent dual-protagonist/dual-party game was Halo 5, and my main complaint about the game was that we didn't get to play as Master Chief nearly enough. The split was, curiously enough, 20/80 between Blue Team and Fireteam Osiris. Personally, I may be similarly disappointed if DA4 does this.


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#34
CronoDragoon

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Maybe a secondary main antagonist that's allied with Solas?


If we're running with the OP's plot, we could integrate a Final Fantasy Tactics sort of dual character arc. You and this other character are both slaves who work your way to the top through very different means. Along the way, you meet the Inquisitor and he guides you along your path, and Solas helps the other character (presumably an elf) rise to power along a different path. This other character could even be a party member for the first third of the game or something until something happens which leads him or her to seek other avenues, namely Solas.. Ultimately the game focuses on the relationship between you and this other character as its central drama, framed through the power struggle of the Inquisitor and Solas behind the scenes.
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#35
Heimdall

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Regarding splits, a recent dual-protagonist/dual-party game was Halo 5, and my main complaint about the game was that we didn't get to play as Master Chief nearly enough. The split was, curiously enough, 20/80 between Blue Team and Fireteam Osiris. Personally, I may be similarly disappointed if DA4 does this.

I think the problem was more that MC was very badly utilized and really didn't do much, neither did Locke for that matter really, the whole game campaign ended up being setup.

#36
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Regarding splits, a recent dual-protagonist/dual-party game was Halo 5, and my main complaint about the game was that we didn't get to play as Master Chief nearly enough. The split was, curiously enough, 20/80 between Blue Team and Fireteam Osiris. Personally, I may be similarly disappointed if DA4 does this.

Actually back when I first starting thinking about this idea it was actually Halo 2 I was basing it off of lol!  What happened to you Halo, you used to cool?  But yeah despite the games flaws, and there were a few, that wonderful balance they achieved between the Arbiter and Master Chief was one of the best parts.  Hence, my version of the Dual-PC idea is based off that sort of dynamic. :3


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#37
Dai Grepher

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What if the Inquisitor narrates DA4 and makes key appearances here and there?

 

He will also be an NPC ally in the fight against Solas, and the one who either convinces him to stop, or else stops him.

 

Basically the Inquisitor would be cut-scene material.

 

Anyone else have that idea already?



#38
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What if the Inquisitor narrates DA4 and makes key appearances here and there?

 

He will also be an NPC ally in the fight against Solas, and the one who either convinces him to stop, or else stops him.

 

Basically the Inquisitor would be cut-scene material.

 

Anyone else have that idea already?

I think most of us are afraid of Bioware making another Hawke mess if they attempted this (I know I am).  Hawke had 3 default personaity types, 2 genders and 2 VERY similar endings to their game ... and Bioware still managed to critically screw up their presence in DA:I.  The Inquisitor in comparison is far more complex, it will only be more difficult to translate them into an NPC. Plus, a NPC narrator isn't exactly what were going for. :D



#39
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Allright another quick update to my personal concept for DA4, this time zones and consider the brevity of it as another symptom of me simply not knowing a ton about Tevinter, but I did my best to kind of get a variety of what I would like to see ... comprised of what I thought worked for areas/zones in previous games. Also a reminder these zones were chosen 1) cuz I really want to see em, and 2) to fit the narrative i'm cooking up for the theoretical game. :3

 

Areas & Zones:

 

Explorable Zones: Reflective of those found in DA:I:

 

These are meant to be like the explorable zones that can be found in Inquisition, but I've reduced the amount of these down to 6 from the 10 main questing areas we had in the previous installment.  I prefer the smaller number on these massive zones, because I hope that means the ones they do put in will simply get to be more relevant to what's going on.  Unlike with DA:I were so many of the zones, while beautiful, where rather supurfluous.

 

 - Valorian Fields

 - The Silent Plains (Key Location - Solas)

 - Eyes of Nocen (Key Location - Qarinas)

 - The High Reaches

 - The Hundred Pillars 

 - Arlathan Forest

 

City Zones: Reflective of those found in DA2 (but hopefully improved upon)

 

If we're going to Tevinter, we need Minrathous done right ... and DA2 is the game that came the closest to actually giving us a viable city to interact with in Kirkwall.  The idea for these is that they use DA2's concept as a base and improve upon them, turning Minrathous into a pseudo-explorable city-scape that will serve as a home base, quest hub (NPCs may give you quests to go out to other zones here), and minor questing zone itself.  Plus, I can think of no better place in Tevinter to shove Lore and Setting down the players throat.  These will vary in Size with Upper and Lower being larger than the other two.   :D

 

 - Minrathous (Upper City)

 - Minrathous (Lower City)

 - Minrathous (Market District/Grand Entrance) 

 - Minrathous (Industrial District/Harbor)

 

Dungeon/Other Zones: Reflective of those found in DA:O and DA:I (Think Redcliffe or Deeproads)

 

Some of these are reflections of the dungeon style zones found in DA:I, DA:I and a little bit in DA2.  More restricted then the vast areas found in DA:I, these areas worked very well IMO as minor quest hubs and centralized quest zones.  Redcliffe was a particularly good example of this, as  we went there for a main story quest and along the way had the option to do a bunch of side-quests at the same time.  Other areas are just places I would love to get to visit in game!

 

 - Deeproads under Hundred Pillars

 - Ath Velanis

 - Seheron (Settlement)

 - Minrathous Circle of Magi 

 - The Argent Spire

 - Grand Proving Arena

 - Ruins of Arlathan

 - (??? Mystery Zone/May Be Removed ???)

 

Final Note: Seheron (Island)

 

 - The FULL area of Seheron I'm reserving for something special in my GRAND EVILE PLAN for the Tevinter PC, but that is for a future post.


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#40
Heimdall

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Okay, on areas...

3-4 DAI style explorable areas for the Tevinter PC in addition to more linear mission areas a la ME2. One of these areas could be a large section of Minrathous, though I'm on the fence about that. I think breaking it up into distinct neighborhood areas like Kirkwall has its advantages.

Meanwhile the Inquisitor's missions would be more like Trespasser or a bit like Mark of the Assassin, being fairly linear self contained segments but with room for exploration.
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#41
Shechinah

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Okay, on areas...

3-4 DAI style explorable areas for the Tevinter PC in addition to more linear mission areas a la ME2. One of these areas could be a large section of Minrathous, though I'm on the fence about that. I think breaking it up into distinct neighborhood areas like Kirkwall has its advantages.

 

I think Minrathous could diffently work in an improved style of Kirkwall with separate areas especially since it could help emphasises Minrathous as a capital city and further develope the atmosphere of the city by having areas focus on separate aspect of Minrathous. 

 

Each area could be very distinctive with certain things playing a part in the appearance of the areas. An example would be an area commonly used and inhabited by citizens of low social status: it could have cramped and poor living conditions as well as have a noticeable lack of secuity in the form of guardsmen. This would present a stark contrast to an area commonly used and inhabited by citizens of high social status: their area(s) would be much more pristine and spaced with noticeable security in the form of guardsmen.

 

There would be a more magnificent market with more expensive, extravagant and powerful items in the upper areas and there would be smaller markets in the lower areas with more cheap, simple and less powerful items. These markets would sell anything from herbs, fabrics, minerals to schematics, potions and so forth in a ranged of quality that depends upon their area location. There would be illegal shops or a black market that could provide the upper class items for a price.

 

I'd love if the upper areas are initially unavaliable to a Tevinter PC because of their status but as the story progresses on, they become able to venture there.

 

The franchise tradition of a tavern I would like to see continued with the addition of tavern songs like the ones found in Inquisition.
 


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#42
Heimdall

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On areas of Minrathous I'd like to see:

 

It's a port, so I want to see the harbor and the portside area.  (Maybe that's where we'll find the redlight district?)

 

Dorian mentioned areas with streets filled entirely by building built before the modern ages, I want to see some of those.  Maybe around the Minrathous Circle of Magi? (Oldest circle of magi with the most extensive library of magic in all Thedas.  I MUST SEE IT!)

 

Then there's the legendary Juggernaut golems I want to see in front of the walls that have never fallen to an invading force.

 

Oh and wherever the senate is, imperial palace, argent spire (Where the Tevinter Divine is headquartered)

 

I want to see a lot of things...


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#43
Shechinah

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Followers:

 

Venhedis: An elven rogue who is connected to the black market and is recruited because of those connections. He is very secretive as per occupation and prefers to stay professional only so he tends to be vague about anything outside of work. He can decide to provide bits as approval is increased an certain decisions are made. Venhedis is very deadpanned and rarely affected by verbal combat in which he can give as good as he gets. He may teach the Tevinter his class specialisation if they are a rogue. The class specialisation best fitting his persona is Assassin. He will emphasis staying undetected or appearing of little note and advise practical murder methods that are subtle or common to decrease a trail of evidence.

 

Venhedis is acquired as a rogue companion and his additional role is to serve as the player's contact and inside source on matters pertaining to the underbelly of Minrathous society. He keeps tabs on elements inside it. This makes him an asset when it comes to noticing and sabotaging Solas' agents and their plans. He has his own agenda, however, that is unconnected to the greater schemes but can cause him to sabotage and betray the player if his approval is not sufficently high.

 

Venhedis's approval and disapproval is primary based upon pragmatism. He'll disapprove of supporting a slave rebellion as he sees them as futile and insignificant due to how quickly and swiftly they tend to be put down and how they seldom result in anything but severe consequences that make lives and work more difficult. He'll disapprove of murdering someone of note as an easy solution as doing so would increase notority. He'll approve of persuading or bribing citizens of the lower class as doing so will foster a sense of goodwill and trust that can be used to ensure rival bribes are less likely to be taken and information more likely to be provided.

 

Venhedis deals with and accompanies the Tevinter making him directly involved with the while indirectly involved with the Inquisitor as his information is relayed to the latter through other people. He might make an appearance on a few missions.
 


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#44
Dai Grepher

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I think most of us are afraid of Bioware making another Hawke mess if they attempted this (I know I am).  Hawke had 3 default personaity types, 2 genders and 2 VERY similar endings to their game ... and Bioware still managed to critically screw up their presence in DA:I.  The Inquisitor in comparison is far more complex, it will only be more difficult to translate them into an NPC. Plus, a NPC narrator isn't exactly what were going for. :D

 

The problem with making the Inquisitor playable though is like what I mentioned in my prior post. My Inquisitor is a Rift Mage, so my idea fits him. But what about a Champion? What about those with no specialty? What about the female elves who would not want to fight Solas at all? I don't see the (ex)Inquisitor returning as anything other than a leading NPC, unless BioWare put the work in to make each possible (ex)Inquisitor unique in their fighting style. Which BioWare has an aversion to hard work. That's the whole reason they took the arm in the first place, so the (ex)Inquisitor can only give orders and stab maps. I doubt a mage (ex)Inquisitor will even be recognized as being able to perform magic.

 

So what's easier? Make him an NPC, or make him playable? And if they are going to put the work in to make him playable, why would they only feature him for part or even half of the game? Better to focus on the new protag.

 

I think BioWare should make some new DLC adventures with the (ex)Inquisitor without the arm, and create unique ways for each to restore the arm's functions somehow, such as a Stone First, or a Reaver Claw, or an Artificer Arm, or even a lyrium golem gauntlet for those who did not pick a spec. BioWare spent all that time developing for the Frostbite engine. They should get as much as they can out of the engine by making new DLCs that forward the plot leading in to DA4.



#45
Shechinah

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Followers:

 

Benefaris: A human mage who studies spirits primarily as means of acquiring knowledge about ancient times. He focuses on spirits that are drawn by death as he believes these spirits were more likely to have stood witness to events that he seeks to know about. Because of this, he ventures to sights that bore witness to tragedies and horrors which lay inside the capital of Minrathous as well as outside it. He may teach the Tevinter his class specialisation if they are a mage. The class specialisation best fitting his persona and occupation is Necromancer.

 

Benefaris is acquired as a mage companion and his additional role is to serve as the Tevinter player's means of acquiring knowledge on history, artifacts and old sites. This make him an asset when it comes to figuring out what may be of interest to certain people including the ways they might be used.  

 

While fascinated by them, he has no interest in bartering with creatures of the Fade, be they spirit or demon, as he believes their nature will always cause them to provide questionable information, thus he consider it a better to bind them in a way that compels them to do as he wish and reveal information and sites that he seeks.


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#46
Shechinah

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Viris: A dwarven warrior who has a love of hunting and is still a stubborn match in battle for beasts and men alike despite being in her elderly years. She is seldom without mirth and rarely feels intimidated by a challenge much to the chagrin of her poor nephew who has the unenvious task of keeping an eye on her in her senior years. She was previously a frequent participator in the Provings. She may teach the Tevinter her class specialisation if they are a warrior. The class specialisation best fitting her persona is Champion.

 

Viris is acquired as a warrior companion and serves as the Tevinter player's means of aquiring inside knowledge on the dwarven families and their dealings. She is encountered outside the capital city of Minrathous while on the hunt with her crew and nephew. Most of her crew has deserted her after an incident involving a beast. She'll offer the Tevinter hire and a fine pay if they help her on the hunt.

 

Her growing senility has excused her from familial responsibilities and from her family in general which she claims suits her just fine as she is intend on relieving the best years of her life by going on one last hunt. 

 

She'll approve of the Tevinter bloodying some noses provided they belong to people whom she feel deserves it and she'll approve of talking back or outright mocking people provided the same criteria is met. These people tend to be arrogant and callous meaning both nobles and criminals fit the criteria.


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#47
Shechinah

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Kevesh: A human warrior who serves as a member of the lawkeeping body of Tevinter society. Devoted towards protecting Tevinter and its citizens from the ills of criminality, Kevesh believes in order and stability. Kevesh may not be a mage but he has found his own way of using blood to his advantage: he may teach the Tevinter his class specialisation if they are a warrior. The class specialisation best fitting him is Reaver. 

 

Kevesh is acquired as a warrior companion but originally serves in an antagonistic role early on as he obstructs the efforts of the Tevinter player and hunts their trail due to their percieved crime eventually leading to the Tevinter player's capture at his hands. The subsequent attempt on the Tevinter's life while in his custody and the circumstances surrounding it will eventually prompt him to ally with the Tevinter and their party as a necessary circumvension of the law in the name of justice.

 

He is not terribly fond of the Lucerni's political goals as he believes the changes that they advocate could lead to civil wars like the ones of the past that caused terrible losses and impacts. Through certain discussions in addition to increases in approval, Kevesh may come to reconsider some of his stance on certain things but will refuse to do so on others.

 

A stout believer in justice, Kevesh refuses to allow the challenge of injustice to go unmet if he can help it and will occasionally circumvent the law if he feels it is necessary to solve a crime or punish a perpertrator. Because of this, he will not necessary disapprove of a crime commited by the Tevinter and may, in fact, approve.

 

Like most citizens of Tevinter, Kevesh is not fond the Qun and will disapprove of any positive comments made towards them. He'll approve of doing harm to the Qun even if it means resorting to violence when dealing with it's agents and will disapprove if the Seheron refugees are allowed to stay and he is not persuaded to reconsider his distrust. He will, however, approve of dealing with the Seheron refugees in a non-violent way and will disapproved if they are murdered as a solution. He will approve of acquiring Saarebas as a companion and will greatly approve if the reason for the acquisition is compassionate and geared towards rehabilitating Saarebas.

 

--- to be continued ---  


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#48
Shechinah

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Avanna: A rogue and fog warrior hailing from the jungles of Seheron who had the misfortune of suffering capture and enslavement. Her kind is not so easily subdued but though the ship never reached shore and she did, it was not the shore of Seheron. Trapped in unfamiliar land, she seeks her humid home once again and the means to reach its shores. Avanna may teach the Tevinter her class specialisation if they are a rogue. The class specialisation best fitting her is Artificer.

 

Avanna is acquired as a rogue companion and her additional role is to serve as the player's source of information on the Qun and Seheron. The former can come into play before Seheron section of the storyline as she can assist in identifying traits of Qunari agents or refugees. During the latter, she'll navigate Seheron for the Tevinter player and speak their case before the Fog Warriors to potentially gain their assistance to accomplish the task though how kindly she'll do this will depend upon her approval. She may leave the party permanently if her approval is not sufficent high and encourage her people to remain indifferent to the Tevinter's task if her approval is sufficently low. If her approval is sufficently high, Avanna will choose to stay with the Tevinter and their party and leave Seheron with them though with the intent to return when all is done.

 

As a Fog Warrior, she seeks a Seheron independant from both Tevinter and the Qun. Because of this, she holds no love for either of them and tends to approve of work done against them or negative comments directed at them. She'll disapprove of doing harm to civilians for the sake of harm alone but while she will not approve, she will not disapprove if the civilians are unintended or percieved necessary casualties. She'll approve of some charitable acts but will disapprove of others if she believes it to be better to teach the person to solve or improve their own situation.


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#49
Dai Grepher

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I want an awakened hurlock emissary as a companion in DA4! Possibly even sharing his body with a Fade spirit, of loyalty maybe? The Spirit of Loyalty would have the form of a mabari. Maybe this disciple's title could be... "The Freed", or something like that. He would work to help the world, and he would loath what the Darkspawn are, recognizing that the taint is a plague. He would have magical clothes and armor to keep his taint from infecting others, though he will also keep himself at a distance while in camp or something.



#50
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The problem with making the Inquisitor playable though is like what I mentioned in my prior post. My Inquisitor is a Rift Mage, so my idea fits him. But what about a Champion? What about those with no specialty? What about the female elves who would not want to fight Solas at all? I don't see the (ex)Inquisitor returning as anything other than a leading NPC, unless BioWare put the work in to make each possible (ex)Inquisitor unique in their fighting style. Which BioWare has an aversion to hard work. That's the whole reason they took the arm in the first place, so the (ex)Inquisitor can only give orders and stab maps. I doubt a mage (ex)Inquisitor will even be recognized as being able to perform magic.

 

So what's easier? Make him an NPC, or make him playable? And if they are going to put the work in to make him playable, why would they only feature him for part or even half of the game? Better to focus on the new protag.

 

I think BioWare should make some new DLC adventures with the (ex)Inquisitor without the arm, and create unique ways for each to restore the arm's functions somehow, such as a Stone First, or a Reaver Claw, or an Artificer Arm, or even a lyrium golem gauntlet for those who did not pick a spec. BioWare spent all that time developing for the Frostbite engine. They should get as much as they can out of the engine by making new DLCs that forward the plot leading in to DA4.

I'll address budgetary issues later on ... I am constantly thinking about that in regards to this silly "fan-plan" and thus far I think I've managed to theoretically been able to mitigate a lot of the budgetary increases that would be required for a Dual-PC storyline by removing certain obvious components from DA:I and balancing some of the features out between the two PCs (like LI's and Companions).  The only exception that I haven't been able to compensate entirely for is the additional voice work needed for the two voice actors of the new PC, which I'm not going to lie ... is a big one. But again, I'll pitch my ideas in regards to that in a future post.   B)

 

As for the Inquisitor's combat.  That is another issue I plan on making a post on, but I have already started it in regards to my "Class Specialization/Unique Character Talent" Post.  In terms of actual talent trees, there will be at most an additional 4 required to facilitate the Inquisitor functionally as an additional combat capable PC.  Clever aesthetics, and perhaps a bit of tweaking in terms of feel of the combat of both character may be required, but again ... later post (this will be the one I touch on my ideas for the prosthetic as well).  ;)

 

Finally, again this is not a thread advocating for the Inquisitor's return, rather it is one that is meant to focus on the seeing if its even possible mechanically of having them return in a Dual-PC setting.  Its focus is on the theoretical and the ideas that people come up with in which they believe they could get it to potentially work, myself included, and "wanting or not wanting" the Inquisitor to return is pretty irrelevant as that was never the point. That being said, you are right that it would be cheaper to make the Inquisitor an NPC, but personally I certainly expect Bioware not to make the same awful mistakes twice (all new ones, that is perfectly fine ... they've had brand new ones every game. At least they're trying new things).  ^_^


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