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


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#76
BansheeOwnage

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Ugh, I hope not. I want to have absolutely nothing to do with Calpernia unless it involves bringing that monster down. 

Not to veer too much off-topic hopefully, but what did she do that was so bad? I've only done the Templar path 1.5 times, so I can't remember the details.

 

 

Both she and Dorian simply wanted their home to be better, the only difference is what organization they joined to attempt achieving it.  The pragmatic noble who proposed moderate change and the removal of the "shackles" of the past joined the Inquisition, the lower class Elven Mage who hoped for radical change and the shedding of the literal "shackles" common to Tevinter joined the Venatori.  That's all there is to it.  ^_^

Just wanted to point out that Calpernia is human =]


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#77
Hanako Ikezawa

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I don't know if I'd call her a monster, but she was extremely desperate for change and saw Cory as a method to achieve it.  If you join the Mages you never meet her, she is never a factor or an Antagonist. If you join the Templars she either jumps off a cliff upon her defeat (yeah, I'm sure a mage of her caliber died by jumping off a cliff) or she can be redeemed to stall for more time for you to deal with the WoS.  For all 4 options her fate remains inconclusive.  ;)

 

Both she and Dorian simply wanted their home to be better, the only difference is what organization they joined to attempt achieving it.  The pragmatic noble who proposed moderate change and the removal of the "shackles" of the past joined the Inquisition, the lower class Elven Mage who hoped for radical change and the shedding of the literal "shackles" common to Tevinter joined the Venatori.  That's all there is to it.  ^_^

 

I liked her for my version because I do see her as a character (albeit a flawed one) with a TON of potential when Tevinter is involved, as such I used her in such a way that exhibited that.  You may not, and thats perfectly cool, your story may have a completely different angle and that is exactly what this thread was for.  To throw down our own ideas in how a Dual-PC story-line could function in DA4. :D

Involved in mass slavery, mass killings, mass blood sacrifice, mass suffering, willingly working for a person who will kill any and all who oppose him for selfish reasons. Yeah, that sounds like a monster to me. No ifs, ands, or buts about it. Ironically she does every single thing she supposedly hates about the current magisters to an exponentially worse level.

 

If our new protagonist is working for her, I will not be buying the game since I will get no enjoyment out of it, only disgust. The only exception being we are forced to against our will, we can express negative feelings, we get to subvert her plans at every turn, and we see her brought to justice for all the atrocities she committed.



#78
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Involved in mass slavery, mass killings, mass blood sacrifice, mass suffering, willingly working for a person who will kill any and all who oppose him for selfish reasons. Yeah, that sounds like a monster to me. No ifs, ands, or buts about it. Ironically she does every single thing she supposedly hates about the current magisters to an exponentially worse level.

 

If our new protagonist is working for her, I will not be buying the game since I will get no enjoyment out of it, only disgust. The only exception being we are forced to against our will, we can express negative feelings, we get to subvert her plans at every turn, and we see her brought to justice for all the atrocities she committed.

But, as far as I'm aware she was only implicit in those actions due to her connection to the Venatori and with the exception of her former master, Haven, and her assault on the Temple of Mythal at Corypheus' command, as far as I'm aware she wasn't connected directly with any of the other crimes committed by that faction.  If anything based off of the story you get by joining the Templars she serves Corypheus because he "freed" her from her bonds of servitude and promises to her a better life for both herself and Tevinter, the very things she wished for most.  Upon telling her that Corypheus intends to break his promises and in fact enslave her with a binding ritual she turns on him and actually helps you at the Temple of Mythal.  ^_^

 

Calpurnia - "He made so many promises.  And every one, a lie!  Venhedis Kaffan Vas! He was to give Tevinter a true leader!  If Corypheus would misuse me, he'd misuses them too.  I was blind!"  

Inquisitor - "You did this for Tevinter, to see it rebuilt?"

Calpurnia - "To see her reborn. SLAVES allowed their true potential. Corruption Excised! Tevinter was the cradle of civilization, imagine what her future could be? A crafter of wonders, standing against the savage Qunari.  A beacon for all!"

 

Then she goes to face Corypheus, to stall him to give a better chance for the Inquisitor to get the WoS.  You're free to think as you wish, but that hardly seems like the acts of a "monster" to me.  Someone who is morally grey and misguided perhaps, but I can personally think of no-one who exemplifies a true wish for "Radical Reform" more than Calpurnia currently.  Just as I cannot think of a better example of someone who wishes for "Moderate Reform" than Dorian.  As such, I created the story of my "Fan-Concept" (for it is nothing more than that) for a Dual PC around her, just as much as Dorian and either PC.  :lol:


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#79
Addictress

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I think people just don't like calpernia because of her silly villain lines like "the wretch mocks you, master" and "speech without understanding." A truly well-intentioned noble character trying to fight for their homeland .....would say things differently, no?

#80
Shechinah

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The Lucerni is whom I feel the Tevinter player should be a part of as they are a political group that is focused on Tevinter itself unlike the Venatori which focused on Tevinter and the southern nations. The Lucerni is focused on restoring and redeeming Tevinter whereas the Venator is focused on restoring Tevinter and empowering it. Calpurnia lead the Venatori during the time of Corypheus and so she carries what the Venatori were in the South. Regardless of her well-meaning intentions, she is painted by the actions of her affliation and so being forced to be involved in a group with her as the leader would be unappealing.This applies even and perhaps especially if the Tevinter player is ignorant as to her involvement as a number of players would not be and so would be frustrated by the forced association and the lack of confrontational options.

 

Basically, the Lucerni and its members have none of the baggage that Calpurnia and her Venatori do which is why I'd prefer the former to be the faction group from which the player can agree or disagree with.

 

That is not to say that Calpurnia would not necessarily feature but I'd rather it be a matter of whether or not she'll be joining us than be a matter of us joining her, if that makes any sense.

 


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#81
Shechinah

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I do enjoy this thread: I think it was a very stellar idea, CardButton. :)

 

I have a draft on my own ideas to a storyline including how the Tevinter player comes to associate with the Lucerni. The opening is a bit difficult because I like the slave origin but I think it should be possible to play a dwarf and a native to Tevinter so I'll have to find a way to deal with the two in a way that does not conflict with the lore. This means it may involve a prison near the beginning but I think it can work without necessarily becoming a prison beginning.

 

Hmm... the Venatori did captue dwarven slaves. Need to read the Wikipedia.



#82
Sifr

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Cardbutton, if we have dual protagonists who are both working towards individual goals, what if not only do our stories intertwine as we go along, but both protagonist's actions can even end up influencing, helping or even inadvertently undermining each other?

 

Perhaps the important final choice of the game could have us choosing which protagonist we ultimately side with, despite both protagonists having goals that we as the player have worked hard to achieve and might think are just as important as each other?

 

Might be a cool concept to have our individual protagonists serving as potential antagonists for the other.


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#83
Shechinah

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I've got three ideas about the Tevinter protagonist that I've been thinking about though two are similar because of what they entail. Two of them are more or less about being in the wrong place at the wrong time but one of the two has the protagonist becoming special because of it though I should note it is not in the way that they are the only one who can do this thing.



#84
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Cardbutton, if we have dual protagonists who are both working towards individual goals, what if not only do our stories intertwine as we go along, but both protagonist's actions can even end up influencing, helping or even inadvertently undermining each other?

 

Perhaps the important final choice of the game could have us choosing which protagonist we ultimately side with, despite both protagonists having goals that we as the player have worked hard to achieve and might think are just as important as each other?

 

Might be a cool concept to have our individual protagonists serving as potential antagonists for the other.

LOL yeah I was thinking about that as well, especially in for the earlier portions of the game when the two PCs would have little to no direct interaction with each-other.  There is a couple of ways to go about it.   :D

 

1) The Major Setting Altering Decisions, which should be limited to about 2 or 3 for each PC to keep them manageable, could play a direct influence on the other PC (Major Character Altering Decisions should also occur, sort of like the WoS, and those could be used any number of times because they are easier to write around.  A mix of both could suffice).  

 

2) I would like to see some side-quests take a more active role in fleshing out the setting.  Not all (there should still be some fluff ones like fighting Dragons), but perhaps some could be written to allow for further exploration of the lore, a closer connection to the group or NPCs each PC is interacting with (AKA optional objectives), or could downright be devoted to mini side-stories that revolve around NPCs rather than the PC.  Like perhaps the Inquisitor PC could help Dorian on the side with his quest to become the next Archon (a story intrinsic to him, but not necessarily intrinsic to the Quizzy). More subtle and passive effects (like making it harder or easier for the one PC to accomplish one of their goals, or NPCs talking about the events taking place around one PC while the other PC passes by) could work too. :D



#85
Shechinah

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Guys, I think I've just figured out what has been preventing me from copy and pasting as long as I've been on the forums. The winter of my misfortune has melted into the spring of my fortune!

Oh sweet joy, this is make so many things so much easier!
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#86
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The Lucerni is whom I feel the Tevinter player should be a part of as they are a political group that is focused on Tevinter itself unlike the Venatori which focused on Tevinter and the southern nations. The Lucerni is focused on restoring and redeeming Tevinter whereas the Venator is focused on restoring Tevinter and empowering it. Calpurnia lead the Venatori during the time of Corypheus and so she carries what the Venatori were in the South. Regardless of her well-meaning intentions, she is painted by the actions of her affliation and so being forced to be involved in a group with her as the leader would be unappealing.This applies even and perhaps especially if the Tevinter player is ignorant as to her involvement as a number of players would not be and so would be frustrated by the forced association and the lack of confrontational options.

 

Basically, the Lucerni and its members have none of the baggage that Calpurnia and her Venatori do which is why I'd prefer the former to be the faction group from which the player can agree or disagree with.

 

That is not to say that Calpurnia would not necessarily feature but I'd rather it be a matter of whether or not she'll be joining us than be a matter of us joining her, if that makes any sense.

Hmm ... I was under the impression that regardless of the ending she gets in DA:I Calpernia is done with the Venatori?  Awww ... well that enough about little Calpernia for the moment. :D



#87
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PC-Combat Style Basics:

 

So here's my thoughts on how combat could kind of work in a Dual-PC setting and this is where some of my minimalist tendencies kick in to keep expenses a bit lower.  :D

 

I'm basing this off of the DA:I style talent system for the most part, but basic Talent tree's (non specialization) along with 2 of the 3 available specializations of each PC will be shared between the two characters, with unique Character talent trees intrinsic to each specific PC.  Check back to my earlier post on this, but it will essentially boil it down only needing an additional 4 talent trees than Bioware would have normally used to facilitate the extra PC.

 

To help differentiate between the two my thoughts where that despite the Talent tree's being the same, the way each PC interacts with them and displays them visually could be different, but his would take a bit of a revisal of how auto-attacking works in correlation to abilities (I figured they would do this anyway considering how terribly automated it was in Inquisition) centered around their specific PC tree (Mage Hunter & Architect).  Most of this need only be aesthetic in terms of how it looks in game (especially in how the character visually uses Abilities which could just have the same ability particle effects for both PCs), but there are a few things that will play a practical role as well.



#88
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Tevinter PC:

 

The Tevinter is both a new up and comer and a prospective Mage Hunter (even if their a mage lol) therefore their combat should reflect that.  Combat should be a little more fast paced with high mobility, focused a bit more on activated dodges, interrupts, debuffs and temporary silences. Outside of activated utility abilities "Mage Hunter" will include passives which allow for percentage chances for these offensive status effects (like for every hit you have a chance to silence a target), which can be improved through talent investment.  Sustained damage is the goal so they would have naturally higher mana and energy regeneration than a Inquisitor at the same level, animations should be fast and fluidic.  :D

 

Inquisitor PC:

 

The Inquisitor has a ton of experience in combat by this point, but they are now inhibited by a handicap and will be struggling to re-teach themselves to a new prosthetic .  As a result they are now less adept at prolonged fights and visually move slower, but hit with more impact.  "Architect" is a talent tree based around the new arm and should focus on activated guard generation, stuns, grapples, and self-buffs (you have a mechanical arm use it to grab or take hits lol).  Since I would prefer the handicap actually play a part in combat as well as non-combat "Architect" will also be a Double-edged sword.   There is percentage chances for the Inquisitor to either flinch in pain (the negative) or due to its own instability cause a burst of damage to an enemy (the positive).  The passive talents of this tree will be centered around either making those "bursts" more regular (higher percentage chance) or lowering the chance for flinching during combat.  This fighting style is Burst damaged focused so the Inquisitor will higher reserves of Mana and Energy, but less regeneration than the Tevinter.

 

In Summation:

 

Essentially the Tevinter is like a Rapier or a Machine Gun, the Inquisitor is a Great Sword or a Shotgun in how they will feel to the player in combat.  ;)



#89
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The Prosthetic "Architect" (You can change the name if you like, I just thought it sounded cool LOL):

 

I originally got this idea from the way the Anchor effected the Inquisitor in both "The Wrath of Heaven" and in "Trespasser"(the flinching part, not the explody part) for the whole "double-edged sword" concept that I was talking about.  I would like the prosthetic to be universally useful for all Inquisitor PCs and their respective combat styles and something that at least behaves like a forearm, wrist and hand would best service this intent.  I decided on this for two practical reasons: 1) So Bioware doesn't have to invest the time and resources needed to make individual prosthetics + combat animations for every combat proficiency and 2) Since this will require an additional set of combat animations to show visually it would be more cost effective for them to make something that NPCs can use as well (just with a real arm and not a prosthetic one).  Some companions whether they're physical powerhouses or older in age may visually use the more brute force style of the Inquisitor, while those who are smaller or younger use the Tevinter's fighting style.  This will also partially solve for an aesthetic issue I personally had with Elves using the same Weapon fighting animations as Humans and Qunari despite their extremely obvious differences in physical stature.

 

Aesthetically my personal design looks like a mix between Furiosa's prosthetic from Mad Max and Saber's gauntlets from Fate/Stay Night.  To reduce complexity and increase the realism of it being able to exist within the world of Thedas (even if it is a brand new prototype) the composition will consist of forearm gauntlet with a 2 jointed thumb, 2 jointed index finger and single additional larger 2 jointed digit that will suffice for the remaining three fingers, like Saber's gauntlets.  7 joints total including the wrist would be required and to keep it securely attached like with Furiosa's prosthetic it will include a Shoulder harness, arm strap, and elbow brace, all of which could theoretically fit under armor.  Furiosa's arm in the movie seems to works in a very similar way to experimental modern electronic prosthetics do, as it uses electrical impulses in the brain to cause movements within the arm.  Thedas, however, has no-where near the level of technology to achieve this, but they could make do through the use lyrium and magic.  (THIS IS THE ONLY PART OF THE ARM THAT SHOULD DEAL WITH MAGIC IMO!)  Lyrium Tattoos like those found on Fenris, with a few Lyrium Runes acting as receiver nodes within the arm itself (sort of like Samson's armor), could be used in a similar way to facilitate the movement of the arm and allow for the improved dexterity and flexibility needed for a wider range of combat styles and activities (Lock Picking for Example).  This is also where the double edged sword concept is applied in as Lyrium Tattoos themselves are what is causing the side-effects of the prosthetics use, severe bouts of pain being one of them.  I want the Inquisitor back, but I also want them to suffer for that decision, along with showing that the removal of the arm does have and still has impact.  Plus a little part of me would like to see how PISSED Fenris would be if he found out someone willingly put those Tattoos onto themselves.  ^_^

 

Edit: (Thanks you Dai Grepher for making this apparent) On the issues of Mages and "Architect" the usefulness of the prosthetic in comparison to the other classes could present an issue.  Outside of the obvious problem of direct lyrium contact, the arm itself would only function as an additional support for staff combat under the DA:I rules of Mage Combat, which is primarily unneeded.  A mage Inquisitor, in general, suffered far less drawbacks from the removal of the arm then their Warrior and Rogue counterparts ... which means that any attempt to rectify the disadvantage for them will be less beneficial for a Mage.  As such "Architect" could be used as a replacement staff itself in the shape of a prosthetic arm.  My design did include a few lyrium runes/nodes to help the arm move anyway, one of them could be in fact a Staff Focusing Crystal centered in the palm.  To upgrade it the crystal would just need to be replaced as the game progressed like any weapon would.  The only problem with this is that the Class Combat style for an Inquisitor Mage (discussed above) would have to centered around this "unarmed" style, which isn't too much of an issue to be honest.

 

...To Be Continued!



#90
Heimdall

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I still think the arm should stay gone and the Inqusitor's playable parts should lack combat, but that's just me.
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#91
Shechinah

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I am almost done with writing out the prologue of my storyline idea concerning the Tevinter. I like how it turned out so far.



#92
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I still think the arm should stay gone and the Inqusitor's playable parts should lack combat, but that's just me.

But again remember your design is a 20/80 spread so the lack of combat for the Inquisitor/Ex-Inquisitor works with that system (in fact it would work really damned well with that sort of difference!). :)   

 

Since my design is more of like a 40-45/55-60 spread in terms of balance, having no combat for the Inquisitor just wont work very well. Thanks to your advice though Heim I've edited a lot of my story concept to facilitate less combat for the Inquisitor in the early parts of my game.  It slowly starts getting more intensive in the second arc (which is fine because the Inquisitor will be more used to the prosthetic by that point) and even then doesn't get heavy till the very end (I think in terms of story structure there is only going to be 3 BIG fights for the Inquisitor 1 at the end of Arc 2, and 2 others in Arc 3 "final").

 

I wanted to start the Quizzy off at a higher level anyway (cuz I wouldn't make sense for them to drop to 1, but reteaching themselves to a fight a new way certainly dropped them down a few) and having them spend much of the early game doing lore stuff and exploration was the perfect idea to help get that to work.  It will then give the Tevinter PC enough time to catch up and level naturally before more heat is aimed at the Quizzy as well (when EVERYTHING starts going to hell and they're both dragged into it).  So thank you!  My plan was always to make the story about two equal hero's fighting for their world anyway, I just needed a more story driven method of getting them to that equal footing.  ^_^


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#93
Shechinah

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Origin: Slave

The cult known as the Venatori that once threatened the southern nations is crumbling as their god has been vanquished, their numbers greatly diminished, their funds exhausted and their leaders either killed or simply gone. What remains in the Tevinter Imperium are laying low. The Tevinter is a slave in the house of one of the remaining Venatori members. Their background prior to servitude to this house is ambiguous as it will be shaped through dialogue options. The Tevinter can assert their opinion to one of their fellow slaves on their status such as seeking to escape or insisting it is folly. The Tevinter has the same racial options as the Inquisitor and same class selection. Like the other slaves of the household, they are bound by a sort of blood magic that prevents them from causing harm to their master or from escaping the boundaries of the house.


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#94
Shechinah

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Chapter 1: “Life of the Slave”

The prologue opens as the Tevinter wakes up in the slave quarters. One of the slaves will be talking about her nightly terrors, insisting she heard something during the night. The elder slave will irritated shush her and berate her for what the other slave sees as hysteria. The Tevinter player has the option of involving themselves in the talk or staying silent. Regardless, their day continues. The elder slave will insist they get up and about.

What follows is establishing the life of the Tevinter, the Tevinter themselves, their interactions with the other members of the house as well as provide information about Tevinter.
During the day, the Tevinter will have an encounter with their master which can play out differently depending on which dialogue option they select.

The Tevinter can choose to be silent except when asked and in generally behave like a “good slave” is expected to as established by an elderly servant earlier. If this course of action is chosen, the Tevinter will leave without harm with the elderly slave ushering them out and comforting them away from the master if the Tevinter chooses to share their feelings but will discourage the thought of escape or attempting to harm the master.

The Tevinter can choose to be defiant to the point of outright threatening their master. The Tevinter can once again state that they were made a slave with the dwarven Tevinter having the additionally option of stating that their enslavement is illegal. If this course of action is chosen, the master will be amused and dare the Tevinter to strike at him, well-knowing that this is not possible and the Tevinter knows it. The Tevinter can choose to try but the blood magic used on them will prevent it. Their master will then cause them pain through magic and belittle them before leaving. The elderly slave will attempt to help the Tevinter from the floor and they can accept her help or reject it. If they reject it, they can still confide in her. She will, however, admonish the Tevinter for their defiance because she sees it as doing nothing good.

During the day, the Tevinter can encounter the female slave from the morning twice. Once, they’ll find her seemingly talking to herself and secondly, they can find a guard hitting her for doing so. The Tevinter has different dialogue options during both encounters. Amongst their options, they can choose to defend the female slave from the guard, try to inquire what she was doing to which she’ll dodge the question or tell her to be quite.

During the day, the Tevinter can try to formulate a plan of escape and ask some of the other elves to go with them. Two of the slaves that can be asked are the elderly slave and the female slave. The former will shush them and ask them not to as she does not believe they’ll succeed and remind them what happen to slaves that are got. Because she does not want to see them suffering this fate, she’ll not tell on them to the master. The female slave will be hesitant but will be open to the idea although worried. Another slave is a dwarven slave who will be eager for the chance so he can tell about the illegal enslavement of dwarves to the dwarven authorities in Tevinter and see the master punished for what he has done to him (and the Tevinter if they are dwarven).

During the day, this dwarven slave can be encountered and be convinced to help the Tevinter when the Tevinter is accosted by two servants. If the Tevinter is dwarven then the dwarven slave will not need to be persuaded and will join of his own accord without prompting by the player. The elderly slave will interrupt the encounter and break up the matter including by verbally intimidating the two servants into backing down and leaving. If the Tevinter settled the matter peacefully, she’ll give them praise and remind them that if the two servants try to make trouble for the Tevinter such as by framing them for bad work then they’ll remind them that slaves stick together by framing the servants for double bad work. If noses are bloodied, the elderly slave will admonish the Tevinter and encourage them to clean the blood off themselves least questions be asked and they be punished. Amongst the dialogue options, the Tevinter can express frustration that the servants who live little better than the slaves in the household still turn their noses up at them. The elderly slave will lament that this is the way and has been in all the other houses she served in: Even amongst the lowest of slaves, some feel they are above the others and act according to that belief.

At the end of the day, the Tevinter will be ordered to the study. The elderly slave will be wary of this as the purpose for their presence tends to be her responsibility but cannot argue the order. There, the Tevinter discovers the presence of unknown slaves as well as two familiar ones. They may realize what is happening but the master will immobilize them through magic before they can utter a word.


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#95
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Not to veer too much off-topic hopefully, but what did she do that was so bad? I've only done the Templar path 1.5 times, so I can't remember the details.

 

Just wanted to point out that Calpernia is human =]

OMG HOW DID I NOT NOTICE IT!  Her Ears are so pointy I thought they were just really tiny elf ears!  ROFL!!!!!  :D


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#96
Shechinah

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Chapter 2: "The Unintended Sacrifice"

Through blood magic, the Tevinter is forced to move to the other slaves, one of which is the dwarven slave and the female slave. Unable to move or speak of their own accord, they are helpless to do anything but watch as the master and his apprentice begin a ritual. They have been intentionally weakening the Veil at their location for quite some time and are nearly done with that phrase. They could not acquire the calculated number of slaves needed but the master refused to wait any longer and so snatched the last amount from his own household.

 

The master succeeds in forcing a specific spirit through the Veil and binding it so that he can interrogate it about the mirror in the room - the eluvian, he refers to it as. The bindings cannot be maintained for long and so he uses the blood of the slaves to reinforce them.

 

During the ritual and as slaves are forced to walk to their sacrifice, the Tevinter will hear the female slave muttering to herself.

 

This comes into play as when the female slave is about to be killed, it turns out she was a mage though unaware of it. The dreams and whispers that plagued her were caused by a demon. They discover this too late as the demon possesses her which finally weakens the Veil too much leading to the bodies of the other sacrifices rising as corpses. The sudden surprise of it leads to the death of guards who also rises as corpses and eventual the death of the master’s apprentice. This further disrupts the master’s focus causing the Tevinter to be freed from the blood magic control.

 

If the warrior or rogue class was selected then the Tevinter will pick up the weapon(s) of a downed guard to defend themselves with. If the mage class was selected in the character creation then this is when the Tevinter discovers that they are a mage as they’ll unintentionally use magic on an advancing corpse and after their surprise settles, they’ll pick up the staff of the master’s dead apprentice.

 

While attempting to deal with the demon that slipped through, the master is killed from behind by the risen corpse of the Tevinter’s former fellow slave. The master’s body will then become the vessel of a rage demon that’ll advance on the Tevinter as it blames them for the chaos. Other corpses will follow its example and advance on the Tevinter who is backed back to the mirror which is now activated.

 

Faced with questionable odds and the unknown, the Tevinter chooses the latter and leaps through the eluvian, thus winding up the Crossroads. The doorway closes when the demon tries to follow.

 

Note: The Tevinter will later return to the house where they’ll learn the fate of the other people in the household, namely that most of them were slaughtered by the malevolent creatures after the room’s sealing spell broke. Those who tried to escape were unable to do as the blood magic spell was still in effect. A lucky few succeeded in hiding.


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#97
Heimdall

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Here's an idea I want to throw out there:

I want to see a village or even small city in DAI taken over by an alliance of rebellious Tevinter slaves and Tal Vashoth, a place where they reject both societies and try to build their own. A place both sides want to destroy.
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#98
Shechinah

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Here's an idea I want to throw out there:

I want to see a village or even small city in DAI taken over by an alliance of rebellious Tevinter slaves and Tal Vashoth, a place where they reject both societies and try to build their own. A place both sides want to destroy.

 

I think the Fog Warriors may be a bit of this since Fenris seems to indicate that they take in slaves and they are stated to seek a Seheron independent of Tevinter and the Qun.
 



#99
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Here's an idea I want to throw out there:

I want to see a village or even small city in DAI taken over by an alliance of rebellious Tevinter slaves and Tal Vashoth, a place where they reject both societies and try to build their own. A place both sides want to destroy.

I think its absolutely a great idea, could Saheron work (The island as a whole?)  I'm sure they are sick of the conflict ravaging the island from both sides, they could be a viable candidate for this type of plot element.  

 

I was toying with a similar idea for a DLC for the Tevinter PC where after the climax of Arc 2 (the Qunari War) the Tevinter is sent to Saheron with a goal of either taking it for Tevinter or having the option of offering them total independence and an alliance with the rebuilding Empirium as another attempt to thwart the Qunari.  Like "we don't necessarily want to invest the military strength it would take to hold this place, so instead we'll help them become independent from both factions and in doing so prove ourselves an ally".  Its a crude political and military strategy, but it does put a wall in between the Qun and the damaged Emperium where in which both the factions of Independent Seheron and Tevinter can team up to hold back the Qun.  ^_^


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#100
Heimdall

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I think the Fog Warriors may be a bit of this since Fenris seems to indicate that they take in slaves and they are stated to seek a Seheron independent of Tevinter and the Qun.

That's good, but I also want to see Tal Vashoth that aren't rabid berserkers. One of the more insidious things that bothers me about the Qun is the way it teaches its followers to fear from straying lest they become insane Tal Vashoth (Iron Bull's chief fear). I want to see more stable rebels that have learned to live among others.
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