Had some rambling thoughts about Emmrich and his questline,
It's funny, aside from Solas with his exclusive "is he an asshole or is he a victim?" interpretations in the endgame, I think Emmrich is another example of where they jammed two conflicting characterizations of the story into each other and just let one win out depending on which decision the player made so that each option looks Valid and Good and relatively consequence-free.
like, Emmrich becoming a Lich should have just been a bad thing, right?
Not in the sense that I think the game itself should have pointed at the player and gone "you picked the wrong option", but as a logical extension of Emmrich's arc, was it not a bad thing?
I remember at one point writing that Emmrich becoming a lich didn't do anything to conquer his fear of death even though him letting go of Manfred is supposed to be him finally coming to terms with him parting from people, and how that was bad. But I think I missed the point
I think (especially when you look at the concept art around Emmrich,) the original point was supposed to be that becoming a Lich was Emmrich giving in to his fear of death, ironically dooming himself to an immortality where he is surrounded by death, starting with Manfred's death. That losing people to death, like his parents, is the real source of the fear that he was grappling with, but he does not understand this and grasps it only as a fear of his own end. That it is, actually, on the player to understand that and counsel him wisely. It's an ironic tragedy, a very classic story of someone meeting their fate on the road to avoid it. And that's why it makes sense that he's still not over Manfred, why he's afraid of losing a romanced Rook, why he apparently mourns Manfred still (something I missed.)
But the narrative wasn't really built around this? You understand what his fear of death is about immediately and then the choice to be a lich was presented in most of the dialogue as like, "neato! he conquered his fear of death because he won't ever die! yeah Manfred is dead now but at least we honored his sacrifice and let him rest :)" no one has a problem with what he did, no one calls him out on it, no one but Spite even really cares that Manfred is gone even though Emmrich could have saved him, it's just Cool that he's a lich now. The liches are heroic and so Emmrich's desire to join them is heroic, his fear of death is not what motivates him to make some eldritch monstrosity of himself, it is preventing him from achieving this noble goal to help the dead forever, and leaving Manfred behind is a noble sacrifice that will prevent him from becoming a tyrant lich who just resurrects people at will.
I think the idea of "don't resurrect someone who died just because you miss them, you have to let the dead rest" is a completely separate idea that, in this specific situation, doesn't mesh well with "you shouldn't screw over your loved ones just to preserve your own life, and you should treasure your time with people while you have it," but they interjected both morals and just let them respectively theme the lich and human routes, as if I'm not supposed to think about the bittersweet poignancy of the human ending, where Emmrich proudly watches Manfred grow and achieve, while everyone is high-fiving him over being a skelly man in the lich ending. Or for me to look at the human ending as heartwarming after they already said Emmrich was disturbing Manfred's well-deserved rest and giving up an opportunity to do a lot of good by doing this, and that no one really cared that he was "dead".
(Also, like, as a spirit, Manfred's "rest" was him being sent back into the Fade, which we can now understand to be a spirit prison that Manfred specifically possessed that body to escape, so u know.)
I do believe Emmrich becoming a Lich is at its core meant as a selfish/cowardly act to preserve himself at the cost of someone he treated like his own child, because that was the motivation they gave him from conception. Concept Emmrich was turning himself into a lich to become immortal. In the game, he specifically sought out the liches because he was afraid of death. This is the case even if they interject dialogue later making it seem like he's trying to do this for the sake of the "dead" and it's really important and him resurrecting Manfred would be selfish of him. I don't mind Emmrich saying these things, but I feel like they needed to be lies he was telling himself, something that is not backed up by other Mourn Watchers, or by Rook not being given the option to call him on it, or by the liches having a morally stringent screening process that he passes with flying colors and stuff like that, with the entire narrative just taking the things he says for granted. Maybe the liches should just not be heroic at all, actually. And like if we're going to have it be a plot point that there have been powerful, immortal liches. In Thedas. All this time. They needed to not give a shit about Thedas to at least help me with my suspension of disbelief.
Am I making any sense here, like there's two different reasons Emmrich wants to be a lich and how his fear of death is interacting with it and they don't feed into each other very well imo.
And like, the way he is now this character, who was written to deal with a fear of death, has nothing actually helpful to say about coping with a fear of death, imo. The routes' messaging is either "You don't need to fear death because you can just Not Die" or "You don't need to fear your loved ones dying because you can just Bring Them Back" instead of "Death of some kind is inevitable, so cherish the life you still have instead of spending it in fear."
Idk how psychiatrically sound it would have been. There were apparently people who struggle with Thanatophobia who were helped by Emmrich's character, but like, just talking narratives.
Me, sewing without my glasses on: why can’t I fucking see anything
Dark Sun Gwyndolin
[guy who hasnt drawn in a few weeks voice] yeah the world is horrible and life is agony
You ever hear that old chestnut about how most people neglect the part of the story of Icarus where he also had to avoid flying too low, lest the spray of the sea soak his feathers and cause him to fall and drown? You ever think about how different the world would be if Icarus died that way instead? If the idiom was to Fly To Close To The Sea? A warning against playing it far too safe, about not stretching your wings and soaring properly? You ever think about how Icarus died because he was happy?
Dragon Age: The Veilguard art book pages, under a cut due to spoilers:
This sequential series was another way to explore the story structure that was solidifying. It relates the story of Rook, who returns to her ship to find the Inquisitor waiting and expecting a report. Rook tells of the Necropolis mission being interrupted by Solas. Making uneasy alliances. Going undercover with the Qunari, rising in the ranks, and then betraying them to Tevinter. Finally heading to Weisshaupt, stopping the Wardens from making a huge mistake, and ultimately joining them and slaying an Archdemon.
The Dumat The ship idea was coalescing. The name Dumat was pulling ahead (named for the first Archdemon). We were on Frostbite, so we knew we could probably borrow some of that awesome ocean tech from Battlefield! One problem was that thematically, boats didn't quite line up with the spy theme. They're too easy to spot and attack. But you know what's not easy to spot? Submarines. The idea was completely insane... so we had to try it. This brought up the challenge of anachronism. Submarines don't fit in fantasy games. Obviously. But what if we found a way? The first attempts were to make a submersible boat. Something that looked mostly like a boat but could plausibly dive under the surface.
The more we researched and referenced submarine mechanics, the more nautical they became. Subs are incredibly sophisticated marvels of engineering, but the more we referenced them, the more we strained the believably of our fantasy world.
Top: Submarines provide the element of surprise. It was fun to explore how to exit and enter the ship for each mission. Bottom: Sneaking past Qunari dreadnought fleets and giving fishermen nightmares.
We thought it would be fascinating to have a mysterious prisoner in your brig. Do you let him out?
Dragon Sub To make a submarine that fit into our world, we tried to make it look more like a sea monster. We had already named it after the dragon Dumat, so it felt like a natural fit.
We tried to disguise the sub as a natural creature, making it look more like a dragon or a sea monster.
Dumat cutaway. We wanted the interior of the Dumat, built in Tevinter, to feel luxurious and mysterious.
Top: To help give a voice to the Dumat, we explored having a captain and an engineer. They had been shelved, along with their experimental vessel, for decades. We even explored them having an unrequited love story. Bottom: We designed a mystery engine that the engineer had to feed seemingly random objects into in order to keep it running. Ten dried lavender flowers, five quail's eggs, three brass belt buckels, etc... It would have served as a way to offer up some light fetch quests: "While you're out, could you pick up ten giant spider fangs?"
Underwater Mansion The direction that started to feel the most correct was the underwater mansion on the back of a creature. It was much more mysterious and appropriate to the fantasy genre. It still gave us the awesome underwater vistas, but we weren't limited to the claustrophobic restrictions inherent to submarines.
We explored having a giant golem or a colossal sea creature carry the Dumat mansion.
The mansion on the back of a giant... something that you would only catch small glimpses of. Is it a giant sea monster? A colossal construct?
Covert Commandos "Covert commandos" was our answer to the "fantasy spy" theme. Rather than slipping into the rogue mindset that that implies, it left room for warriors to smash things and mages to light things up with fireballs. We tried to imagine what the high adventure of covert commandos might look like. It was a lot of fun to explore different team-ups between classes and factions. How do they solve problems differently? Bottom left: Going undercover with a trading caravan to make a map. Bottom right: Escaping a dragon on griffon back.
Top: A heist becomes a rescue. Center left: Evading guards in the Undercity. Center right: Three brave warriors hold the gap while civilians escape. Bottom: Everyone is on edge when an Antivan Crow enters the room.
The palanquin heist.
Top: Switcheroo at the prisoner exchange. Bottom: The party holds a chokepoint.
Top: Complicated ecosystems. Center: Sneaking through the streets of Minrathous. Bottom: Scoundrels flee when the Crows come to town.
Top: Steal some uniforms and bluff your way past a guard. Bottom left: A high-speed aravel chase. Bottom right: The team using its skills to outwith some bandits.
Bottom left: Clearing a roadblock. Bottom right: Sabotage down at the docks.
Killing time until the monsters show up.
Top right: Discovering the griffon sanctuary. Left: Just five more seconds! Bottom right: End of the line.
Early NPCs The early stages of character design are exciting. Writers and artists will develop simple sketches or descriptions to start filling up the blank canvas. We start simple. If a character works as a thumbnail sketch, they'll work when blown up to full size. It's a great way to keep an eye on shape and color, to make sure they all stand out from one another (an important element on the battlefield). We explore NPCs throughout the duration of a project. They change constantly as we discover more about the project and have new problems to solve. Top left: An early idea for Cole to act as a compassionate voice for Solas. Bottom left: Some characters are strong right out of the gate and change very little, like Emmrich here. We won't know until the project nears completion. Bottom right: It's always fun to bring old characters into newer games. In this case, explored Sten from Origins as a dreadnought captain.
From where we left off in Inquisition and Trespasser, we knew Solas would be a central figure. We wanted to show Solas having cast off his hermit disguise. He was never flashy, but he was calculating and intentional, so we gave him the ancient elven god equivalent of a business suit. --- In the early stages it helps to explore simple expressions of each character. It forces us to exaggerate, focus on fewer details, and really emphasise what matters most. Eventually we can start getting more specific, but this is a valuable stage not to skip over.
Top: Early sketches of Ghilan'nain and her experiments emerging from the sea. Center: A dwarf and her construct friend. Bottom: In earlier drafts, Solas had a partner who could play bad cop to Solas's good cop.
Elgar'nan and Ghilan'nain were the two remaining elven gods. From the beginning of the project we were excited about a double Blight. --- Bottom left: Ghilan'nain is the mother of the halla, goddess of monsters. Bottom right: Elgar'nan is the god of vengeance and the sun, fire and shadow. The eclipse motif made sense very early on.
An early version of the party meets up in a private booth at the Blue Blood club.
some other pages -
Some opening pages
Foreword
Google Books preview pages Part One
Google Books preview pages Part Two
Amazon preview pages
Book art credits:
BioWare art: Matt Rhodes, Ramil Sunga, Albert Urmanov, Christopher Scoles, Nick Thornborrow, Steve Klit
Volta art: Gui Guimaraes, Stéphanie Bouchard, Akim Kaliberda, Alejandro Olmedo, Alexey Zaryuta, Julien Carrasco, Maksim Marenkov, Marianne Martin, Mariia Istomina, Marion Kivits, Matti Marttinen, Mélanie Bourgeois, Pablo Hurtado De Mendoza, Rael Lyra, Rodrigo Ramos, Thomas Schaffer, Tiago Sousa, Tristan Kang, Vladimir Mokry, Yintion J, Joseph Meehan, Stefan Atanasov, Julien Carrasco
Additional art: Marc Holmes, Thomas Scholes
the hands that cradled your face and titled it upwards to kiss your forehead are soaked in unfathomable quantities of blood. but they cradled me, yes?
the endless search
— (fenris)
im aurah and I like cowboys and dragon age 🫶perhaps one day I will become emboldened enough to post some of the art I make. Alas, today is not that day.
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