I'm sure that this is the least helpful option from a gameplay perspective, but to me, it makes more sense if the "good" option isn't the one littered by rewards. ![]() Once the Forge was active I chose to set the dwarven spirits free. Also, very interestingly, the White Forge is apparently the place where the god Abydon built his own body. After which we get a bit of exposition from the ghosts of the dwarves that bound their souls to the Battery using the power of the White Forge. Then we find the White Forge, and kick that back to life. So why am I even bothering breaching the Battery? Just to see what they were after?Ī pretty typical dungeon crawl, with a few puzzles. However, as far as I can tell, the Leaden Key expedition got eaten by ogres. Once inside the Battery I got a definite Moria vibe: the dwarves had done something and then something had wiped them out.Ī quick aside here, though: I've played my Watcher as a goody-two-shoes, but coming to The White Marches was, for my Watcher, motivated by the Leaden Key being involved. Of the options I saw, this felt like the superior one: the two seem to have a good working relationship. I got the entry password by Awakening the soul of a corrupted general (or so I thought of him) in the body of a meek cleaning lady. The soul is there, and the body moves in a lifelike manner, but it's not true life. The Devil of Caroc, though, will never get any satisfaction: her new form is simply not built for emotions. He had moved on, but did probably still live with the shame of the atrocity. ![]() We're all responsible for our actions, but I don't feel that it was right to let The Devil of Caroc kill this guy (and all his woodcutter friends). I mean yes, he did throw the torch, but as with any mob situation empathy and common sense had been trampled by peer pressure, a feeling of hopelessness and impotent rage that had finally found an outlet. Using our Watcher powers we find a man that, much as she suspected, had set fire to her house. She wants to kill everybody involved in burning her town for allowing Waidwen's army to pass through unhindered. Her personal quest is a tricky business: a typical story of revenge, where the quest for vengeance overshadows everything else in her life. Once an infamous murderer and arsonist, now probably the only existing example of an (almost) perfect transferral of a soul to a costructed body. I mean, sure, there are people in the world (and Eora) that we may think death is too good for, but I don't know if ripping their soul out and putting into a robotic shell is justified. Who is to say that a criminal deserves the fate of forever being bound to an unfeeling shell? They are still kith, merely kith that have chosen a wrong path. It also reminds me of the creation of golems in Dragon Age. The old vailan animancer living close to Durgan's Battery (I forget his name) feels like an example of what happens when you let animancers run amok. ![]() This reminds me a lot of my childhood's favorite adventure game, Torin's Passage, which heavily featured greenish crystals that allowed travel through the world like magical subways. My favorite quest is the one where a vailan animancer has a theory that all (living) adra is connected, and that it all connects at the centre of Eora. Not to mention quests to Old Vaila, and even deep into the earth! I have to say at the Stronghold Quests really do send your companions on some exotic trips! In my run, Edér has already been to the Deadfire Archipelago since I sent him there on a quest. Finally got around to playing this some more.
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