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Tattoos about broken roads leading to the right thing
Tattoos about broken roads leading to the right thing









tattoos about broken roads leading to the right thing
  1. #Tattoos about broken roads leading to the right thing how to#
  2. #Tattoos about broken roads leading to the right thing full#

As a child, his mother died of unknown causes and his father once taught him how to eliminate a rat's nest by drowning them. To survive the brutal world he finds himself in as he searches for a reason to live.ĭeacon was born in the early 1980's and grew up in Farewell, Oregon. From street fights back in the day, he knows how to swing a bat, how to fire a shotgun, and how to ride a bike. That's literally just being a slaver, and I dont think theres any other choice in the game that's just black/white evil."Once a member of an outlaw biker gang, Deacon comes to the wilderness already equipped with the toughness and skills necasary to survive. Unless you take the Tevinter slavery's money and let him take the elves as slaves.

tattoos about broken roads leading to the right thing

Callous, mercenary, ignorant, or prejudiced may be more accurate terms, depending on your mindset. I dont think these choices necessarily have to be considered evil. But why would my jaded, human despising City Elf who is only a warden because her cousin was raped and her fiance was killed stick her neck out for a town of humans? Why would she put her life on the line for shems when she's known no kindness from them and she's got a Blight to stop? Made Sten and Morrigan real happy with my decision that playthrough. I've heard that mentioned as an evil choice. For example, my City Elf Warden left Red Cliffe to its own devices. If you've spent your entire life thinking of mages as unpredictable, walking weapons, wouldn't you want to stop the weapons from misfiring? If you knew nothing of magic, how would you have any assurance that the remaining mages weren't possessed or Maleficarum? Again, after you've spent a crap ton of time in an Abomination tower and then battling demons in the Fade for the first time.

tattoos about broken roads leading to the right thing

Remember that entire royal houses can fall into ruin if one mage child is born in some areas of Thedas just from scandal alone as with the Amells of Kirkwall. If your Warden comes from an origin that knows little of magic or already deeply distrusts it, slogging through a tower filled to the brim with abominations would be an "I told you so" moment. However, if you put yourself in the shoes of, for example, a ruthless Aeducan warden, the greater question would be, why would you let the mages live? Theres no dramatic irony in play as an audience member.

#Tattoos about broken roads leading to the right thing full#

We have full understanding of magic, mages, demons, and templars. You're coming at the question from the perspective of a player. Irving is saying that they don't have any way knowing who is abomination or not(and that's true considering Wynne is standing right next to them lol)įrom metagaming we do know recruiting mages won't backfire but from RP when even First Enchanter is saying that mages could be dangerous, I doubt your warden wants sudden possible abominations in their army and Greagoir is a reasonable dude so. You save every mage including Irving but you don't know how many possible abominations and blood mages among survivors. Wynne also approves that option so I doubt it's something badĪnyway I find it most reasonable option. Greagoir is a reasonable dude and doesn't want more blood I doubt it would be more serious than checks on possession, checks on blood magic, questioning and monitoring mages more closely. "They will receive healing! I will have no more blood on my hands. Make sure they get the healing they required" "Cullen take away the mages and watch them carefully. TL DR, Origins is good but wow is the choice in the mage quest stinky. With the templars, it's just kill all the mages and start over from square one with new higher ups from Orlais or wherever.īut if you do go this route, you get to kill Wynne, which is nice (I don't like her as a character, I just use her as a healbot) I guess what I'm aaking is what reason would there be to kill all mages, good and bad, in this Circle? On top of that, they can use their experiwnce with this failed rebellion and use it to reform that particular Circle in the future. A small number maybe, but enough to help you in the final battle while still being able to rebuild the Circle afterwarda. Except it wasnt! By some miracle, or maybe by Uldred's bravado, some mages have survived. If a great number of them break loose in a location, all is lost. A human or elf recognizes right from wrong, but demons know only destruction and chaos. I've even tried to reaaon with myself that the Right of Annulment may still be necessary now that my DN has seen just how disastrous magic can be, even with good intentions like autonomy. It is an evil choice for evil playthroughs and that's it. Every time I get to this quest, I'm racking my brain trying to think of some reason, any reason at all that I can choose the templar option. I get to the top and see Cullen, who proposes we kill all the mages, both innocent and guilty. So, I've been playing Origins again, and I did the mages quest firat to get Wynne as my healer.











Tattoos about broken roads leading to the right thing