da2's arishok is a good villain. if you have a fundamental understanding of the qun and listen to his thought process, the things he does makes sense. he uses the qun to justify slaughtering kirkwall's people, which is utterly inexcusable and what makes him a villain, but his character is complex enough to make dealing with him that much more thought provoking. he sends agents to kill petrice because she was killing his people, he doesn't give up the elves because they committed their lives to the qun, no matter how recently they converted, and he refuses to leave without the tome (and isabela) because his idea of justice hasn't been done. his logic makes sense, generally, though it is wrong on more than one occasion. he isn't moral, but he is methodical.
i feel this way about solas, too. i like da2's arishok for the same reasons that initially draw people to solas, i think. when we meet them, i find them interesting and educational to talk to, someone worthy of respect, and someone very honorable in their own way. similarly, many of my issues with solas compare with flaws in the qun/the arishok.
solas asserts that all of his beliefs are correct, and we're never allowed to challenge him on any of it. if he has high enough approval, he'll approach you to go, "yknow, i thought you were all [insert prejudice or stereotype] but YOU showed me that some of you guys are actually okay," which is NOT what it looks like for someone's beliefs to be challenged.
brief aside, i want to be fair in that we don't get this opportunity with many of the companions, and it's not even an inquisition specific issue. the dialogue format is agree, joke, be mean, and it's flawed, but it works in the majority of interactions. we don't really get to engage in nuanced discussions with characters, but there are positives and negatives to the system overall. it is possible to challenge and shape a character within this dialogue system (i.e., garrus vakarian) but in dragon age that really only comes in the form of harden/unharden. it was a little more doable with origins' system, but it really hasn't been a huge part of any dragon age game. most characters' beliefs remain largely unchanged by you regardless of how you play.
solas also possesses a strong sense of duty and purpose, though what duty he has, what his true goals are, he keeps hidden as long as he can. the most damning comparison though, to me, is how willing he is to destroy the world and bring back "his people," while the qunari fight to conquer the world and homogenize society into "their people."
in any case, with both him and the arishok, you can see the wheels turning in their heads. you can see why they do what they do, even if it's wholly immoral. it makes their threat a lot more personal, a lot scarier, psychologically, that a "normal" person, who doesn't want to cause suffering, can hold such specific beliefs and such strong conviction that knowing that they'll hurt people doesn't give them any pause. the root of their motivation is understandable. solas wants to right his wrongs, at his core. the arishok implicitly believes that the qun is safer, better for its people than life outside the qun. we can see that they're taking it too far, but they don't care. it makes them good villains.
"i am not corypheus, i take no joy in this." sure, which is a very similar sentiment, emotionally, to the qunari sense of duty. you can say you don't enjoy it all you want, you're still committing genocide. you can hate the qunari all you want, but you fight with their ferocity, their unshakeable faith in their own cause. their need to "do what's right," no matter who's caught in the wake.
i understand why people like solas, i go back and forth on it myself, but i don't think he's all that different from the arishok in method and motivation. they're each thrust into a world so different from what they believe is "right" that they demand it change around them. if we had to kill the old arishok, then if solas refuses to give up, he will have to die. he doesn't get to do genocide just because he's romanceable. he's a good character, he's a good villain, but he's not a good guy, and unless he stops before he does any real harm (which he will not do), he should share the arishok's fate.
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this post is under a cut in case anyone would consider it to be DA:D spoilers, as the things it mentions came from the leak a year ago (spoiler warning for link) that included screenshots and a gif of the game. (the things this post mentions are therefore not new information and this does not reference a new leak)
I'm just thinking again about Rook (which seems to be the PC's name or title) and the imagery conjured by the name. ◕‿◕ this post is just speculation and overanalyzing for fun. also this post is a now-finished draft from my draft section from a while back.
I think it would work as a surname (like "Hawke") or a codename (think Leliana's spies and contacts such as "Butler", "Farrier", "Butcher", "Charter", etc although these are all professions that end in "-er" or "or" iirc). it could also be a title (like Warden, Hero, Champion, Inquisitor, Herald) or a nickname - like maybe it's short for "Rookie", it's a Varric-assigned nickname and it references how the DA:D PC is the newest member of the team after he recruits them?
I think it sounds catchy, and cool - it's snappy and short, Hawke-like in this way. and it sounds like the kind of name a spy or secret agent might have in a fantasy, superhero or sci-fi-type setting.
a rook is a black bird, Corvus frugilegus, a member of the corvid family. rooks have been perceived as vermin and nuisances by people in the past, and persecuted due to this. they bear a resemblance to their crow and raven relatives, both birds which have a large cultural footprint and lots of symbolism in areas such as folklore and art. Hawke obviously also had a bird motif going on from their surname and associated art pieces. corvids also bring to mind the Antivan Crows (assassins, thieves, & spies), reminding of the stuff about how in this game the PC may be trying to operate under the radar, and the reporting on a previous iteration of DA:D which had the game concept as being focused on spies and heists. rook plumage is inky black, bringing to mind darkness and shadow.
from the bird angle, a "rook" sounds neat opposite a "wolf" imo. wolves are obviously another animal that have large footprints in culture, myth and folklore. in the natural world there is symbiosis sometimes between wolves and corvids when hunting/feeding. there are lots of photos of wolves and corvids together.
a colony of rooks is called a rookery. of course, the fortress of Skyhold has a rookery. it's from there that Inquisition Spymaster Leliana operates (operated) sending her black birds on missions with letters and messages to her many agents and spies throughout Thedas. what if Rook is one of Leliana's... "rooks"? a spy or agent of the remnants of the Inquisition.
A rook is also defined as "A cheat or swindler; someone who betrays" [noun], "mist, fog" [noun] and "to cheat or swindle" [verb]. it's also a type of trick-taking card game. these sorts of things bring to mind a rogueish, stealthy aspect, and the shady, shadowy dealings and card-game played in Minrathous Shadows.
a rook is also a chess piece. they're castle-like (since "rook" can also mean a castle or fortification) and usually have their top in the shape of a battlement. they can move in any direction along a rank or file on a chessboard on which they stand (horizontal/vertical, not diagonal). they can also do the "castling" move. in history, rooks have also been called towers, castles, rectors and marquesses. in chess, each player starts the game with two rooks at opposite ends of the first rank. chess itself is a game of strategy and tactics. "the chessmaster" as a trope is a character type who manipulates events, tugging on strings and moving 'pieces' into place on a metaphorical chessboard. [Solas' DA:I dialogue about his past, like the one he has with Sera about cells of spies/agents, hark to this]
in the castling move,
"Castling is a move in chess. It consists of moving the king two squares toward a rook on the same rank and then moving the rook to the square that the king passed over. Castling is permitted only if neither the king nor the rook has previously moved; the squares between the king and the rook are vacant; and the king does not leave, cross over, or finish on a square attacked by an enemy piece. Castling is the only move in chess in which two pieces are moved at once."
castling rules often cause confusion, even occasionally among high-level players. historically the move has its roots in the "king's leap", of which there were two forms and which arose in part it seems due to increasing importance of king safety as other pieces were given increased powers through time as the game developed. "the king would move once like a knight, or the king would move two squares on its first move. The knight move might be used early in the game to get the king to safety or later in the game to escape a threat." basically it moves the king away to safety and the rook to a more active position. there is also kingside castling and queenside castling. I wonder, symbolically.. is Rook more the king's rook, or the queen's rook? (reminds me of the Left Hand and Right Hands of the Divine hh). who or what is the king in this hypothetical analogy? the World of Thedas itself? as a castle or fortress.. Rook is the bulwark against what's to come? [over-thinking ik ik, tis just for fun hh].
by now we're all familiar with the chess game Solas plays in banter dialogue with Iron Bull during DA:I. in the in-world chess game, rooks are called towers. Solas moves his right-hand tower once. at a later point in the game, Iron Bull's "Arishok" piece takes Solas' left-hand tower, getting a check and leaving him feeling triumphant. Bull asks Solas wth he is doing as Bull takes Solas' remaining tower. "Your last tower, by the way". Bull, a spy and liar himself, bears down on Solas' pieces "with his full army", thinking a win is in sight. Undeterred, Solas executes a few moves in a sneaky plan and entraps Bull in a checkmate, winning the game after sacrificing various pieces to enact his plan.
rook also brings to mind the Tower tarot card and its meanings. it's associated with sudden, disruptive revelation and potentially destructive change. it connotes danger, crisis, sudden change, destruction, higher learning, and liberation, as well as adversity, calamity, deception, ruin and unforeseen catastrophe. reversed, it connotes things such as negligence, carelessness, apathy and vanity (vanity.. pride). in this depiction of the Tower tarot, lightning strikes from the sky, striking a crown (hubris) off the top of a tower and setting it alight as people fall from the tower to their doom. this imagery and the upright meanings of the card bring to mind the sudden massive change Solas seeks to bring about (destroying the Veil), the revelations and liberation for some that it might bring, his identity as Fen'Harel Lord of Tricksters (deception) as well as the destruction he seems to think the Veil destroying action will cause ("as the world burns in the raw chaos"...). the 'Tower scene' has also already played out once before in Thedosian history, when Solas created the Veil and sealed the Evanuris away, leading to the fall of Arlathan and its wonders. in modern Thedas, Morrigan and Flemeth (as well as possibly some side 'prophecy' type things) both allude to a big change coming to the world.
in DA:I, the Tower tarot card is ofc none other than Solas' ending card, if he is not romanced. in the DA:I version of the card, we see Solas, cloaked in a dark robe and holding a mage staff under a half-moon or eclipse. darkness seeps from his shadow, stark against the orange sky, and blends with the giant black Dread Wolf, looming ominously and open-mouthed above him with its many eyes. (the Tower tarot card Solas scene is later referenced in DA:D promotional art and DA:D-era in-world murals). it makes sense to have assigned this to Solas given the above discussed meanings of the Tower tarot card, but it's a verrry inchresting choice imo to then give "Rook" as a name/title for the DA:D PC.
and most inchrestingly, there's the symbol from the front of Mark Darrah's mysterious Red Book. this mysterious red book shows "a flaming rook" on the cover. the book was an internal guide for developer and publisher eyes only that summarized the vision for DA:D, in its Joplin iteration. we know that the Joplin project has since been revised to an extent that it was the newly codenamed Morrison instead, but the red book is known to still contain plenty of ideas likely to appear in DA:D. most pages of the book remain highly classified. it's the symbol on the front that's of most interest to us though for the purposes of this post. there is a castle, tower, or rook, like a fortress or the chess piece. above the tower, a fire burns, reminding us of the burning tower from the Tower tarot card imagery and what that symbolizes, as well as Solas' "world burning in the raw chaos" line from Trespasser. inside the fire is a wolf, the Dread Wolf, in a now very-familiar and repeated motif in DA:D art, merch, murals, teasers etc. whatever else "rook" may connote, it feels like it's not an accident at all that the PC's name is apparently "Rook", given this depiction of a fiery rook and the Dread Wolf together.
what do you think? ^^
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SOLA — Her Innocence, Sola— the anti-innocence— turns to face you. In the distance, you hear the tattoo of propellers, turning, sucking all the air. A strong wind whips her long, dark hair around her face. Her simple black gown billows behind her. The same gown she wore the day she resigned.
She has your eyes.
“Hi, Kim,” she says simply. “You don’t look well.”
PAIN THRESHOLD — Her voice is so familiar, and yet the moment she stops speaking, you cannot recall its sound, no matter how hard you try. And you have tried. Innumerable times.
AUTHORITY — What makes her think she would even *know* the difference between you looking well or unwell? She’s being presumptuous. She doesn’t even know you.
INLAND EMPIRE — She never will.
“I’m doing great, actually. Never been better.”
“Hey, I’m trying my best.”
“I’m *not* well. I’m so fucking unwell. I can’t take it anymore. Please, help me…”
“I’ll live.”
SOLA — “Hm…” She smiles apologetically. “Well, that’s all we can really ask for anymore, isn’t it?”
EMPATHY — She wishes more than anything that this was not the case. That you could ask for the world and have it.
RHETORIC — She tried to give it to you, and this is how you repay her? You’re gonna be in *deep* shit trying to explain that insignia you stitched onto her jacket.
“Um, about the jacket. It’s not what it… well, no, it *is* what it looks like. But I don’t— it’s— there’s nuance.”
“Is that really all you have to say to me?”
“I don’t know what to say to you.”
“Where are you going?”
SOLA — Her Innocence looks away from you, toward the wind. “Away,” she says, her voice distant and strange. “Yes… I’m stepping down, you see. The world doesn’t need me. It never needed me, really. It’s best for humanity to think for itself. No… it already *does* think for itself.”
She turns back to you with a small smile. The thought brings her peace.
PAIN THRESHOLD — But what does it bring *you?* She’s leaving you forever. Abandoning you for lofty ideals.
AUTHORITY — Let her go. Let her see how little you care. Don’t give her any satisfaction.
HALF LIGHT — Stop her. You won’t be able to live without her.
VOLITION — You have already lived almost all your life without her. You don’t need her. You have *never* needed her.
“What if the world *does* need you? Who are you to make that decision for the entire world?”
“Fine. Go. It’s none of my business.”
“So you’re just going to leave me behind again.”
“Please, don’t go. *I* need you.”
SOLA — “What else is an Innocence appointed to do?” Her smile turns wry. “You see? This is why I’m stepping down.”
Distant propellers turn and turn in endless circles. She glances toward them.
YOU — “Fine. Go. It’s none of my business.”
SOLA — “I suppose not.” Her voice and her face betray nothing. No sign of remorse.
YOU — “So you’re just going to leave me behind again.”
SOLA — “That was never my intention,” she says softly. “Surely you know that.”
INLAND EMPIRE — You will never truly know. No one will.
SOLA — She stares out at the horizon through the tendrils of hair that almost seem to threaten to swallow her. Her expression is strange and ambiguous, shifting every time you try and look directly at it.
YOU — “Please, don’t go. *I* need you.”
SOLA — She looks at you, and her eyes are full of what might be genuine sadness. But they could also be full of anything else.
“Oh, Kim… You must make do with what you have. I don’t know what else you want me to say…”
RHETORIC — What?! There are a million other things she could say! Forty-one years worth of possibilities! She could say *anything!* Anything at all… Even if she’d only left you a single word, it would be better than this…
VOLITION — It’s pointless to wish. Please, no more of this. It’s too sad.
“You could say that you’re sorry.”
“Say that I turned out all right.”
“Say that you’re proud of me. That you love me.”
SOLA — “Then I’m sorry.” She closes her eyes. “It was terrible of us to leave you alone.”
Her voice is utterly calm and emotionless.
PAIN THRESHOLD — No… Wrong, all wrong…
YOU — “Say that I turned out all right.”
SOLA — “You’re a good man despite it all. That is all I ever hoped for you.”
Again, there is no warmth to her words. No conviction.
VOLITION — Lieutenant… Please, don’t do this to yourself.
YOU — “Say that you’re proud of me. That you love me.”
SOLA — “I’m so proud of you and everything you’ve accomplished. You wear that jacket well.”
Her eyes have nothing behind them. A pair of two millimeter holes in the world.
“I love you.”
PAIN THRESHOLD — Your lungs seem to constrict at her words. Your chest hurts more than it’s ever hurt. This wind is hard to breathe in.
YOU — “No! Don’t you fucking get it?! You don’t love me!”
SOLA — “Then I don’t love you.”
YOU — “You should be *ashamed* of me!”
SOLA — “Then I am ashamed.”
YOU — “I betrayed you! I betrayed everything you stood for! I’m a fucking cop!”
SOLA — “Then I am betrayed.”
She proclaims it as dispassionately as she proclaimed her love.
YOU — “For god’s sake, *say something real!*”
SOLA — She just looks at you. The propellers keep on turning.
DRAMA — She can’t speak for herself, sire…
LOGIC — Of course she can’t. Of course…
PAIN THRESHOLD — Your lungs feel like they could collapse. Empty, crumpled, dark. Hot tears prick your eyes for the first time in what feels like a long time.
SOLA — “Do you understand now?” she asks gently.
LOGIC — She cannot speak for herself because you do not know what she would say.
There are many memories that you have been slowly recovering, little by little. Your mother will never be one of them. Her, the revolution, the aerostatic brigade— they all died before you could even comprehend loss.
AUTHORITY — You did not become a detective so that you could find your lost mother. You became a police officer because you did not want to end up like her.
VOLITION — She can neither forgive you, nor condemn you. She is dead, Lieutenant. She can only be what you make her.
RHETORIC — You’re asking your own echo for answers…
SOLA — “Humanity must think for itself,” she says again, turning again toward the wind. “What point is there in asking me where to go from here? I’m a failure. We all failed…”
RHETORIC — The revolutionaries failed their children, and the children are failing their parents, and all of them are dying, dying, dead… What’s the point in any of this anymore? I cannot argue in favor of any of it.
VOLITION — There is a point. There is a way forward. But you won’t find it here, Lieutenant.
“I hate you. You made me everything I am and then you just *left.*”
“I miss you… How is it even possible to miss someone you never met? It’s like someone ripped a part of me out and all I can do is bleed.”
“I don’t know what I am. I need you to tell me what I am.”
SOLA — One last time, she turns back to you. She slowly bridges the gap between you and reaches out a hand to cup your cheek. Her fingers feel like your own.
“You are whatever kind of animal you choose to be,” she says, so quietly that you don’t know how you can hear it over the distant roar of engines. “I cannot make that choice for you.”
EMPATHY — She died hoping that you would grow up with the freedom to choose to be whatever you wanted. Instead, the world that raised you hardly let you dare to want anything.
VOLITION — But you can still make a choice. Humanity can still think for itself.
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