As this session opens, Gorath and Owyn are on the other side of the mountains from where the game began. We are on the edge of the great wood known as Elvandar, where the Eledhel—the good elves—live. We've come all this way looking for Tomas, who might know something about the Book of Macros, which might in some way help Pug find his abducted daughter, Gamina. What the abduction has to do with the game's primary threat—the invasion of the Kingdom of the Isles by the Moredhel (bad elves)—is not currently clear. It's a long way to come on such a nebulous hint. There's also the possibility that Gorath, a renegade Moredhel, will be killed the moment he encounters one of his Eledhel relatives.
I apparently saved last time right in front of a shop called Split Tree Goods. They sell Grey Tower Plate, which the kobold in the mines wanted, so I buy a set to take back to him. It costs a ridiculous amount of money, and in real life no one would spend that much to satisfy a side quest for a kobold, but this is a CRPG.
We bring the suit of armor back to the pit where we met the kobold. He sends back down to his people for a magical chalice, which he offers to us. It gives us 5 points to our maximum health and stamina, so I guess it was worth the cost and time. Two days later, we find ourselves back in the same spot we started.
Elvandar turns out to be a very large, open area. Rather than exhaust myself trying to explore it all, I decide to stick to the road but use the spyglass to identify things off to the sides. I find that it often shows me dots where I can't actually find any items or encounters, even when I'm standing right on top of them. Hopefully it doesn't have as many false negatives as false positives.
Shortly after the shop, the road forks, and I take the right branch. We fight our first battle against three wyverns. They hit hard, and from a distance, but are as susceptible as anything else to "The Fetters of Rime." (A general rule of thumb in this game is that if there are three enemies or less, there's no way to lose the battle unless you deliberately handicap yourself by not casting that spell.) On the other side of an easy trap, we find a rope going up into the trees. It leads to a treehouse with a hammock and a chest. The chest has arrows, Flame Root Oil, and a wyvern's egg. I'm already carrying one of those, and I still don't know what they do.
The spyglass alerts us to a cluster of things in the woods to the east. Getting there becomes easier when I realize that the trees have no substance. They're not like the hills or mountains on other parts of the map; you can just walk right through them. We beat two more wyverns before finding a group of stumps with money and consumables. My inventory is so bloated at this point that I have to make some tough choices.
- More stumps with things like clerical oilcloths, coins, and poisons.
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My money woes are over!
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- Several more traps, more complicated than the first.
- Two Moredhel warriors and two witch hags. We surprise them, but one of the witch hags still manages to nail Gorath pretty solidly with a spell.
- A really difficult battle in which two wyverns and a figure I couldn't identify attacked us on the same screen as a trap. The trap pieces force the enemy right up against us, which means Owyn can't cast any spells. I find it hard to discern the positions of everything on the screen, and not for the first time I wish that the game had featured a straight top-down battle grid, or at least one that was a little more rotated on the vertical axis.
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Solving the puzzle after the battle.
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An elf named Calin appears shortly after this battle and thanks us for killing the wyverns. Gorath assures him that he means no harm, and Calin asks us to tell his mother and Tomas that he is well. Calin appears in the books; he is the son of Queen Aglaranna and her late elven husband, before she married the human Tomas. He says that the Moredhel have been raiding their borders, and he is going to oppose them at . . . I missed the name of the place. He hints at something with Gorath—that they've met before or Gorath has been there before or something. He tells us the Moredhel have been controlling the wyverns, though not easily, and he gives Owyn a spell scroll that will allow Owyn to do the same: "Thy Master's Will."
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What evil did we bring?
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Calin also directs us to Elvandar. He offers several paths, one of which goes underground through a Valheru ruin, to which he gives Gorath the key. He warns us about the Sleeping Glades, where those who enter fall asleep for days and usually die of hunger.
We run into a river north of here and have to turn back around to the road and take it almost all the way back down to where this session began. On the way back, we trip a battle with four Moredhel that we missed on the way up. I take the opportunity to return to Split Tree Goods and buy some rations, which are getting low (each of the characters have about six) for the first time in the game. This turns out to be a bit ironic.
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I thought this was a nice shot of the river and a bridge.
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Calin suggested basically two paths to get to Elvandar. The "northern bridge," which would take us through a lot of battles with wyverns, and the "western bridge," which would take us through the Sleeping Glades and the Valheru ruins. I decide on the second path, largely because it sounds more interesting. I figure the river must cut through the entire map—otherwise, it would be an option to take neither bridge and just go around it—so I decide to follow the southern border of the map until I hit the river, then work my way up to the bridge. This seems like a nice balance between exploration and moving to the next plot point.
Except the exploration gets me almost nothing—there isn't a single battle or encounter all the way across the bottom border of Elvandar, except a moment in which the companions hear a high-pitched whine to the north and wonder what it might be. Eventually, we reach the river on the far western side of the map.
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I should have taken the road.
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I begin following it to the north, although I know it must cut east at some point. Again, the spyglass shows me things that I can't actually find in the dense growth. Where the river finally does turn, we face a battle with a Moredhel spellcaster and four rusalki, who I thought we were done with ages ago. They kill us on the first try, with the rusalki pelting Gorath with spells until he goes down. We make sure we're healthier and buffed for the second attempt. The spellcaster has a magic item called Eliaem's Heart, which summons rusalki to aid you in battle.
Two wyverns attack as we approach the western bridge, and I notice for the first time that "Thy Master's Will" isn't among my combat options despite appearing in my spell list. The cause of this doesn't become clear until some time later, after I've shifted some inventory: Owyn has to have a wyvern's egg in his pack to cast the spell. So that's what they're for. Why did I start finding them like four chapters ago?
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From what I can tell, a useless spell.
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The spell makes one wyvern flee but for some reason does a ton of damage to Gorath and consumes the egg. Why would anyone carry around a bunch of eggs for such a pathetic outcome?
Anyway, that happens later. For now, dissatisfied with the lack of encounters, I decide to explore the river further before crossing the western bridge. Not far from the bridge, we meet a rusalki in the woods, but she wants to talk to us. "I can see that your hearts are true and as such I will do you no harm," she says. She asks us to help her by finding the Moredhel spellcaster who has been "perverting the wills of my kin with a strange device." This turns out to be Eliaem's Heart, and of course we already have it.
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Your sisters didn't seem to mind that our hearts were true.
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As a reward, she comically gives us
126 rations in 9 packets of 14 each, plus a shell that she insists might come in handy later. (I might be wrong about this; she might have given us more like 200 rations, but some went into our inventory.) This is the moment that
Georges warned me about a few weeks ago, and I prepared beforehand by dumping some excess stuff in a sack before talking to the rusalki. We can only take a little of the food.
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Uh . . . thanks?
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As we reach the northern bridge, Gorath makes a strong case for not crossing it, but I do anyway, intending to immediately turn south and make our way to the other bridge on this side of the river. Another wyvern battle follows—here's where I figure out the spell—but otherwise, we make it back without incident.
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Wuss. |
Unless Sleeping Glade is going to consume several dozen rations, I'm not really afraid of it, but I also figure there's no reason to blunder into it. Calin told us to hug the mountains to avoid it, so we continue past the bridge to the western border of the map, then work our way north. We feel the effects of the glade at one point but otherwise manage to pass by it without falling asleep.
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Stay awake! I don't think Glinda exists in this universe.
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The mountain range ends at a cave entrance, where we're again attacked by two wyverns on the oddest combat map that the game has given me so far. After that, we're in the ancient ruins.
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I guess I understand why this happened, but the game has never presented this angle before, nor started my characters in the upper part of the screen.
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The ruins consist of a moderate-sized single level with a fairly linear path along a winding corridor. Dead-ends and rooms jut off this central passage. In order, we encounter:
- A dead body on the ground. It has a nice suit of armor and some spoiled rations.
- Two shades guarding a hallway. They are not immune to "Fetters of Rime."
- Gorath suddenly makes a connection with where we are and what we heard about the resting place of the Guarda Revanche. I'm glad he figures it out because I'm not sure I would have. This prompts me to load an earlier save and re-read the Abbot's Journal, where I learn what to do below.
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A timely hint.
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- A grave to Latham McCann, who "lived the mines" and "never wanted to leave." We leave it alone.
- Two more shades, who we catch by surprise.
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Shades waiting in the corridor.
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- A trapped chest. Although Owyn detects the trap, it blows up in our faces, killing us both, and we have to reload. A couple more attempts produce the same outcome. I hate to leave it, but I have no other choice. I haven't found anything that buffs disarming traps. I'm not even sure what skill governs it.
- A room with a locked door that opens with a Noble's Passkey. It has our first fairy chest of the session, raising the question of what the Moredhel have been doing in this ruin. "Don't grow too attached to this thing. Without it, you will never even know it is gone. But be careful, friend; it is much easier to lose on Kingdom soil." I want it to be MEMORY or MIND or HEAD, but I get it by playing around with the dials (LIFE). This has a few consumables and the "Mad God's Rage" spell.
- Second chest: "What is it of yours that you see every day, but our Leader sees only rarely?" (EQUALS) is the answer. I get the spirit of it almost immediately, but it takes me a while to get the specific word. This chest is full of arrows, an elven crossbow, and the "Mirrorwall" spell.
- A room with a door that opens to the Key of Lineages that Calin gave us (we also bought one in the shop). This room has a single fairy chest: "Where once there were three, now are only two. Ancient kin ours, whom we sent to their doom." You could get this one from the lore if you've read the books—a third race of elves called the GLAMREDHEL. But it's also explicitly in the Abbot's Journal.
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I forgot how the Moredhel "sent them to their doom," though.
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The chest has restoratives, clerical oilcloth, Killian's Root oil, and the handle and guard of a sword. It is labeled "exotic sword." But when I use the shell on it, the game tells me there's a "searing flash of heat" and the Guarda Revanche forms out of the two pieces. It has a base damage of 90 plus the user's strength and a base accuracy of 45 plus the user's skill (for a thrust, which is all I've done in ages). Gorath's existing Sword of Lims-Kragma has a base damage of 49 and a base accuracy of 10. So the Guarda Revanche is quite a bit better. And for some reason, the Guarda Revanche has a racial modifier for an elf.
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I wish I knew what I was avenging.
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Yet despite the greater statistics, it's not terribly more effective against the shades we encounter between this room and the exit. Perhaps swords just aren't as effective against shades in general.
On the other side of the dungeon, we emerge to find the end of the chapter. I thought we'd have to poke around to find Elvandar. Within moments, we are before Queen Aglaranna and Tomas. Owyn tries to explain our quest, but Aglaranna first makes Gorath swear an oath of "return" to the Eledhel and obedience to her and Tomas. The whole event is weird, starting from when Aglaranna asks Gorath whether he is willing to swear the oath:
Rage flashed in his eyes. Trembling with emotion, Gorath advanced on the Queen, his hand darting to the hilt of his sword.
"No, Gorath!" Owyn gasped, knowing his voice was too small to stay his friend's wrath. "You can't!"
"I was Gorath of Clan Ardanien," he spat, his voice thick with an ageless contempt. Color drained from his face as he gripped ever more tightly to the sword at his side. "I am Gorath and I formally return to the Eledhel and swear fealty to Aglaranna, Queen of Elves and to Tomas, Prince Consort and Warleader." Falling to one knee, he knelt low before Aglaranna's feet. "I am yours to command, lady."
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Everyone's acting weird in this sequence.
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I'm not entirely sure what to make of the exchange. Gorath has been presented as a proud Moredhel who might disagree with Delekhan but doesn't have any desire to divorce himself from his people. Why would he swear this oath? Does he just recognize that it's the only way to complete the quest? Why is he so committed to the quest in the first place? He's already finished what he originally set out to do.
Afterwards, Tomas relates that . . . I'm a bit confused, actually. He seems to say that there is no Book of Macros, but rather it's a code phrase that indicates Pug needs Tomas's help. Tomas has something that Pug gave him that will allow him to teleport to wherever Pug is. That thing is . . . a book. So there really is a Book of Macros? Either way, Tomas can't fulfill the request. He has been struck recently with a poisoned Moredhel blade, and he's barely able to participate in our conversation through the haze of all the painkillers he's on. Gorath—again, what the hell?—suggests that he send him and Owyn instead. Tomas agrees, and within moments, the pair are warped away.
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"I mean, Owyn is neither the strongest nor the fastest. I'm pretty good at both of those things."
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The game transitions to Northwarden for Chapter VII: "The Long Ride." Arutha's forces have won the battle and are celebrating their victory, though Arutha knows it is only momentary. Word arrives that the leader of the Moredhel army (not Delekhan, but one of his lieutenants) has been captured. Arutha has him tortured (by a comically stereotypical black-hooded bare-chested torturer) in a scene that is both uncomfortable and seems out of character.
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Not my conception of Arutha. In several ways.
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Under torture, the Moredhel screams that his people "know the secret of Sethanon!" Arutha's like, "What?" The Moredhel says that they know Arutha captured Murmandamus (the Moredhel leader from A Darkness at Sethanon) and imprisoned him. "Deluded fool!" Arutha replies. "We killed Murmandamus at Sethanon and burned his bones for potash! There's nothing there for Delekhan to find!"
He demands how the Moredhel will get past Highcastle, and the Moredhel reveals that the Six (Delekhan's mages) have a rift machine that can open a portal to the Dimwood, which will allow the Moredhel to strike an undefended Sethanon while all of Arutha's troops are up the road in Highcastle. Arutha realizes he's been betrayed by the Tsurani, as the rift machine could only come from them. Why isn't this the betrayal? Of course, it's not really at Krondor.
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Maybe the real betrayal is Arutha betraying his own values.
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Arutha gives orders for James and Locklear to ride for Dimwood and to destroy the rift machine. Arutha has to ride for Highcastle to divert his troops to Sethanon. I still don't know if Arutha is lying. If not, why not just let the Moredhel sack Sethanon? The place is abandoned anyway.
The chapter begins with James, Locklear, and Patrus on the road with all their stuff from Chapter V.
I'll pick up with them next time, but I'm struck at this point by how little of Elvandar I explored and how quickly, and permanently, that adventure ended. It's a good thing I heeded the rusalki's call and decided not to just push my way through the wyverns, or I never would have found the Guarda Revanche. For the first time since I started playing the game, I let myself look up a map of the area online, on a site called
Mike's RPG Center. It shows dozens of encounters that I didn't experience, mostly in the northwest quadrant of the map. It appears that most of what I missed was wyvern battles, though, so I guess I'm okay with my route. I used Mike's map to annotate my travels this session.
This chapter exemplifies most of the game's strengths: a somewhat open world, packed with encounters, some violent, some not, some simple, some complex, almost all optional. But now I'm ready for a more linear path to the game's conclusion.
Time so far: 61 hours
From my memory of the books, this torture is definitely out of character for Arutha. Furthermore, rifts are between worlds, so a rift to the Dimwood is rather out of place; and so is a book that warps people to wherever Pug is. I'd say Jimmy would have been more logical for this choice, because at least he knows Pug personally.
ReplyDeleteMaybe for this part, the writers should have consulted with Feist more :P
Malaka's betrayal IS the betrayal, he's betraying Pug, and now knowing that Tsurani are in league with Moredhel, we can extrapolate that he may also probably be the one betraying Arutha by supplying the rift machine to Delekhan. Is he also betraying Delekhan? Is Arutha lying? What's up with Sethanon? To be continued.
ReplyDeleteWhen put together at the end, I think the story makes sense and it all links in a fairly coherent manner. My main gripe is that the actual villain, Malaka, has absolutely zero exposure for 5 chapters, so when he reveals himself, we're just, "Huh? Who's that guy? Why should we care?". We should have seen him more as a close counselor of Arutha, made quests and report to him, etc., to build the character and care a bit for the betrayal... As of now, zero.
Anyway, this a discussion to be continued at the end to avoid spoilers.
I always thought that the main betrayal was (rot13) Znxnyn'f orgenlny bs Qryrxuna. V zrna, ur hfrq uvz naq nyy gur Zberqury gb tnva npprff gb gur Yvsrfgbar, whfg nf gbbyf bs pbashfvba fb gung Nehgun ybbxf nabgure jnl. In comparison, Makala's betrayal of Pug seems minor (if you can even call it "betrayal" - maybe between two Great Ones).
DeleteVa zl bcvavba vg'f nyy bar OVT pbaarpgrq orgenlny, nf va Znxnyn orgenlf rirelbar, but what's poorly done is that the chapter that is called "Betrayal" is indeed this relatively minor betrayal of Pug, so that's a bit anti-climatic.
DeletePerhaps the real betrayal was the friends we made along the way?
DeleteAnd miles to go before I sleep, And miles to go before I sleep. I have to admit I first heard it in Death Proof since I'm normally not that into poetry, but I'm glad I came to know this one.
ReplyDeleteDisabling traps uses the lockpicking skill, which is unlikely to be good in Chapter 6 unless you somehow knew in advance to train up Owyn or Gorath... or invested in a couple of Amulets of the Upright Man.
ReplyDeleteThe deadly trapped chest in the Valheru Ruins has a lot of money inside but nothing else.
Thanks. That was nagging at me. I guess I don't really need more money.
DeleteChet, you might remember from the books, there is still a lot of important stuff at Sethanon, hence it is not in Arutha interest to have a bunch of Moredhel wandering around the ruins.
ReplyDeleteAlso Goraths returning is similar to an event shown I think in Silverthorn. Gorath clearly has abandoned the “dark list for power” that defined the moredhel, so it does make sense, even if the way they do it in the game is a bit ham fisted
I don't remember that from the books. Maybe I'll take a look at Sethanon again. I did kind of speed-read the ending.
DeleteFor what it's worth, in my playthrough I also found the interaction between Gorath and Aglaranna to seem quite strange. I assumed it was because I hadn't read the books beforehand; interesting to hear that it feels odd either way.
ReplyDeleteAlso, I took the other bridge through the Elven map and so spent the rest of the game wondering what all that fuss was about the supposed Guarda Revanche. It makes a good reason for future playthroughs, I suppose (as your last paragraph points out).
Gorath's Returning is, again, something that is better explored in the novelization, where his and Owyn's journey through the mountains and forest on their way to Elvandar includes a fair amount of character bits, including some interesting conversations with the dwarves, that help flesh out Gorath's reasons for joining the eledhel. The only real bit we get in the game is alluded to in the conversation he has with his wife in Chapter IV, where he's basically, "The moredhel need to stop being savages and seeking only power!" and his wife is all, "Fat chance of that, you weenie!" which is enough for him to give up on them entirely, I guess?
ReplyDeleteWhether or not you like the novelization (I think it's good, though not fantastic), it is nice to see Feist himself tie the bits of the game that seem out-of-place into his lore (and also interesting to see what he cuts out entirely). It seems that Gorath's arc is what Feist himself liked most about the game, as it's a far greater part of the book (it's also clear that he didn't like Owyn much, as book-Owyn is kind of a doofus for most of it and I don't think ever gets referenced again in later works, though I haven't read most of them so I don't know for sure).
I can kind of see where Feist is coming from on that one, Owyn doesn't really have much personality or story going on beyond "mage in the player's party". To the extent that he does have a story it's "young apprentice mage becoming an actual mage" which is retreading tropes he already wore down to the nub with Pug.
DeleteWJ, can you elaborate on "Gorath's reasons"? It's hard to reconcile his visible anger--he physically threatens the Queen of the Eledhel--with the speed, sincerity, and completeness of his subsequent oath.
DeleteI could be wrong on the finer details, but from what I understand, physically the moredhel and eledhel are basically identical, but their philosophical differences are so great that they consider themselves almost different species, to the point that, if a moredhel such as Gorath changes his worldview to better align with the eledhel, he ceases to *be* a moredhel and starts to feel a pulling toward Elvandar to join with them.
DeleteAs for his nearly violent response to being in the presence of the elven queen, the process of converting to an eledhel is apparently a huge internal struggle, and can be painful (Calin says as much to Gorath if you train with him), so I interpret that scene as Gorath's last internal struggle with his moredhel past vs his eledhel future, which is apparently pretty common when a moredhel Returns to the eledhel (note that nobody but Owyn reacts with alarm). The fact that he made it to Elvandar *at all* signifies his dedication to the eledhel philosophy (since they have magics warding away the moredhel otherwise), but apparently it's still painful to finally let go and swear the oath, like the last bit of moredhel inside him in its death throes.
The issue is that a lot of this is more apparent on repeat playthroughs, as most of it is alluded to rather than spelled out. I think it's because the writers wanted to create this air of mystery around Gorath the whole time (is he a double agent for Delekhan? Is he the Betrayal?) and as such wanted the impact of the "oh no he's gonna kill the queen wait no it's fine" moment to land before explaining what happened. The issue is that they don't plainly explain *anything* so you have to read earlier dialogues (especially the one with Calin) with the knowledge of what Gorath actually plans to do for it to make much sense. Another reason why Feist made it a bit more clear in the novelization.
Sorry for the double post, but I realized I didn't actually answer your question. The philosophical difference between the moredhel and the eledhel is that the moredhel are obsessed with power; specifically, the power of the Valheru, who promised them great power upon their return, and therefore the moredhel see humans, etc. as invaders of a world that is rightfully theirs. The eledhel, meanwhile, reject the philosophy of the Valheru (and therefore the moredhel) and try to live in peace with the humans. Gorath's arc goes from "Humans are bad but Delekhan is worse, and the enemy of an enemy is my friend," to "I've been traveling with these humans for a while, they're not so bad," to, after he gets recaptured in Chapter IV, "Wow the humans have it much better than we do, probably because they're not at war all the time; our philosophy sucks." It's around this point (probably around the time you run into his wife) that his worldview becomes more eledhel, and as such he starts to feel that pull toward Elvandar (again, better explained in the book).
DeleteThank you! And you are correct that these elements are present in the game if you read between the lines. Thank you for pointing me to the Calin dialogue, because I didn't screenshot most of it, so I just looked it over online.
DeleteCalin: (The Moredhel can't really enter our forest)
Owyn: "What about Gorath? He hasn't had any problems entering the forest."
Calin: "You have not told the boy?"
Gorath: "My returning is of no consequence to him. He has his own quest to fulfill."
Owyn: "Returning? You mean you've been here before?"
Calin: "You will understand things later should events unfold as I imagine."
When I first read this, I thought that Gorath HAD been there before. Now I realize he's not "returning," he's Returning, i.e., planning to join the Eledhel. So he's made up his mind long before he gets to Elvandar. I didn't mentally return to this conversation later, and I should have.
Later:
Calin: "I am told the call can be painful if one is uncertain of their feelings."
So maybe this explains that tense moment, but I still don't see why Gorath would put his hand on his sword. I think the authors could have depicted his internal struggle without suggesting that he was hostile to the idea of the Return.
"As Gorath changes his worldview to better align with the eledhel, he ceases to *be* a moredhel and starts to feel a pulling toward Elvandar to join with them." I get what you're saying, and I agree that's what the books and the game are going for, but I thought Lorigulf made a good comment about that here:
Deletehttps://crpgaddict.blogspot.com/2024/12/betrayal-at-krondor-prison-break.html?showComment=1734253093264#c7485044958529991837
Certainly, there must be other aspects that distinguish Eledhel and Moredhel culture other than their beliefs about the Valheru. They've been living apart for hundreds (thousands?) of years, after all. It's too bad that someone has to give up his home, his family, move across the continent, and swear allegiance to a foreign monarch just because he has a change in philosophy.
Yeah, it's a trope that many fantasy authors (games or otherwise) have to address whenever they try to flesh out a race that was initially conceived as the Always Chaotic Evil race, and the way that Feist (or the BaK writers, whoever came up with the idea) addresses it has some real unfortunate implications, especially if you compare it to real-world races or ethnic groups. Maybe the moredhel as a people have a redemption arc in later books? I haven't read them so I don't know.
Delete"It's too bad that someone has to give up his home etc."
DeleteI think that's exactly what his violent reaction is meant to speak to -- that at that very last moment, he's being asked to betray his people and give up everything he ever was. "Gorath of Clan Ardanien" loathes what he's about to do, and in taking the oath he ceases to exist. It's a magic-tinged version of what a Cold War defector must have felt.
I seem to recall that there are at least some minor physical differences between Moredhel and Eledhel, but probably no more so than you'd find between human races from different continents, for example. There's a passage somewhere that mentions that the Valheru bred elves like livestock to different purposes: Moredhel were house slaves bred for beauty, Eledhel were groundskeepers and hunters, probably bred for hardiness in outdoor living, Glamredhel I don't recall, probably as soldiers. The Valheru were really shitty, and the elves still live with the consequences of that abuse.
DeleteI believe that Owyn works best as a coming-of-age story and as POV protagonist that helps us ease into the setting (which, also, makes him good for the story told in the game, yeah) - and such a hero ihas a dialectic that is often determined not as much by his own inner stuff (which he has yet little of, or little of anything original, at least), but rather by his relationships with others. In this way, Owyn travelling with Gorath for some time reminds me a lot of "Left Hand of Darkness" book by Ursula Le Guin, where the protagonist is also naive and clueless - so much that it gets him into a lot of trouble by the middle of the book - and then his real arc (as opposed to overly-long exposition) begins, which is about his relationship with other individuals (or, other individual, shall we say?), about him getting rid of his preconceptions and bigotry he had before, about him growing wiser, growing to regret his previous attitudes etcetera... But to pull this off with Owyn, you'd have to make him much, much more "racist" towards Gorath at start, I beieve..? (I don't even know, is "racist" a legitimate term for fantasy species...?)
DeleteProbably “Betrayals in the general vicinity of Krondor” would not have made as good a title.
ReplyDeleteAlso I would be wary of eating “food” given by a Wyvern. “Curious, it tastes almost like chicken but not quite…”
Betrayal in the Western Realm would be accurate but obviously wouldn't work. Of course, there was no particular reason for the title to focus on the betrayal at all. I'm surprised they didn't put the word "Rift" into it, since that's the name of the book series and the plot actually does involve rifts.
DeleteThis *is* an interesting conundrum we came about trying to launch a new comic series: Brainstorming titles, we pretty soon arrvied at the crossroad whether it should include a proper noun (either the place or hero) in the title as in 'Shadows over Eternia' or 'The Adventures of Roy IV', or could we try to come up with a purely descriptive one?
DeleteAs the writer, I decided for the latter, and we settled for 'On the Way without Mercy' which described our general theme of 'from the fire into the frying pan' our hero was up against pretty well. There are arguments for both approaches, but the computer game clearly had to allude to Feist's writings in reference.
Moral of the story: A title must be catchy, one way or the other.
I get bothered more than I should by bad titles. I can't stand when they're overly generic or convey no information, like The Boys or the George Clooney movie The American.
DeleteBut when they get too wordy and specific (Scott Pilgrim vs. the World, The Adventures of Buckaroo Banzai Across the 8th Dimension), I feel like they're making some kind of inside joke that I'm not on the inside of. I like short but unique, specific, descriptive: Scrubs, Silo, Mistborn, Fallout.
Betrayal at Krondor is an especially catchy title to me for some reason. A thing happened! At a place! It leads me to expect a lot more specific story than most cRPG titles. Which I guess is accurate, even if the particular betrayal at Krondor is kinda misleading.
DeleteThe titles of Scott Pilgrim and Buckaroo Banzai are pretty representative too, as those are definitely inside-jokey kinda movies in different ways--like in Scott Pilgrim there are bands called Sex Bob-omb and The Clash at Demonhead which are pretty specific punk rock x videogame nerd jokes which I'm only in on half of. (The punk rock half, maybe surprisingly given where I'm commenting.) At least they didn't call the movie after the first book in the series, Scott Pilgrim's Precious Little Life.
Yeah, almost a title for a mystery novel - we know what happened (Colonel Mustard ki-... betrayed), we know where (Meeting roo-... the City of Krondor), but we must deduct all else, Sherlock Holmes-like. I mean, its not like it is a true mystery novel in the end, but the title works well. And you have to remember that, at the time, there were simply not SO many worlds, cities, loud names, trying to sell themselves to you and outcompete each other, at least in computer (as opposed to tabletop) games - so, things like "Spellbound in Khaghardia" or "Betrayal at Krondor" or "Ishar: the Legend of the Fortress" worked quite well for the time being.
DeleteI`m glad you found the sword, I did not found it in my first playthrough years ago. No need to explore Elvandar area now you have all you need, I`d suggest to focus on the story now and proceed to another chapter.
ReplyDeleteFun piece of trivia: technically, "rusalki" is plural. A singular, um, member of the species would be a "rusalka". Of course, I don't expect a 90s American game to keep up with Russian grammar.
ReplyDeleteAFAIR from the coverage here on the blog, QfG IV (Shadows of Darkness) - released the same year and by the same company - got it right, though.
DeleteTrue, but it's a special case I'd say. Given that the whole setting of QfG 4 is based on various Slavic folklores, and that a reasonably accurate depiction of Baba Yaga appears already in QfG 1, I'd hazard a guess that the Coles had a more than passing interest in the topic.
DeleteRusalka is a pretty well known opera by Dvořák, so the term is not that obscure. Personally, I would probably have gotten the plural wrong.
DeleteDoes the game get it wrong though? I see nothing in the screenshots.
Chet or someone else playing / having played the game might confirm how it shows up in-game. At least in the manual it's indeed "Rusalki" both for singular and plural, see e.g. here and here.
DeleteYes, the game uses it as a singular: "The rusalki was trying to communicate. In an odd language they were somehow able to understand, the rusalki spoke to them." Etc. I never know whether I should go with the game's convention (it's "rusalki" in Midkemia) or "correct" it. I think I've erred with going with the way that games use things in the past.
DeleteMissing out on that sword and learning about it afterward would make my fomo so hard I would have probably stopped playing the game. because I probably would have made progress and I also don´t like replaying part I just cleared.
ReplyDeleteYou have that often? Because it's pretty common for games to have a "best" weapon that is well-hidden and that you're unlikely to find on a first playthrough...
DeleteI don't know that I'd call it "common," particularly in this era.
DeleteI just took the weapon as an example, but any missablechunk of relevant lore, Sidequest or loot could trigger my fomo in a game, sometimes it's bad so I spend too much time exploring every nook or other times I enjoy the story and learn later on that I missed out on something that sounds cool or important it makes me quit the game. A lot of time if I really enjoyed it I come back to play from the beginning when enough time have passed so it doesn't annoy me to replay the parts I already been through.
DeleteI understand that tendency, and there were times when I was younger that I succumbed to it. These days, trying to poke your head into every corner of a game feels like visiting a foreign city and insisting that you walk down every street. There's only so much time. Why not spend it on the highlights?
DeleteOn the Baldur's Gate III subreddit there's a ton of people who say that they restart the game so often because they find out about something they missed that they've never gotten to the endgame, so it seems to be a relatively common player behavior.
DeleteTaking this feeling to such an extreme (to stop playing the game? to never reach the endgame?) sounds truly bizarre to me, but to each their own.
DeleteProbably a matter of endurance and attention span rather than pique in most cases. I know it's gotten the better of me many times (never reaching endgames due to the need to suck all the marrow out of a game as I go along).
DeleteI think that video games can foster latent counterproductive habits such as excessive completionism or perfectionism, due to how rewarding it feels to 100% complete a game level, in contrast to a real city. I've made a conscious effort to rein in these tendencies. All things in moderation.
Delete(I also think that games can foster good habits and skills. It depends on their design.)
I think what worries me the most about this game is the presence of a Roman numeral 342 beneath a screen of text... implying the existance of at least 341 other screens full of text. I feel like the developers got carried away and didn't realise they weren't writing a book.
ReplyDeleteI'm honestly not sure what that number means. The game has had a lot of text screens, but I don't think it's had 342 of them.
DeleteI suppose it maybe an atmosphere/"vibe" matter, like, this game imitates a book, after all, a big fantasy epic with a LOT of pages, but they do not appear to be actually numbered in sequence whenever they show up...?
DeleteYeah, I agree with Lorigulf. You can imagine the "missing" pages as filled with the actual gameplay as experienced by the player in-between chapters breaks.
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