thinking of how in DD2 blood and the soul are equivalent to each other, and crystallizing blood.
You have the loading screen tip of:
"The blood of the Arisen has been known to remain in the form of crystals"
And you have the Godsbane Blade description:
And what Rothias tells you of the blue shards:
And Ambrosius of wyrmslife crystals and the godsway:
All of it is saying outright - the crystals are both soul and blood of an Arisen and dragon/drake. Blue for Arisen, red for drake. And combined, they make the godsway.
It's interesting to think about that the soul isn't seen as just a separate entity, it's a part of every drop of blood. Every time your Arisen bleeds, they lose a bit of their soul, but so is it replenished when the body makes more blood. The power of an Arisen and wyrm is in every drop of blood.
When your Arisen bleeds, it's red blood that spatters off their body, as does it with wyrms. But then does it dry into crystals, and an Arisen's turn blue? Rather than coagulating blood and brown scabs, does your Arisen's blood crystalize on their skin as it dries, turning blue with age in the way blood turns brown?
I like imagining your Arisen being disturbed at the first time they're hurt after becoming Arisen. At seeing reflected on their wounds the fact that their body has changed in more ways than just lacking a pulse or heart. Do they think how close they are to wyrmhood knowing their blood crystallizes like a drake's? How must they feel when they realize that a drake is a dead Arisen? At how a lesser dragon is a warped and reanimated dead Arisen living in constant agony?
(Someone please make art of your wounded Arisen with blue crystals on their skin.)
While I would like to play DD/DDDA, the concept of MP being bestowed will but it being in the Arisen's body, to slowly be consumed by the Arisen's behaviors and character, and therefore lose even part of their identity, is a huge turnoff for me. I don't acknowledge this lore for my DD(2) story. One of the biggest enigmas for a pawn is the concept of will and acknowledgement of choice and desire apart from their Arisen and purpose that is dependent on the cycle. To be consumed into the image of their Arisen totally nullifies that. It proves they truly have no choice but to kneel to their Arisen's shadow. It's dooming. I suppose to some pawns they'd welcome it because they are subservient to their Arisen even in death and may accept the fate at face value and wouldn't know any better.
Kraus, however, wouldn't want this for Liam. Liam, coming to be conscious of will as something he could come to possess, would be pulled apart if he was to mutate into a person he loved , respected, and cherished. Instead he'd be a mockery of that, slowly twisting to wear the skin of someone that martyred themselves for the sake of existence free of a scripted cycle.
Liam existed long before Kraus, perhaps even the cycle as Oblivion has always been. He was not created by Kraus. He calls forth an entity but he does not dictate what that entity will look like, only that he feels he 'needs someone I can trust.' His Will was a beacon for Liam, a chance at escaping a void where he only knew the idea of light and color but may never experience it. He chases this powerful Will, finds himself in the presence of purpose, and the human body he comes to possess is his own, it's created naturally based on what sort of presence he was within the Rift. Liam's fully natural state, the state he is innate to, is Oblivion, and his dragon form(whether hijacked by Oblivion's desire for nonexistence or not) is often quite comfortable for him to be in. Hijacked, mentally he is distraught and in immense pain as he's being ripped in innumerable ways and weaponized.
Kraus only shown a light and allowed whatever that was within the Rift to reveal itself. He didn't know what to expect, and he wasn't impressed with Liam, nor truly wanted a pawn hounding his steps, nor wanted the task he was charged with in the beginning but that changes over time when he realizes he is the chance that stands between a continuous failing cycle that has left the world stagnating and a world where while uncertain and evolving, is free to choose how it meets uncertainty.
Tldr: pawn gets to keep his own body once bestowed with will. I don't acknowledge DDDA or DA pawn lore concerning bestowal of spirit/will and body mutation/transfer. I don't headcanon that Kraus makes up Liam's physical appearance either, that just comes along with Liam naturally. He forms a bond with a pawn, a contract (using DDO's lore), and he has to earn the chance to summon a pawn that is to be his to command initially, it's not just given to him. but he cannot manipulate Liam's core appearance. Even if I joke about it. (;
Was running around the Vernworth castle analyzing statues for lore posting, and I realized that all of the statues located in the gardens and courtyard are exclusively of pawns, with the Rift symbol located behind their head like a halo.
I can't help but imagine past Sovrans commissioned statues of their beloved main pawn to add to the castle.
Was walking around Bakbattahl and noticed this mural depicting Rothias, the first Sovran (left), and a second figure (right). Considering they too are standing triumphant on top of a dragon, I assumed they must be Arisen too.
I had also collected some photos of the throne room's stain glass windows depicting the past Sovrans: a humanized Rothias, the 2nd Sovran (presumably the Arisen that Rothias said sealed him under the sea), the 3rd Sovran (the one from the Bakbattahl mural!), the 4th Sovran, and the 5th Sovran.
This makes us (or Darraugh/"Arthur"), the 6th Sovran in line.
Based on the dress of the 3rd Arisen and their appearance in Bakbattahl art, I can only assume Bakbattahl wanted to pay tribute to the Sovrans that originated from their land, so the rest are likely of Vermund origin.
The only other lore that I am aware of exists about past Sovrans is that with the underground library crypt, Waldhar says it was sealed by a Sovran "of generations past" that "in a bid to pass the throne on to his own descendants, this Sovran attempted to consign our kingdom's histories to oblivion" and that this "Sovran's line ultimately fell to ruin." Considering how forgotten this library is, I'd estimate maybe 2nd, 3rd, or 4th Sovran did that? 5th Sovran might be of too recent memory, because based on ambient NPC dialogue at the masquerade, it's been "decades" since they last had a true Sovran.
(This is speculation, but perhaps the beastren were run out of Vermund after blaming Mad Sovran for killing random people he thought were the Pathfinder, and thus the kingdom split in two? Perhaps the 2nd Sovran didn't help matters either.)
Interesting of note is each Sovran depiction hints at the types of vocations they might have favored.
Rothias - Greatsword (Warrior), Stave (Mage/Sorcerer), Duospear (Mystic Spearhand). The depiction of him over the throne appears to be have just a regular longsword, so Fighter too perhaps? Would make sense that Rothias would be an accomplished Arisen who mastered multiple vocations.
2nd Sovran - Stave (Mage/Sorceror); makes sense if they had the magick to seal away Rothias
3rd Sovran - Sword and Shield (Fighter) and Dagger (Thief)
4th Sovran - Stave (Mage/Sorcerer)
5th Sovran - Greatsword (Warrior)
I also had the thought - had any of these Sovran taken the Dragon's deal like Edmund did in Dark Arisen, which extends your life? Considering we aren't aware of any prolonged longevity past Rothias, they might have all successfully slain the Dragon and reclaimed their hearts. Rothias for sure did since he rose to Seneschal, and if the 2nd Sovran did indeed have the power to seal Rothias under the sea, I can only assume they were of strong enough will to be able to defeat their Dragon too. It is possible that perhaps any that took the Dragon's deal might have perished through other means (murder, accident, disease, etc.). While Ser Brant says Disa poisoned/cursed you and sent you away because an Arisen "can't be killed by mortal hands", I assume this to be meddling by the Pathfinder or a deeply believed superstition, and perhaps once an Arisen has claimed Sovranhood through a deal with the Dragon, Pathfinder stops caring about protecting their immortal ass lol.
Other miscellaneous depictions of Sovrans at the palace, and in the world:
Above the throne itself. Another human depiction of Rothias, along with (presumedly) kneeled pawns wielding weapons.
2. Rothias' statue as depicted in Battahl, with the head of the statue preserved and not knocked off to hide Rothias' true heritage like in Vermund.
3. On top of the Vermund palace. I can't fit this one to any one specific Sovran, so it might be a symbolic representation of one wearing the Stygian Omen armor because they're missing Rothias' beard. Considering Darraugh was wearing the armor, I assume it to be a flawed recreation based on the statues of Rothias' armor (considering the actual Sovran's Plate is a very similar but slightly different set).
4. Fountain of the 1st Sovran - a human Rothias wielding a duospear and wearing the Stygian Omen armor.
If any of you know any Sovran lore I'm missing, please let me know!
Someone on reddit shared this on a pastebin link, but since then the link's contents were purged. Thankfully I saved it all independently, so for posterity I am dumping it all here for perusing, if you so wish.
WARNING it is very long, so don't expand unless you're prepared for it lol. Maybe later I'll do one where I chop out all of the gameplay tips and make a lore loading screen only post.
<string>Lennart of Melve has watched over Ulrika since the death of<lf>her parents. He is also captain of the village watch—and the<lf>Fighter-Maister.
<string>The Archer-Maister is rumored to be the chief of a<lf>bow-wielding people who make their home deep<lf>within a remote forest.
<string>If you seek the Mage-Maister's approval, be sure to pay<lf>equal respect to her twin.
<string>Though some claim to have encountered the Thief-Maister at<lf>Vermund's eastern edge, the teaching imparted to them was a<lf>false one. The true maister's location remains unknown.
<string>The Sorcerer-Maister is said to reside in the checkpoint<lf>rest town, and has quite the reputation. Mostly for being<lf>pompous, but also for a wealth of magickal knowledge.
<string>An abundance of magickal energy has been detected on<lf>the northern edge of Vermund, though the source is as yet<lf>unknown.
<string>There is talk of a beastren warrior of peerless skill, who<lf>spends his days training recruits somewhere in Vermund.
<string>There are rumors of a soldier with a distinctive fighting<lf>style who tracks the dragon wherever it flies, and who seeks<lf>allies to aid him in bringing the beast low.
<string>The oracle Luz has taken up residence in a shrine somewhere<lf>in Battahl. Mayhap the Arisen will be the first to look past<lf>her simulacrum and locate her true form.
<string>An unlikely couple—an elf and a dwarf—live together on the<lf>outskirts of Volcanic Island in Battahl. The elf is reputed<lf>to be a master of not only the bow, but magick as well.
<string>'Tis said that a man with a penchant for newt liqueur can be<lf>found in the hot spring area of Battahl's Volcanic Island.
<string>The people of Harve Village are fighting to rebuild their<lf>homes in the wake of the dragon's attack.
<string>Melve failed in its duty to the kingdom when it was razed by<lf>the dragon's attack. But was the village's defeat mere<lf>happenstance, or part of a cleverly laid plot?
<string>The elderly man who makes his home on the outskirts of Harve<lf>Village is well known for spinning yarns. Could it be there<lf>is a kernel of truth to what he claims to have witnessed?
<string>Queen Regent Disa's dearest ambition is to see her son Sven<lf>on the throne of Vermund—and she will stop at nothing to<lf>achieve it.
<string>Guerco Cavern is a labyrinthine cave system that stretches<lf>across the Vermund-Battahl border. 'Tis oft used by<lf>sellswords unwilling to face scrutiny at the checkpoint.
<string>'Twould seem that Drabnir's Grotto links Volcanic Island<lf>with the mainland of Battahl.
<string>Passenger oxcarts are forbidden from traveling anight, as<lf>the roads are all the more perilous after dark.
<string>It seems a sister of the church has taken up residence in<lf>Vernworth's slums, and is dedicated to treating the ailments<lf>of the poor.
<string>The Gracious Hand in Vernworth cares for those in need,<lf>providing a home to orphans and a refuge for the sick.
<string>'Tis said there is a monster that can speak as well as any<lf>scholar, and that delights in posing riddles to travelers<lf>who cross its path.
<string>There are whispers of a mysterious village on Vermund's<lf>eastern edge.
<string>Newt liqueur is difficult to obtain—unless one knows<lf>the shop that sells it.
<string>Only those with a residence permit can gain entry to the<lf>Forbidden Magick Research Laboratory. If you're thinking of<lf>sneaking in, you will need a researcher's uniform.
<string>One researcher in Battahl is dedicated to the study of<lf>monster venom—and mayhap a tad too passionate about his<lf>subject.
<string>A promising young sculptor is making a name for himself in<lf>Battahl with his incredibly lifelike works.
<string>The checkpoint rest town draws folks of every ilk, including<lf>learned doctors.
<string>All manner of ill-doers can be found in a city's gaol. Such<lf>places may be useful for picking up uncommon rumors and<lf>other tidbits of information.
<string>There are rumors that a ferocious dragon covered in red<lf>weals was seen to land atop a tower to the west.
<string>Elves tend to avoid contact with the other races, yet it<lf>seems one has been sighted on the road to Vernworth.
<string>A beastren warrior with a dedicated training regime is said<lf>to make his home in a tent west of the borderwatch outpost.
<string>Regentkin Sven resides in the palace under his mother's<lf>watchful eye. Some claim to have seen him about the city,<lf>but they must be mistaken.
<string>Wilhelmina is the proprietress of the Myrmecoleon bordelrie.<lf>Her enchanting smile captivates her patrons, but rarely<lf>touches her eyes.
<string>The people of the Sacred Arbor revere the Arborheart as<lf>the protector of their forest home.
<string>A regiment of soldiers from Vernworth has been sighted<lf>marching for Melve.
<string>Bakbattahl is home to a rather crotchety dwarven blacksmith<lf>of singular skill.
<string>Several bandit gangs have made their hideout in the<lf>mountains, including the nefarious Coral Snakes.
<string>If you have cause to infiltrate Vernworth Castle, try<lf>slipping in anight while wearing the armor of the<lf>Vermundian guard.
<string>An underground passage runs beneath Vernworth's gaol. There<lf>are rumors that a portion of it opens out onto the slums.
<string>Nobles keen to satiate their vices are known to make use of<lf>a secret door in the masquerade hall to slip out to the<lf>bordelrie.
<string>There is a shrine that lies within a perpetual cloud and<lf>a storm of unceasing rain.
<string>Minister Allard is an exceedingly cautious man. Guards<lf>accompany him wherever he goes, and he is always braced<lf>for an ambush.
<string>A peculiar wall has been discovered within the depths of<lf>Stormwind Cave, on the outskirts of Harve Village.
<string>'Tis said that an archive of rare tomes slumbers beneath the<lf>streets of one of the cities of the land.
<string>The shrine that once lay deep beneath the sea comprises<lf>spacious living quarters, which could provide refuge to a<lf>large number of people.
<string>When a pillar of golden light falls from the red clouds, a<lf>decisive battle is at hand. Touch the glow to commence.
<string>One of the passages within Bakbattahl's gaol was sealed<lf>in ages past. If an earthquake or similar were to open it<lf>anew, it might be worth investigating.
<string>One citizen of Vernworth is keen to have someone mind her<lf>house while she is away.
<string>One of the nobles of Vernworth is an avid collector of stone<lf>sculptures.
<string>Very few individuals are fluent in both Elvish and the<lf>common tongue. Your best bet is to scour the city of<lf>Vernworth or the hinterlands to the south.
<string>Try not to overstuff your pack; if the load you are carrying<lf>becomes Heavy, you will move very slowly.
<string>Combining items can help lighten your pack.
<string>Consuming a golden trove beetle increases the maximum amount<lf>of weight you can carry.
<string>Armor, weapons, and camping kits will weigh down your pack<lf>the most.
<string>People will treat you differently depending on their<lf>affinity for you.
<string>A person's affinity for you is directly affected by that of<lf>their family and close friends.
<string>Hailing people you encounter is the simplest way to increase<lf>their affinity for you.
<string>Most people do not take kindly to being picked up on a<lf>stranger's whim. Doing so will decrease their affinity<lf>for you.
<string>'Tisn't easy to win the heart of another. Decisive action<lf>may be more effective than prolonged courtship.
<string>If you truly care for someone, you had best not stay away<lf>too long, lest their affections begin to fade.
<string>Raw foods are perishable, but processed goods are not.
<string>If you discard an item, it will remain on the ground where<lf>you left it for a time.
<string>Different stores may offer different prices for the items<lf>you wish to sell.
<string>If a person's affinity for you is high enough, they will<lf>allow you to pick them up in a more intimate fashion.
<string>At dusk, 'tis advisable to seek an inn or campsite.
<string>'Tis wise to keep a supply of lantern oil on hand at all<lf>times.
<string>Best not travel anight without a lantern, else you might<lf>stumble in the dark—or over the edge of a cliff.
<string>Adjust the minimap's display in the Options menu. You can<lf>set it so that the top of the map always faces north, or so<lf>that it always points in the direction you are headed.
<string>Pawns will use their monikers if they join you from a realm<lf>where a different language is spoken.
<string>Support pawns do not level up. If you find yourself in need<lf>of a more capable ally, consider changing up your party<lf>and hiring someone new.
<string>If you get stuck, try paying a visit to the Diviner's Salon<lf>and having your fortune told.
<string>Passenger oxcarts are not free to ride. Trying to board<lf>without paying the fare will earn the driver's ire.
<string>Grab hold of a harpy and it may carry you off into the<lf>sky, allowing you to reach new heights!
<string>You can push or pull creatures and objects after grabbing<lf>hold of them.
<string>The number of badges a pawn has earned is a mark of their<lf>experience and effectiveness.
<string>You are more susceptible to lightning and ice attacks while<lf>drenched.
<string>Weapons and armor equipped to a support pawn will be<lf>gifted to the pawn's creator when the pawn is dismissed.
<string>There is one who can teach pawns special abilities. 'Twould<lf>be worth your while to befriend this individual.
<string>You can change your hairstyle at Clovis's Barberie in<lf>Vernworth.
<string>Hiring low-level pawns comes with the benefit of a large<lf>return in rift crystals.
<string>Rare items can be purchased at pawn guilds in exchange for<lf>rift crystals.
<string>Some claim to have discovered a mysterious temple when<lf>exploring higher ground.
<string>Broken bridges will be repaired in a few days' time.
<string>You can make changes to your equipped skills at any<lf>campsite.
<string>Keep an eye out for plumes of smoke; they mark the<lf>locations of campfires at which you can make camp.
<string>When you use a Wakestone, it crumbles into shards that are<lf>scattered around the world and must be gathered anew to be<lf>of use.
<string>Consuming a golden trove beetle increases the maximum amount<lf>of weight that both you and your main pawn can carry.
<string>Golden trove beetles are fond of animal dung, and can oft be<lf>found near the bases of trees by the wayside.
<string>Before you make camp, be sure to eliminate any foes in the<lf>vicinity—lest you should find yourself woken by an ambush!
<string>Keep an eye out for statues on mountain peaks and other<lf>prominent locations. Treasure oft awaits if you reach them,<lf>and discoveries can be made if you stop to admire the view.
<string>The common berries that grow wild in your world may be<lf>rarities beyond the rift.
<string>The bodies of larger monsters will remain where they have<lf>fallen for some time.
<string>You would do well to earn the favor of your vocation<lf>maister, that they might impart their maister's teaching<lf>unto you.
<string>One full day in this world equates to 48 minutes in yours.
<string>There is talk of an illness that pawns can only catch when<lf>traversing the bridge atwixt worlds.
<string>Rumors abound of a shop that can duplicate most any item.
<string>Spectacles do not count as head armor, and can be equipped<lf>alongside hoods, helms, hats, and the like.
<string>Don't despair if you fall from a height; your pawn may<lf>cushion your fall.
<string>Rope bridges are destructible. Entice your foes to assemble<lf>on a bridge and unleash an attack upon it to send them<lf>plummeting to their doom!
<string>Beware of cases of mistaken identity when visiting a morgue<lf>or charnel house.
<string>If you get stuck in a difficult battle or are unable to<lf>proceed, consider reloading from your last rest at an<lf>inn and tackling the problem anew.
<string>There is no shame in running from a battle in order to live<lf>to fight another day.
<string>Giving gifts to people can increase their affinity for you,<lf>but bear in mind that everyone has their preferences.
<string>You can equip any augment, regardless of your vocation.
<string>There are vocations that only the Arisen can pursue.
<string>If you find a seat draped with a red rug, why not sit down<lf>a moment? Time will pass much more swiftly.
<string>Reviving pawns with the Arisen's touch takes time. 'Twould<lf>be wise to carry them to a safe location before you begin.
<string>You can give orders to your pawns with <ACTBTN Order>.<lf>Try issuing the "Help!" command if you are in need of aid.
<string>The Arisen's charge is to reclaim the heart the dragon<lf>plucked from their breast.
<string>The Arisen has no heart, and though they can fall in battle,<lf>age shall never claim them.
<string>There exists a special weapon that the Arisen can wield to<lf>end their immortal life.
<string>When the dragon falls, time resumes for the Arisen as their<lf>heart returns to their breast—and every moment spent<lf>without it catches up to them.
<string>The Arisen and the dragon who marked them form a unique<lf>pair, of which only one exists in this world.
<string>Former Arisen, who have abandoned their charge to slay<lf>the dragon for reasons of their own, still walk this world.
<string>The blood of the Arisen has been known to remain in the form<lf>of crystals.
<string>The standing of the Arisen has changed over time, and<lf>differs depending on the laws and culture of the land in<lf>which they appear.
<string>Pawns are called nomads, for they travel beyond the rift.
<string>Pawns travel in the company of the master they serve.
<string>'Tis said that, in time, a pawn will come to resemble their<lf>master in form.
<string>The mark on a pawn's palm is proof that they have formed<lf>a covenant with the Arisen.
<string>According to legend, a pawn who has lost their master shall<lf>be sealed beyond the rift forevermore.
<string>Pawns lack wills of their own, but they still possess<lf>personalities and emotions—however seldom they may<lf>choose to express them.
<string>'Tis said that there is a realm populated by pawns alone.
<string>The Arisen can revive pawns who have fallen in battle.
<string>The destructive powers of the dragon are so immensely<lf>devastating that they have been likened to a cataclysm—<lf>or an act of god.
<string>Dragons and their ilk are intelligent beasts with powerful<lf>magickal abilities.
<string>There are some dragons of savage temperament and stunted<lf>intelligence.
<string>'Tis said that all dragons were once Arisen, but the truth<lf>of this is unknown.
<string>Records indicate that the kingdom of Vermund was founded<lf>over a thousand years ago. 'Tis a land ruled by the Arisen,<lf>who ascends to the throne as Sovran.
<string>Many of the records of Vermund's ruling Sovrans throughout<lf>history were lost during the war with Battahl.
<string>Records state that the first Sovran of Vermund was a<lf>beastren.
<string>When there is no Arisen to claim the throne, a consul rules<lf>in their stead.
<string>In ages where the Arisen does not appear, 'tis custom for a<lf>suitable candidate of noble blood to succeed the consul.
<string>In Vermund, political matters are decided by the council, at<lf>meetings presided by the kingdom's ruler. Traditionally,<lf>members of the nobility hold the majority of council seats.
<string>Those who have earned the trust and favor of Vermund's ruler<lf>may be appointed positions within the court—though this is<lf>a rare honor.
<string>Most of Vermund's nobility are merchants or possess<lf>mercantile ties, and have earned their wealth through trade.
<string>The nobility do not have endless means. When trade suffers<lf>in uncertain times, their wealth is apt to dwindle.
<string>Nobles fallen on hard times oft prefer not to show it. Some<lf>try to keep up appearances by frequenting the bordelrie.
<string>The average citizen knows little of the Arisen. That the<lf>Arisen is a candidate for the throne, has unique powers, and<lf>commands the pawns is about the sum of common knowledge.
<string>From time to time, opportunistic imposters ply their trade<lf>in Vermund, impersonating the Arisen to extract gold and<lf>other boons from the commonfolk.
<string>Most imposters are bandits, or sellswords reduced to petty<lf>thievery. They tend to travel in groups, with one of their<lf>number posing as the Arisen, and the rest imitating pawns.
<string>The mountainous region in northern Vermund is treacherous in<lf>the extreme. Its steep slopes are overrun with monsters and<lf>beset by inclement weather.
<string>The north of the continent is said to be home to an ancient<lf>nation, but records of its existence are scarce, and there<lf>has been no contact with its people for over a century.
<string>The headless statues that can be found throughout Vermund<lf>are believed to depict the kingdom's founding Sovran—<lf>a beastren.
<string>Many citizens of Vernworth harbor a hostility toward<lf>beastrens.
<string>In Vernworth, pawns are recognized as servants to the<lf>Sovran, and are treated with due respect.
<string>Only a very small proportion of the citizenry of Vernworth<lf>are beastrens.
<string>One of the regions of Battahl sees constant heavy rainfall<lf>all year long.
<string>Garments fashioned with Battahli dyes are resistant to mold,<lf>making them ideal wear for travelers.
<string>The element of fire is held sacred in Battahl, and the<lf>national religion centers around the precepts of the Lambent<lf>Flame.
<string>In Battahl, 'tis believed that the people and their empress<lf>are joined by the ritual of prayer. This is why citizens are<lf>able to engage with their ruler personally during festivals.
<string>Battahl's empress is always accompanied by her attendant,<lf>who is responsible for overseeing festival proceedings and<lf>managing the many organizations that take part in the event.
<string>In Battahl, the empress's attendant is by tradition a female<lf>beastren.
<string>Battahl has not suffered the dragon's attack in a hundred<lf>years, a fact attributed to the protection of the Lambent<lf>Flame.
<string>In Battahl, pawns are shunned for their connection to the<lf>calamity of the dragon.
<string>Pawns will not enter Bakbattahl of their own volition,<lf>preferring to keep to their guild hall outside the city.
<string>In Battahl, succession to the throne is not determined by<lf>heredity; instead, each emperor or empress is nominated to<lf>the role.
<string>A road once connected Battahl's mainland to Volcanic Island<lf>to the south, but it has long since been eroded by the sea.
<string>There are whispers of mysterious disappearances in southern<lf>Battahl, with several soldiers already reported missing.
<string>The tower that stands on Battahl's Volcanic Island is<lf>perpetually enveloped in clouds, and no one has ever beheld<lf>it in its entirety.
<string>'Ware the Agamen, an active volcano on Battahli territory<lf>that frequently erupts and causes lava flows.
<string>A training facility for the Battahli troops was constructed<lf>on Volcanic Island, ostensibly to build strength through<lf>exposure to harsh environs.
<string>The Forbidden Magick Research Laboratory in Bakbattahl was<lf>established several decades ago for the purpose of studying<lf>the dragon.
<string>The researchers employed by the Forbidden Magick Research<lf>Laboratory wear formidable masks. Perchance they have<lf>something to hide?
<string>There is a room within the Forbidden Magick Research<lf>Laboratory where tests are conducted on live subjects.
<string>Lord Phaesus, the director of the Forbidden Magick Research<lf>Laboratory, receives the bulk of the funding for his work<lf>from members of the nobility.
<string>Lord Phaesus claims that his research into forbidden magicks<lf>is a matter of national import. His work has earned him the<lf>empress's faith, and she has invested him with authority.
<string>Vermund and Battahl are rival nations, but trade between<lf>their borders is actively encouraged by both sides.
<string>Both Vermund and Battahl are bordered by sea and mountains,<lf>and neither can claim a significant geographical advantage<lf>over the other.
<string>A great war once raged between Vermund and Battahl.
<string>People believe that nothing lies beyond the Brine-infested<lf>seas. Like the rising and falling of the sun, 'tis commonly<lf>understood.
<string>The origins of the beastren race are a mystery. No records<lf>have survived that can accurately date their first<lf>appearance in history.
<string><COLOR FF0000>#Rejected#</COLOR> Tips_174
<string>Elves believe in living in harmony with nature, and cannot<lf>abide life in castle towns where all is stone and mortar.
<string>Elves do not mingle with other cultures and peoples,<lf>preferring to keep to themselves. Consequently, very few<lf>speakers of Elvish are to be found among the other races.
<string>Elven smithing techniques imbue weapons with unique<lf>attributes.
<string>While elves and dwarves share a mutual enmity, close<lf>friendships between the two races have been known to form,<lf>and even marriages are not unheard of.
<string>When you stay at an inn, your main pawn crosses beyond the<lf>rift and accompanies other Arisen in other worlds.
<string>When your pawn returns from beyond the rift, any knowledge<lf>and experience they gained in their travels remains with<lf>them.
<string>You cannot hire new support pawns while your main pawn<lf>is forfeit.
<string>When you dismiss a support pawn, you can choose to send them<lf>off with a gift to take back to their creator.
<string>You can change your support pawn's equipment as you see fit.
<string>If you happen to take a liking to a pawn you encounter on<lf>the road, you can choose to hire them.
<string>Pawns you have previously hired can be summoned from<lf>riftstones.
<string>Support pawns with knowledge about how to complete a<lf>particular quest will be able to offer guidance if you set<lf>the quest as your priority.
<string>If you use the "Go!" command after setting a priority quest,<lf>any pawns in your party with relevant knowledge will offer<lf>guidance to help you complete it.
<string>After using the "Go!" command to instruct a pawn to guide<lf>you, you can use the "To me!" command to discontinue<lf>guidance.
<string>Pawns with knowledge about a quest you have accepted will<lf>inform you when you are nearing a quest location, even if it<lf>is unrelated to your priority quest.
<string>Pawns will use the knowledge they have gained beyond the<lf>rift to guide you to new dungeons and bring treasure chests<lf>and hidden paths to your attention.
<string>Pawns earn badges by gaining experience in battle.<lf>Possessing a badge makes your pawn more effective<lf>at defeating each type of foe.
<string>Pawns with knowledge of a particular region will be able to<lf>guide you to the locations of hidden objects.
<string>You can set pawn quests for your main pawn to complete.<lf>If the player who hires your pawn completes the request, you<lf>will receive a reward when the pawn returns to you.
<string>You can set your pawn a quest to defeat a certain type of<lf>enemy, and request the help of other players in order to<lf>earn a pawn badge.
<string>Some items can be set as the goals of pawn quests,<lf>enabling you to request them from other Arisen in other<lf>worlds.
<string>To set a pawn quest, visit a riftstone in a city or town.
<string>Pawn specializations are unique abilities that the Arisen<lf>cannot acquire.
<string>Pawn specializations can be sent as gifts to other Arisen in<lf>other worlds.
<string>Pawns who have spotted an enemy without being noticed will<lf>begin to prepare for battle of their own accord.
<string>Having a fighter pawn with the Springboard skill or a<lf>warrior pawn with the Ladder Launch skill can help you<lf>reach treasure chests in high places.
<string>If the Arisen lights their lantern, any pawns in the party<lf>who have lanterns in their inventory will follow suit.
<string>Areas of interest that pawns notice while adventuring will<lf>be marked with "!" on the minimap.
<string>You can operate the ropeway yourself, or command a pawn to<lf>take over for you.
<string>When a larger enemy is on the verge of being knocked off<lf>balance, your pawns will help you bring it down by clinging<lf>to or pulling at it.
<string>Holding down an enemy gives your allies a chance to deal<lf>them a mighty blow!
<string>Fighter pawns can use the Springboard skill to launch allies<lf>high into the air, allowing for mid-air attacks. Warrior<lf>pawns can achieve the same effect with Ladder Launch.
<string>Tarred enemies are particularly vulnerable to fire attacks,<lf>and throwing a jar of oil at an enemy that has caught on<lf>fire will deal massive damage.
<string>Pawns will use ice and lightning attacks against drenched<lf>enemies to try to make them benumbed or frostbitten.
<string>There are four pawn inclinations, each with unique traits.
<string>A pawn's inclination can only be changed through the use of<lf>a special item.
<string>Pawns of the kindhearted inclination prefer to remain by the<lf>Arisen's side, and are quick to aid their fellow pawns when<lf>they are in need.
<string>Pawns of the kindhearted inclination frequently make use of<lf>enchantments and other support skills.
<string>During battle, pawns of the calm inclination focus on<lf>targeting the enemy's weak points, and seek to evade or<lf>guard against attacks wherever possible.
<string>Pawns of the calm inclination are skilled at conserving<lf>Stamina, and meticulous about managing their inventory.
<string>Pawns of the simple inclination are keen to pick up items<lf>even in the midst of battle, and delight in making use of<lf>any and all mechanisms in the vicinity.
<string>Pawns of the simple inclination will occasionally hunt wild<lf>beasts, and bring any materials they harvest to the Arisen.
<string>Pawns of the straightforward inclination are adept at<lf>spotting enemies from afar, and prefer to deal with tougher<lf>foes first.
<string>Pawns of the straightforward inclination are blessed with<lf>fighting spirit, but make little effort to gather materials.
<string>You can use the "Go!" command to instruct your pawns to run<lf>on ahead of you.
<string>Command a pawn with knowledge of a quest to "Go!" and they<lf>will guide you toward its completion—provided it is set as<lf>your priority quest.
<string>If you use the "Go!" command after a pawn makes a<lf>suggestion, the pawn will follow through with their idea.
<string>Use the "Go!" command near a treasure chest or material, and<lf>your pawns will gather the items for you.
<string>Use the "Go!" command when you have an enemy in your<lf>sights and your pawns will focus their attacks on them.
<string>You can use the "To me!" command to direct your pawns to<lf>remain close to you for a short while.
<string>You can use the "To me!" command during battle to direct<lf>your pawns to fight by your side.
<string>Using the "Wait!" command outside of battle directs your<lf>pawns to remain where they are and await further<lf>instructions.
<string>Using the "Wait!" command during battle directs your pawns<lf>to refrain from attacking enemies and focus on evading and<lf>guarding against attacks instead.
<string>Using the "Help!" command directs your pawns to offer you<lf>support appropriate to the situation.
<string>When a pawn is rendered immobile, they are left with a few<lf>faint scars that will fade over time.
<string>When a pawn becomes forfeit, they are left with a deep<lf>scar that will never fade.
<string>'Tis said that the waters of the hot spring have the power<lf>to heal pawns' scars.
<string>A hot spring lies at the base of the Agamen volcano.<lf>Soaking in its waters confers various benefits.
<string>Employing the services of the rose chateau is said to come<lf>with benefits beyond the pleasures of another's company.
<string>If you have a camping kit in your pack, you will be able to<lf>make camp at set spots in the wilderness.
<string>Shortcut controls make your adventure much easier, such<lf>as by allowing you to light or extinguish your lantern in an<lf>instant.
<string>Best not to draw your weapon while in town. The townsfolk<lf>will be frightened of you, and you may find yourself<lf>escorted to gaol for disrupting the peace.
<string>The Brine lurk in deep waters. If their reddish tentacles<lf>begin to surface, you must beat a swift retreat—or be<lf>dragged into the depths of their watery demesne.
<string>If the Arisen is taken by the Brine, they will be restored<lf>to a nearby shore.
<string>Some ripened or aged foods contain more nutrients than those<lf>that are freshly harvested.
<string>If a foe's attack forces you to crawl, you had best enlist<lf>the aid of an ally to help you to your feet.
<string>The severed ends of a rope bridge can be climbed like<lf>ladders.
<string>Befriend a merchant, and they may sell to you at a discount.
<string>You may find that peddlers will offer you special wares if<lf>you trade with them often enough.
<string>The loss gauge represents a reduction in your maximum<lf>Health, which can be recovered by resting at an inn.
<string>When you stay at an inn, you can choose the time of day at<lf>which you wish to wake.
<string>Consider keeping some of your equipment and other items in<lf>storage to lighten your pack.
<string>The effect of enhancing a piece of equipment depends on<lf>the style of smithing employed.
<string>You can change your vocation and acquire new skills and<lf>augments by visiting a vocation guild.
<string>Augments you have acquired can still be equipped even<lf>after you change your vocation.
<string>In time, the bodies of the dead will be taken to a city's<lf>morgue or charnel house.
<string>You can use Wakestones on the bodies of the dead to restore<lf>them to life.
<string>When you enter the rift, you can search for support pawns<lf>that meet your specifications.
<string>There is a store at which you can commission the creation<lf>of exquisite forgeries that are identical to the original in<lf>appearance, but do not necessarily share its function.
<string>Oxcarts offer regular passage between large cities and<lf>towns, and are a relatively safe means of travel for long-<lf>distance journeys.
<string>Tired of admiring the scenery during journeys by oxcart?<lf>Try dozing off—'twill pass the time much more quickly.
<string>Monsters have been known to attack oxcarts on the road.
<string>Your foes are no less susceptible to debilitations.<lf>Apply them wisely to gain a fierce edge in battle!
<string>If you catch on fire, jumping into a body of water will put<lf>out the flames—but inflict you with the drenched<lf>debilitation instead.
<string>Lightning attacks discharge electricity in the vicinity,<lf>dealing damage to any enemies within range and giving them<lf>a nasty shock.
<string>'Tis perilous to leave the blighted debilitation uncured.<lf>If you are hit by another blighting attack, you will incur<lf>massive damage.
<string>You can wake up comrades struck with the sleep debilitation<lf>by interacting with them.
<string>The unconscious debilitation can be caused by blows to the<lf>head.
<string>Petrification ought to be cured in haste. If left untreated,<lf>you will gradually turn to stone till death claims you.
<string>Being inflicted with the silence debilitation prevents you<lf>from speaking and casting magick.
<string>If you are inflicted with the tarred debilitation, you would<lf>do well to keep away from any flames in the vicinity.
<string>Your lantern will be extinguished if you are inflicted with<lf>the drenched debilitation.
<string>You can give items to your pawns to carry to lighten your<lf>pack.
<string>Hiring a high-level pawn will cost you a significant amount<lf>of rift crystals.
<string>Discipline is earned in proportion to the experience gained<lf>in battle, and received as a reward for completing quests.
<string>When night falls on the mountains, the darkness is nigh<lf>impenetrable. Exploring without a lantern is apt to end with<lf>a broken neck.
<string>Townsfolk may be creatures of habit, but not all are alike;<lf>while some head to the tavern after dark, others prefer to<lf>return to the comfort of their homes.
<string>There are various types of camping kits. Those of finer<lf>quality are lighter and more durable.
<string>Grilling meat is one of the many joys of camping. The finer<lf>quality the meat, the greater the stat boost you can expect.
<string>Even if you pluck every last herb or flower in sight, fear<lf>not, for more will grow back in time.
<string>On the hunt for Seeker's Tokens? Be prepared to scour every<lf>corner of this world.
<string>Wakestones are valuable artifacts that can restore the dead<lf>to life. Though there are limited opportunities to acquire<lf>them, 'tis best to make use of them when the need arises.
<string>Gather three Wakestone shards to form a Wakestone.
<string>Clinging to massive foes allows you to clamber about their<lf>frames and target their weak points more effectively.
<string>When you take on a quest, be sure to follow its progression<lf>closely. Neglect a quest for too long, and you may find that<lf>developments have occurred in your absence.
<string>Jars, boulders, and the like can be picked up and thrown at<lf>your enemies to great effect.
<string>Throwing an oil-filled jar at a foe will inflict them with<lf>the tarred debilitation.
<string>If you set a quest as your priority, waypoint markers will<lf>appear on your map to guide you.
<string>Once read, any documents you find on your travels will be<lf>added to your File Logbook for future perusal.
<string>Legend tells of a remarkable phial that can swallow<lf>people up, sealing them within its interior.
<string>If you wish to earn someone's affections, you mustn't seek<lf>anyone else's favor; should you end up winning another's<lf>heart instead, 'twill bring misery down on both your heads.
<string>At times, resigning yourself to death is the only path to<lf>survival.
<string>Bravery ought not to be confused with recklessness, just as<lf>caution should not be mistaken for cowardice.
<string>What greater pleasure can there be in life than not knowing<lf>what the morrow will hold?
<string>The Arisen serves the dogma of dragons, and their charge<lf>sees them travel around the world. In following this path,<lf>they in turn steer the world along its ideal course.
<string>Have you ever been surprised by a narrow victory, or<lf>gained a greater reward than you expected? Mayhap 'twas<lf>not mere chance, but the workings of a benevolent hand...
<string>If you find yourself in a familiar location, think back on<lf>the last time you visited it, and keep your eyes peeled for<lf>any changes in your surroundings.
<string>A word to the wise: Leave no corner of this world<lf>unexplored, and bear in mind that you cannot expect to<lf>discover all of a location's secrets in a single sweep.
<string>There are some locations in cities and towns that pawns<lf>are not permitted to enter. If you go where your pawn cannot<lf>follow, they will wait for you in the vicinity.
<string>If you are trespassing in a location, best not to linger.<lf>Guards who discover your presence will become hostile and<lf>attempt to apprehend you.
<string>If you are apprehended by the guard, you will be escorted to<lf>the nearest gaol. 'Tis an ignoble fate that future rulers of<lf>the kingdom would do well to avoid.
<string>A bribe will hasten your release from gaol, but if you'd<lf>rather keep your gold, you shall have to wait a few days for<lf>your sentence to be served—or find a means of escape.
<string>When infiltrating a location with tight security, you will<lf>either need to find an appropriate disguise, or devise a<lf>means of concealing your presence.
<string>Strike a blow to a mass of rock to send it rolling!<lf>'Twill topple any obstacles or foes in its path.
<string>If you find a crack in a wall of rock with water seeping<lf>through, strike a blow to break it—you may unleash a<lf>powerful torrent!
<string>If two people covet the same item, you will have to make a<lf>choice—unless you are willing to deceive one of them with<lf>a forgery.
Since Wakestones are the crystallized hearts of Arisens/wyrms, y'all ever think about the Eternal Wakestone, and what kind of ungodly powerful Arisen that it might have come from?
I wanna know the story behind the Arisen whose crystallized heart is near to bursting with blue magical light. Like truly would have made a perfect, long-lasting Seneschal battery to power the will of the world.