#trespass 2011
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Nicole Kidman in Trespass (2011)
#rewatched bc that still of her is floatin around and i couldn't remember why her hair was like that in the 3rd and last gifs#it's supposed to be an updo that comes half undone during a home invasion but they made it look too good lol#and they're obvs just two different hairstyles like extensions were def added after it comes undone the volume is nonsensical#anyway this movie is very bad lol#nicole kidman#trespass 2011#my gifs
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#nicole kidman#trespass#dgaf about this movie but she. :)#nicolekidmanedit#nkidmanedit#g*#trespass 2011
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Cage and Kidman. Gimme.
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Luth is very embarrassed... OH LOOK, OH MY GOD IT'S 2011 X!
#my art#digital drawing#fanart#sonic.exe#sonic exe#2011 x#journey's end#journey's end gold#luth evans#luth#exe community#pokepasta#TNOT Luth#The night of trespasser
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W A T C H I N G
#TRESPASS (2011)#nicolas cage#nicole kidman#ben mendelsohn#liana liberato#cam gigandet#jordana spiro#dash mihok#watching
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PURVA PHALGUNI - THE YIELDING LOVER 🌸

Purva Phalguni is the second stage of Venus, the stage after the nakshatra's yoni consort, Magha, where one begins to experience the blissful relaxation, peace, and enjoyment after obtaining the throne in Magha and maintaining the royal status to bask in the pleasures and riches afterwards...
But there's more nuance to this nakshatra which is much more depressing than how most people view Purva Phalguni's energy.

Since Purva Phalguni's symbol is the bed or hammock, it is also the stage of severe passivity and endless vulnerability where one is in a constant state of eternal slumber, unable to awaken from this due to their lack of action or motivation to do so and, thus, often requiring a male force to aid the Purva Phalguni into coming back into reality or the material plane.
The 2011 movie, Sleeping Beauty, where the actress, Emily Browning, who has Ketu in Purva Phalguni stars as the main character, Lucy, is the best example of this frozen and helpless stage. In this film, Lucy goes through the whole movie, finding herself in shady situations with men until she finds an underground and taboo job where she is practically drugged and falls asleep as random older men enter the room, taking advantage of her in different ways without her being aware of this.
It is almost like pouring your entire energy into something and then fainting only to have no recollection of what happened prior to fainting but simply remembering fainting and then waking up right after.

Despite Purva Phalguni being an Ugra nakshatra which represents aggression, passion, and assertion, Purva Phalguni natives are actually much more softer and gentler than people interpret them and this actual pursuit and direct energy is actually reflected onto them from others.
Purva Phalguni's yoni animals, the female rat, is the tiniest animal out of all the other yoni animals and, therefore, is the most skittish and vulnerable (Deer Yoni being second in line) due to their size which is why rats typically resort to moving under the radar to protect themselves.
Generally, rats are often seen as filthy, riddled with disease, and possibly bring poverty so what do people do? They try to kill them, get rid of them, do anything they can to eradicate their existence simply because of how much their presence affects the environment.
How does this relate to Purva Phalguni natives, specifically women?
Because of their tainted reputation, Purva Phalguni natives are often seen as courtesans, something to use for one's own pleasure and then discard them like trash. To others, Purva Phalguni seems to enjoy this and while they unfortunately do seek for attention in the wrong places, they want people to see past their glamorous outer persona, to see past their beauty and grace and be loved inside and out.

Going back to their symbol, the bed or hammock, this can also manifest as repressed sexuality or sexual frigidity where the Purva Phalguni native hasn't yet been awakened to their sexual maturity, especially since they often operate on low vibrational energy which is why they often need the guidance of others in order to elevate themselves.
I notice that Purva Phalguni Risings especially tend to have Anuradha in their 4th house of the home and motherhood which is where I believe the passivity starts.
Anuradha is in Scorpio so Purva Phalgunis tend to live in very intense, bonded, spiritual and emotionally heavy households. The mother may have Scorpionic traits such as being resilient, powerful, transformational, attracting enemies, and keeping the home private and secluded from prying eyes.
Remember in the disney story of Sleeping Beauty, when she pricks her finger on the spinning wheel, she falls into a deep slumber and so does the entire castle? This is basically the home life of Purva Phalguni natives.
The mother may have kept a tight leash or hold on the Purva Phalguni native, seemingly afraid of what dangers may try to trespass onto the territory to "awaken" the sleeping princess. Due to this, this leads the Purva Phalguni native to develop a co-dependant relationship with the mother which is what leads to passivity and laziness, having little to no energy to do anything or a lack of motivation to get things done when their mother does everything for them.

This also leads me to believe that Ashlesha natives are not the ones that tend to have mother issues or repressed womanhood. Sure, Ashlesha natives may seem indifferent towards sex or could do without it but it is the Purva Phalguni woman who suffers from literal or symbolic virginity due to being stuck in this endlessly passive state and copes with this by seeking for overly masculine, aggressive, or dominant partners to stir up heated energy within her.

The movie, Black Swan, is about a woman named Nina Sayers who undergoes an emotionally scarring, draining, and mentally anguishing transformation from innocent girlhood into sexual liberation. The process of Nina's transformation left a huge dent in her mental stability, driving her to the point of insanity but achieving perfection by merging the two opposite forces together and finding freedom at the very end.
Purva Phalguni's shakti is the power to create, procreate, or combine polar opposites which doesn't always manifest sexually but can be internal as well.
The actress, Natalie Portman, who played as Nina Sayers has Purva Phalguni Moon.
(I have to stop right here, otherwise, I'll just continue writing about this nakshatra forever lol. I hope you enjoyed reading! Let me know if anything resonates in the comments below.)
#purva phalguni#leo#vedic astrology#nakshatras#astrology#astro observations#astrology observations#ashlesha#anuradha
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In our 2011 movie "Trespasser", a building owner finds his own way to punish an intruder. Part 1 is streaming now at Guys in Bondage Jeopardy.
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Music shuffle game
I got tagged by the lovely @pixiedurango for this music shuffle game!
THE RULES: You gotta shuffle your 'on repeat' playlist on Spotify then post the first 10 songs.
Tagging: @blightedcrow @gayspacepiratesss @corvus-frugilegus @saessenach @flowersforthemachines @larkinna @corvidaerook and everyone else who wants to play. No pressure of course, as always!
#actually surprised there are only two kingdom hearts songs on there#considering my user name#tag game
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A Traveler Waits in the Stars for Those Willing to Learn How to Look. (New York Times)
Excerpt from this New York Times story:
Among the Northern Dene people in Alaska and Canada, tradition holds that pointing one’s finger at animals, or the stars, is disrespectful. So is speaking carelessly about entities in the night sky. And so is peppering an Elder with probing questions.
Chris Cannon, a red-haired astronomy educator, did not know any of this one overcast morning in 2011, when he ventured past a black bear’s carcass and a faded sign reading “trespassers will be shot” and knocked on Paul Herbert’s door in Fort Yukon, Alaska.
Dr. Cannon, at that time a number of years from earning his Ph.D. in cultural anthropology, tried to introduce himself in the Gwich’in language, of which Mr. Herbert is among only a few hundred surviving native speakers. Then Dr. Cannon asked about the stars.
“What the hell you mean, stars?” Mr. Herbert said. “It’s cloudy out there.”
Over tea at Mr. Herbert’s kitchen table, Dr. Cannon produced documents showing star names that Western ethnographers and anthropologists had recorded from Indigenous cultures across the region. Existing research suggested that Northern Dene societies like the Gwich’in had only managed to map or study the Big Dipper and no other parts of the night sky. One 20th-century ethnographer had gone so far as to dismiss the region’s Indigenous astronomical knowledge as “extremely slight” and “small.”
But Mr. Herbert holds far more in his head alone than the sum total of all that published research.
“I said, ‘That stupid little map right there, throw that in the garbage,’” Mr. Herbert recalled in a recording of a launch event for Dr. Cannon’s new book on Northern Dene star knowledge that was hosted by the Tanana Chiefs Conference, a consortium of Alaska Native communities.
The book, “In the Footsteps of the Traveller,” grew from that first meeting with Mr. Herbert and replaces earlier scholarly condescension with a clearer picture of a huge, ancient and intricate astronomical system shared by Elders across more than 750 miles of subarctic landscape. Alongside Mr. Herbert, some 65 Indigenous knowledge holders contributed to the book. More than a third have passed away since Dr. Cannon began the research.
One of the most central features of the regional astronomical system is a single figure who straddles the entire sky: In Gwich’in, he is Yahdii.
Standing on powdery, squeaky snow in minus 25 Fahrenheit weather, Mr. Herbert said that the Big Dipper, which earlier ethnographers had recorded as “Yahdii,” was only Yahdii’s tail.
Yahdii’s anatomy in fact incorporated other well-known stars. Castor and Pollux were in Yahdii’s left ear. The Pleiades were the tip of Yahdii’s animallike snout. Yahdii’s left foot hovered near Arcturus; his right foot by Deneb. The Milky Way was the snow-covered trail Yahdii followed. What the ancient Greeks had vivisected into dozens of shapes was here a single man-animal hybrid that arched over the entire sky, like a person on all fours protectively huddled over a beach ball.
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list of other dragon age media i would like to potentially check out before veilguard made for mine and only mine convenience
novels:
Dragon Age: The Stolen Throne (ferelden lore; maric, loghain, rowan; 2009) 👑
Dragon Age: The Calling (more ferelden lore; tie-in to awakening; maric, duncan, the architect, fiona; 2009) 👑
(?) Dragon Age: Asunder (mage-templar war; cole, fiona, leliana, wynne; 2011)
Dragon Age: The Masked Empire (orlais and dreadwolf(?) lore; briala, celene, felassan; 2014) 🐺
Dragon Age: Last Flight (grey wardens lore; griffons!!; 2014) 🦅
Dragon Age: Tevinter Nights (everything lore; pre-veilguard details, factions, characters introductions; neve, lucanis, viago de riva, charter, solas; 2020) 🐺
comics:
(?) Dragon Age: The Silent Grove (ferelden/theirin lore?; alistair, isabela, varric, maric, yavana; 2012)
(?) Dragon Age: Those Who Speak (ferelden/theirin and isabela(?) lore; alistair, isabela, varric, sten; 2012)
(?) Dragon Age: Until We Sleep (varric lore; alistair, isabela, varric, sten, bianca, maric; 2013)
Dragon Age: Magekiller (venatori lore; before and during dai; calpernia; 2015) 🩸
Dragon Age: Knight Errant (post-trespasser stuff; relevant for tevinter nights; vaea, varric; 2017) 🔪
Dragon Age: Deception (tevinter lore; vaea, dorian, viago de riva, gaius; 2018) 🔪
Dragon Age: Blue Wraith (fenris lore; fenris, vaea; 2020) 🔪
Dragon Age: Dark Fortress (more fenris lore; fenris, vaea, solas; 2021) 🔪
Dragon Age: The Missing (dreadwolf lore; very closely pre-veilguard; varric, harding, viago de riva, neve; 2023) 🐺
web-series:
Dragon Age: Absolution (tevinter lore; it looks fun; not sure the relevancy to anything; someone's dnd party, cassandra, leliana; 2022)
#i was hoping to make the list shorter but didn't happen#at least i put the question marks on like 4 of these#doesn't mean i'm not interested either they're just on the bottom of priorities#da times#the list#i think i have time#considering once again that i will have to wait for the game to get cracked#most likely
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Dragon Age: The Veilguard, a Review
Dragon Age: The Veilguard is a good, ambitious, and fun game. With the weight of the series, and perhaps BioWare as a studio, resting on the success of this game, this game had much to do. It pulled through. Dragon Age: The Veilguard, to be called The Veilguard or DATV as well going forward, delivers a complex, satisfying narrative game that combines several aspects from previous Dragon Age games, as well as other BioWare titles, to craft a beautiful experience that makes me want to play over and over again. The game has several stumbling blocks, yet none that would stop me from wanting to play the game again. Dragon Age: The Veilguard is a gorgeous and complex game with rewarding combat, exciting skill trees, difficult choices, and a dash of nonsensical writing mixed with very moving companion stories and epic battles. In short, it’s absolutely a Dragon Age game.
SPOILERS FOR Dragon Age: Origins, Dragon Age 2, Dragon Age: Inquisition, Dragon Age: The Veilguard, and the Mass Effect trilogy.
Before The Veilguard, Both In Thedas and in the Real World.
People were not excited for this game until they changed the name, and now it is no longer Dragon Age: Dreadwolf, Trespasser’s sequel, but Dragon Age: The Veilguard, a soft reboot of the franchise. Dragon Age: Inquisition was Game of the Year, yet in many ways it is very much a product of its time. It came about when open world games were spreading their wings over the field of AAA games, and BioWare was insisting on using the Frostbite game engine. It also marked a change from the more tragic tone of Dragon Age: Origins and Dragon Age 2, as well as the more classic RPG elements of those games. This is where Dragon Age became more of an action RPG, more similar to a game such as Mass Effect 3 than Dragon Age: Origins. It was a good game, yet many parts of it feel like a frustrating slog. While a good game, it was unfocused, and the bones of what it could have been trespassed on my thoughts. Indeed, the DLC Trespasser seems to bear most of the items that are carried over into Veilguard. The DLC establishes Solas will be our next villain.
For years, silence. We were told the game would be called Dragon Age: Dreadwolf. Maybe a teaser where, once again, we were told Solas was the enemy. No progress or growth. BioWare laid off a massive number of long-time employees and writers, and there was no news. Then the first trailer hit.
The shots introducing each member of the Veilguard corresponded with the change of name from Dreadwolf to Veilguard, and it knocked people’s socks off. After years with little to no news, people stewing on Inquisition’s missed opportunities, and picking apart tertiary material in books and comics to find anything, we finally had a game. It was vibrant, it was colorful, it was action-packed. Many people decried the game for changing tone from the “dark fantasy” of the series. For those people, Dragon Age hasn’t been dark fantasy since early 2011, and also Origins had several silly moments as well. Dragon Age is now epic fantasy, and has been for some time.
As we learned more, the devs of the game told us players showed us things that thrilled us. A robust character creator, several branching and customizable builds and items, the ability to be nonbinary and have it come up in-game, different body types, tattoos, skin tones, and scarring. We saw flashy combat and combinations of abilities, a more hack-and-slash style than previous games. It looked like a refinement of the previous game’s work while still keeping the feel of cooperation and combat from other games.
In terms of other games, the biggest bombshell was that there would be no world state import or use of the Keep, the record keeping system for decisions made in Origins, DA2, and Inquisition. This, understandably, upset people. I was one of them. However, my hubbywife Kellan of @veilkeeper fame revealed its wisdom to me: we were in the Northern part of Thedas, a decade removed from the events of Inquisition. While it is nice to see codex entries or ambient dialogue detailing events of the world, that stuff would, logically, have little to no impact in the day-to-day life of the average citizen of Thedas. It was a bitter pill, but I swallowed. However, there are still some decisions that were sorely missed.There are only three questions that are asked about your world state for Dragon Age: The Veilguard. Who did the Inquisitor romance? What happened to the Inquisition? Did the Inquisitor vow to stop or redeem Solas? This makes sense for our sequel to Dragon Age: Inquisition: Trespasser (DLC); those decisions mostly originate from there. However, it overlooks a few important things that come up in the game, such as who drank from the Well of Sorrows. Given Morrigan appears in the game and Mythal’s essence coats the story like a thick fog, it seems odd to exclude this decision, as well as other decisions from earlier games that would shape Morrigan’s story and character.
Southern Thedas, or Lack Thereof
Southern Thedas is gone. This is not hyperbole. The Inquisitor and their impact in Southern Thedas, presented in a cameo that can only be described as, “This meeting could have been an email,” can be boiled down to a few letters detailing how Ferelden, Orlais, and Orzammar have fallen. As the Veilguard plays through the North of Thedas, we learn the south falls through epistolary, Denerim destroyed and communication lost with Orzammar. Kirkwall is evacuated. Skyhold is mentioned only as a place about to be overrun. Morrigan brings us the Inquisitor and regales us with tales of her mother Flemeth as a host for Mythal, yet where is her son? Where is the person that motivated her to never be what Flemish was to her? Where is Kieran, the son my warden had with Morrigan to avert his own death and end the Blight? That decision is gone, wiped away as Denerim is torn from the map and Morrigan’s child is erased. The sacrifices and stories of the previous protagonists and companions are treated as a footnote, letters only differentiated from other missives by the Inquisition’s heraldry staring at you. I do not expect everything to be relevant or remembered, yet there is a certain apathy or lack of respect in the devs’ decision to wipe away our decisions and choices that influence characters that have prominent supporting roles in Dragon Age: The Veilguard.
First Impressions, or “Holy shit. This is a Dragon Age game.”
Veilguard feels like a refinement of what Inquisition was trying to do. The combat is reminiscent of Mass Effect and Dragon Age: Inquisition together, combining skills with the attacks of allies and learning to block or dodge various attacks. The combat mechanics are fed to the player at a satisfying pace, and the scale of the danger is immediately apparent as clawed, feral creatures on fire break from the weakened Veil to assault our world of feeling. It feels immediately like an epic fantasy of hard choices and mysterious, powerful threats. It felt like a Dragon Age game.
Act 1, or “Can I Please Have My Companions?”
You might have started the apocalypse. Now, you need to fix it. Exploring Arlathan Forest, Minrathous, Treviso, and the Fade as you explore the world while on your main quests is a far cry from Inquisition. Inquisiton’s exploration felt sort of pointless, less exploration and clever seeking and more errands or busy work that is the hallmark of AAA open world games. Running around these locations made me marvel at the complexity, feeling wonderful to walk through without feeling repetitive. Very importantly, I wanted to come back. I wanted to spend time there. I wanted to climb every trellis and freeze every lock. I wanted to tinker with devices and move stones, I wanted to leap on roofs and build up the rank of the shops. Veilguard makes you love the cities you explore, which makes the climax of Act 1 even more brutal.
I was more than 15 hours into the game by the time I got to the end of Act 1 with Davrin recruited. I had no time to enjoy the hunk of an elf, however, as I am immediately asked to choose between Minrathous and Treviso, both Neve and Lucanis, and thus the game, presenting heartstring-plucking and logical arguments. This is one the choices that helps define your character and the game for the remainder of the, at minimum 50 hours of game left, more likely another 65 or 70 hours. I as a person would choose Treviso, yet Turab Mercer, my Shadow Dragon Rook, would of course choose Minrathous. The game also does not make you feel as though you are abandoning the city you did not choose, as your other companions still attempt to aid the city. Seeing the devastation of Treviso, though…
The game provides multiple perspectives from people in Treviso going forward. Some blame you, some understand why you made the choice you did. Rook can still carry the blame.
At this point in the game, you still don’t have two of our companions, Emmrich and Taash. You are not able to have Neve or Lucanis back as a companion until you recruit everyone, and even then, the one whose city was not saved is hardened. This locks you out of some endings for not just their personal quest, but also their city. The game does have little pop-ups that explain, “Hey, by the way, your choice way back when did this.” The game is very responsive to your choices, and one can very easily chase a through-line. Emmrich and Taash are wonderful companions, and their late recruitment is akin to Tali’Zorah in Mass Effect 2 and 3, where you recruit her quite late into the game as the stakes are getting higher and you need to focus on building up your rapport with other armies and allies. The game, at this point, feels like the scene in Sam Raimi’s Spider-Man 2, where Peter Parker, by himself, strains to stop a runaway train with massive amounts of webbing and his own body. The world is careening uncontrollably towards on end, and Rook is holding it back with cunning and resolve, barely staying a step ahead of apocalypse. The whole time, Solas is poking and prodding at your resolve and beliefs, trying to make you make the choices he would make. After all, he’s the hero, and the hero has to be able to make the difficult choices. Even when you show him his way is not applicable, he still smiles hungrily as you speak, like a chef savoring their signature dish.
Act 2, or “Born 2010, Died 2012, Born 2024. Welcome Back, Mass Effect 2 and 3.”
The aftermath of the Siege of Weisshaupt brings several questions to the forefront, including questions of your companions’ abilities and focus, and if their will is truly their own. Additionally, Act 2 focuses heavily on your reputation with the other factions, building up their power and supporting your companions. Your companions bicker and argue, but it’s more like sibling rivalries or grudging understanding… eventually. While no one, as people often pointed to as an example of how the franchise has gone soft, told another companion to kill themselves, loyalties and control are still called into question. The game asks us, as players, to confront the enemies, antagonists, and supernatural forces that have been dragging at our allies. The game encourages side quests, readiness, and completing your companions’ stories not just because you care for them, but because it may be vital to defeating the gods. There is so much to do, from monsters to hunt to treasure to loot to political alliances to forge, that it would be easy to hit the maximum level of 50 far before you finish every companions quest.
The Crossroads are… enchanting and haunting. I can feel it becoming unstable around me as I walk it. The enemies are endless, and there is an urgency in preserving this place that is home to literal Hopes and dreams. As I went through the Crossroads, unearthing Solas’ regrets and fighting the corruption spread by the Evanuris and their servants, I felt my heart pound in my chest. I felt the steely determination of a general grip my art. I felt the grief and fear of Mythal’s essence and present host. I felt the panic of spirits, spirits presented not as abominable forces but as residents of a home torn from them. Every general and revenant felled was another piece of a puzzle found, and every dragon hunted through story or research into the harrowed past was another bit of chaos and corruption driven from the world. I felt myself disgusted by Solas, emboldened by my companions, and crying at some quests.
Act 3, or “I will remove the gods from my city, and they will never reside here again.”
This act is the finale, and it made me realize something, both through the writers’/Varric’s narration and the game itself: the gods are cowards, Solas especially. Solas has deluded himself just as he forced delusions onto you. Solas has spent the whole game trying to shape you into someone with regrets, someone unable to move forward. Solas wants to make you like him or worse so that he can justify replacing you. When my Shadow Dragon Rook learned Solas was working with the Shadow Dragons, he was enraged. Every choice you make is a hard one, from who you send to lead the distraction to even deigning to work with Solas again. The choices are rough, and I feel like they matter, something I never really felt in Inquisition. Isle of Gods, The Last Gambit, and The Dread Wolf Rises make me feel like the Battle for Denerim from Origins mixed with the Suicide Mission from Mass Effect 2 and Priority: Earth from Mass Effect 3. It feels epic, powerful, and like I will fail. It is brutal and glorious, and when we reach the end, you and your surviving companions succeed where Solas failed. The Ghilan’nain fight, frankly, felt more terrifying than Elgar’nan, for all he was hyped up. Still, it was very satisfying to perfect block a blighted mage that can cause an eclipse and then beat his ass. The final confrontation with Solas, after betrayal and betrayal, is a relief. I feel like I did save Thedas. I feel more accomplished than fighting Meredith or slaying Corypheus. I feel like when I finally slayed Urthemiel in Dragon Age: Origins. I felt like I had made a future for the world.
GAMEPLAY
Roleplay and Socialization, or “Please Let Me Talk to You, Dog”
I feel as though there are ample opportunities to role-play your Rook. The choices you make for your Rook, companions, and factions matter and matter greatly. Every choice seems to reverberate, and I was almost exactly able to depict my Rook as I wished. There were, of course, some of the “this dialogue wheel option is in no way close to what was actually said,” but overall I feel like the world was very lived in, and my choices had weight. The only thing that was disappointing was not being able to talk to important NPCs and your companions, pursuing dialogue to find lore or just choosing the option to kiss again. It did make the romances feel very light, and I often just… sat in the middle of the street or stood awkwardly in the Shadow Dragon hideout to make sure I got dialogue, both from NPCs and my companions, that ended up revealing stuff about the world. Now, is it more organic than chasing down a particular string of phrases on a dialogue wheel? Yes. Do I miss being able to walk up to my companion and ask for a kissy? Also yes. Lastly, I miss the ability to tell people a firm, “No.” Many of the binary choices in the game are something my Rook would never agree to, or would want to tell someone, “Hey, that’s fucking contradictory.” You can do it to the Solas and First Warden maybe, but never to your companions. And sometimes, you need to do that.
I also have some issues with the assigned Rook backstories. Laidir being an escaped slave is nowhere to be seen in promotional stuff. Your Mercar is the adoptive child of a Tevinter military family… but you can still be an elf or Qunari. There are inconsistencies that make me raise a few eyebrows. Once again, the racism of Thedas, often a common point in storytelling, is super sanitized to make the game palatable. However, I do that my choices matter.
Exploration, or “I Could Walk Around Minrathous for Hours, and I Have”
The open world is dead, long live the restricted open world! There are parts of the map of Northern Thedas that are massive and complex, to be sure, requiring careful jumps and ziplines to navigate. I am trekking across rooftops and balancing precariously on hovering rooks as often as I am taking a turn past the candlehops on my way to see informants. I am balancing on fallen branches to reach forgotten braziers. The wilds and cities both feel alive, a pulse echoing throughout the terrain (quite literally in places with prominent Blight.) Is it ridiculous Rook can’t swim? Yes, welcome back Pokémon Legends: Arceus. However, the myriad puzzles, devices, and resonant rocks make navigating a rewarding experience.
My one complaint is the disparity of several of the companions’ exploration abilities. We could have wisps follow us on our own, often not really needing Emmrich. Obviously, his is more niche, but places where Spite can wholesale create unstable platforms are numerous even outside of Antiva. There are also several times where it looked as if I should be able to use a feature (ex.: several heavy, very meltable-looking slabs of metal, or a bridge or crane that is within griffon’s reach) with which we could not interact at all. There were also several puzzles that required looking through a slit in stone and hoping you were angled precisely that your Tab would select to see through the precarious positioned portcullis. However, I felt as though a majority of puzzles were fair, and exploration and returning to locations was made more fun by unlocking more areas as we unlocked companions and quests. Combined with the unlocking of altars to gain health and skill points, exploration was rewarding for story, gameplay, and for how gorgeous everything is. With the quest marker providing not just direction but pathing and the lyrium dagger carrying your companions’ abilities, exploration was a breeze. My advice: look up and around corners, you may see that treasure chest or blight boil you were missing. I would love returning to all these locations you learn more and traipse around… perhaps with someone taller so I can actually have hops.
Combat, or “Mass Effect Strikes Again.”
The three person squad. After years of four-person squads across Baldur’s Gate 3 and other Dragon Age entries, this came as a shock. Combined with a switch to the more dodge-heavy hack-and-slash Action RPG elements, I can understand skepticism. However, upon seeing the three person squad and the detonations, Kellan (@veilkeeper) recalled Mass Effect: Andromeda’s combat. I would highly recommend playing the Mass Effect games if you want more brilliant storytelling and combat akin to Veilguard’s system.
The limitation of squad members made people worry about team composition. Is it safe for me to play a warrior? How will my all mage party fare? What about locks? Can I properly detonate if I don’t have a specific class?
With exploration and damage types tied to each character, you are incentivized to switch out and rotate your party. Due to a variety of build options, Rooks in Warrior can apply sundered as rogues do, so you can both prime and detonate mages. You are the only party member that takes damage, so Rook has potions that can be modified with items and other companions have abilities that heal you. Learning when to dash and how to block is essential, but I never felt that I was limited in combat due to not having a specific class in my party. With the proper builds for companions, the right weapon, and enough cooldown reduction, you can be an all warrior party where the other two members only ever deal fire damage and still kill a dragon or the fire-resistant human mercenaries and Venatori!
(Side note, I’m pretty sure most humans burn to death when exposed to fire. Why are these cultists and random mercenaries resistant to fire.)
Runes and items are important, and thanks to the many branches and intersections of the skill trees, you can build almost anything and it works. Shield toss specialist? Oh, absolutely, you’re Captain America. Orb and dagger storming the field to get takedowns? Just as viable as a staff user freezing foes in place. Having a number of talents and skills that require your class resource while others cost nothing but have a cooldown means you can carry a variety of damage types and modulate your build for specific enemies. Even early on, blocking and dodging feels smooth and can very quickly offer rewards. The game feels smooth, and every flick of my blade or conjuring of flame felt nice when weaved into my attacks. Combat is very polished, and while I do miss Tactics and controlling companions directly, the game literally has something akin to the Dark Souls 1 hydra as an enemy. You need to focus and fucking dodge!
Whether you want to spread afflictions across the battlefield, prime constant detonations, stack advantages, chain staggered foes, or just kick someone off a cliff, you will be able to work very well in Veilguard with many builds. And yes, the three person squad is different, but it feels good. As someone that has played games that are RPGs where you can have a six person party? Five is a good maximum, four is solid but always leaves you wanting more, but three… three is nice for the slick, fast-paced action of Dragon Age: The Veilguard.
The World (Insert the JoJo meme I guess)
The Factions, or “Why is there so much Purell over here?”
The Factions make Rook feel grounded in the world. The mechanics of gaining reputation with a faction is done often in RPGs, but tying this to their appearance in the story and your party’s advancement is wonderful. Building up the factions is important for the simple thing that it allows all of us RPG players to do what we love: go shopping. Building up a faction unlocks more quests, which allows us to go to more areas to acquire more resources to rank up shops, which lets us buy more items to better our companions’ gear and fill our codex and mementos, which lets us upgrade the Caretaker to enchant and upgrade items, which allows us to customize our build for specific quests for those factions. It’s a wonderful loop and makes finding random junk and resources more fun once you realize how different factions respond to different items.
However, as is more common in AAA games, BioWare has taken out the Purell bottle and scrubbed away at 99.9% of nuance. Several of the Factions are sanitized in-game, made to be nicer than they have been presented previously. Several crucial aspects of factions have been hidden, reframed, or erased. I understand this from a game design perspective; many people don’t want to feel like villains. However, that robs the characters of the ability to reshape their path and legacy, as well as robs nuance from some choices made. This, combined with what I would describe as mismanaged advertisement of what some faction stand for, leads to some factions being much, much stronger than others.
A Rocky Interlude: Kal-Sharok
I love dwarves in Dragon Age. My first play through of Dragon Age: Origins was of Balsis Brosca, a weapon and shield Dwarf Commoner warrior. I fell in love with the stories you can tell as a Brosca, with the intricacies of Orzammar’s castes and casteless, of the ways in which tradition is the inevitable failure of this once-great civilization. Learning of Kal-Sharok’s survival and involvement, especially given how secretive they are in Inquisition, was thrilling. Kal-Sharok is stunning. Lyrium grows there like grass. The titan’s heart pulses and beast, the manner of the dwarves strict yet understandable. They are direct, brusque, yet still respectful. More importantly, they have survived. They live in spite of the Blight and have created a society so far removed from Orzammar as Ferelden is from Tevinter. It was stunning. It was moving.
We spend one quest there.
I will touch on this more when I speak of Lace Harding, but this was finally the answer for the Titans! This was the reveal of what Valta discovered. It was brutal to discover that the Evanuris were responsible for the Blight, the Blight that destroyed the dwarves, by using the corrupted dreams of the Titans. That the progenitor of the dwarves is what doomed their cities. That the Titans we see, massive torsos forming mountain ranges, are dead and doomed to dreamless sleep. That their anger was directed into the Blight. That the gods, Mythal and Solas specifically, are what robbed the dwarves of their dreams.
The fact that this is tied to Lace Harding’s quest and ends rather… abruptly feels unsatisfying. It feels as though the writers were aiming for something but didn’t put enough strength behind the throw. We see very little of Kal-Sharok, and though we have answers, I still feel as though I, like the dwarves, am missing something. When Harding shares the Eternal Hymn at the end of her story, my dwarf rook is not included or reacts at all. I miss the Eternal Hymn of the Stone. I miss Kal-Sharok. I dream of times where the dwarves can receive more.
Antivan Crows, or “Guys. Guys, they enslave kids. Guys.”
I didn’t spare that prettyboy assassin Zevran to let this happen.
Dragon Age establishes multiple times that the Antivan Crows are bad news, yet a crucial part of Antiva’s political machine. They are brutal and deadly, and while ostensibly they are devoted to Antiva, the Crows’ first loyalty is to their houses and their contracts. Crow Houses are not noble houses with titles, they are business. They invest in other operations, such as alcohol or pearldiving, using money gained through assassinations. They regularly kill their own leaders, such as Queen Madrigal’s infamous assassination in 5:99 Exalted, blades poised precisely. Zevran Arainai himself tells us that the Crows are used to assassinate the nobility of Antiva often. Zevran also details his story of being sold into slavery to be raised by the Antivan Crows. So indoctrinated was he that he killed and spit on the woman he loved based on a flimsy accusation. Andarateia Cantori, or Teia, was taken in as an orphan, now enraptured by Caterina Dellamorte as a surrogate grandmother, her “Nonna,” which not even Caterina’s own grandson Lucanis calls her. Viago puts it nicely. “Viago chuckled. Teia was always trying to make the others like him. She grew up on the streets. To her, joining the Crows was akin to finding a family. Caterina was the mother she never had. Giuli had been her jealous sister. Emil and Bolivar, the rich and drunk uncles respectively. But to Viago, these people were business partners. He didn’t need to be liked—only respected and feared, a little.” (Tevinter Nights, Eight Little Talons, Courtney Woods).
The Crows are a business. They invest in assassins and expect to be repaid with loyalty. They expect all their members to fulfill their contracts, and that failure carries a heavy burden for assassin and house. We see in Dragon Age 2, more than half a decade later, House Arainai is still chasing down Zevran to kill him in hopes of restoring their reputation. Four Talons are killed in Woods’ story, each killed by another Talon. The Crows are a business of murderers investing in indoctrination and loyal service. Yet, the Veilguard shows them as freedom fighters seeking to defend Antiva. In fairness, the Talons are meeting in Eight Little Talons for the express purpose of discussing how to dispose of the Antaam invading Antiva, and they acknowledge Antiva has no army save the Crows. Governor Ivenci and Davrin both point out, to differing levels of severity, how the Crows cannot be trusted, or perhaps are only saving Antiva to tighten their own grip on the country. While I doubt that is true for Lucanis, given his efforts to punish the guilty and save the meek in The Wigmaker Job, it may certainly be true for Caterina and some other Talons. So, yes, the Crows are defending Antiva, but downplaying their deplorable actions towards children eliminates nuance, and adding in the reminder that they torture orphans may make people pause before allying with them.
Grey Wardens, or “Wow, you guys keep losing forts.”
The Grey Wardens also underwent a little bit of a scrubbing, and mentions of some of their more heinous acts are things form the past. Your first real encounter with the Grey Wardens is with First Warden Jowin Glastrum who, somewhat reasonable, accuses you of being a conspiracy theorist on par with someone who believes in ancient aliens or a flat earth. Like, yeah, Rook comes and says, “There’s a Blight happening, except it’s different from before due to the Elven gods, who aren’t actually gods, just ancient mages that were trapped, and I freed them accidentally when trying to stop another elven god mage.” Very reasonably, he doesn’t believe you. He also insults your intelligence, morals, and faction. As a note, I played as a Shadow Dragon Rook, where the First Warden directly calls you a criminal for theft and murder. Theft and murder in Tevinter being… freeing the slaves of Venatori mages and killing said Venatori. So, with the First Warden joining the war on slavery on the side of slavery, along with Magister Dorian Pavus stepping in to reveal that the First Warden approved of Warden-Commander Clarel’s plan to train Grey Wardens to raise a demon army in Inquisition, firmly makes you not trust or like this guy. All of this can be personal faults of the First Warden while still being indicative of the type of person the Wardens would recruit.
However, when Weisshaupt falls and Lavender becomes blighted, Antoine and Evka begin offering the Joining to people that are Blighted so… they can survive. They do not conscript, they just… let them Join. To us longtime Origins enjoyers, this is odd given many of our Wardens took the Joining or were conscripted as a last resort and then immediately had to begin fighting a losing battle. We do learn some heinous shit the Wardens did in the past as part of Davrin’s quest, but that was in the past. While the Wardens still carry some bite, they have definitely been softened.
Lords of Fortune, or “[Varric Voice] Rivaini, what did they do to you?”
The Lords of Fortune are Rivain’s faction of treasure hunters and moral pirates. Led by Isabela, they sail around and explore the Rivaini Coast, prowling for ruins and wrecks that they can sell and ethically return to their appropriate culture. Oh, also, we have a fighting pit with Antaam, Venatori, demons, and darkspawn!
All of this is nonsensical. The fighting arena has no reason to be there. In no way would Venatori willingly join a fighting pit, nor would Isabela ever imprison people to use in fights. Most of the Lords of Fortune faction strength comes from… hunting dragons. It would make sense if it gave Taash approval, but why do all Lords benefit? Additionally, their base is in a bar separate from the actual Rivain Coast location, whereas every other faction has their base deeply entrenched in the explorable area. In feels as though the devs had not idea what to do with them. The pitch for the Lords of Fortune from the choice of Faction in character creation is as follows: “A rising Lord of Fortune, skilled at breaking into lost tombs and ruins, Rook killed a corrupt Rivaini noble to prevent an ancient evil from being given to the Venatori. Her/His/Their actions were correct and saved the lives of expedition members, but some Rivaini nobles were resentful.” This implies that the Lord of Fortunes are perhaps more of a Dungeons and Dragons type of monster-slaying, dungeon-delving mercenary. This is vastly different from the boastful adventurers who are out solely for gold and glory, especially given that the Rook background implies the Lords would not sell evil items, yet the lines in game make the Lords seem like reckless thrillseekers as opposed to daring adventurers. It’s a thin line, but one that does make quite some difference.
The Mourn Watch, or “Who you gonna call?”
The Mourn Watch is wonderful. After hearing about Nevarra’s necromantic fascination from Cassandra, the Necropolis is desolate and eerie. It is haunted by the howling winds of the dead, and the sickly green brings to mind the eerie and sickly
I love it.
Unfortunately, much like the Lords, it appears as though the devs did not know what to do with the Mourn Watch. Very few of your quests take place in the actual Necropolis. Enemies you encounter are the Venatori that got lost in the Grand Necropolis and restless undead, and the missions are mainly running to other places to stop hauntings. Incredibly impressive on aesthetics, items, and locations, very disparate quests.
Shadow Dragons, or “Minrathous is Kinda Important, Guys.”
Everything happens in Minrathous. It’s the New York City. There are magic neon signs. Meetings with Morrigan and the Inquisition happen here, even if the city did not repel the dragon attack. Your quests are numerous, and they require you to help the common people of Minrathous. You navigate the city and try to bring light from the shadow. Many of the quests are in Minrathous, and the Shadow Dragons somewhat unambiguously want to help Minrathous. The final choice you have on their quest when you saved Minrathous shocked me,.
Veil Jumpers, or “OH, these are the guys that keep shit running.”
I think the Veil Jumpers were not advertised well. The ad says, “This daring group explores ancient elven ruins in Arlathan Forest. Although founded by elves, they welcome anyone brave enough to face Arlathan's reality-warping magic.” So, this honestly strikes me as more similar to what the Lords of Fortune were also advertised as, just… focused on elven artifacts. I was surprised when I saw the plays stats by how low Veil Jumpers were comparatively, especially given how cool they are in-game. Then I realized something: they were advertised wrong.
With Bellara and other Veil Jumpers, there is an exploration of ruins, but the thing they are really doing is maintaining and researching the artifacts in Arlathan. They are, in some ways, doing the work of maintaining the Veil and learning about the Fade. It is not as academic a setting as the Mourn Watch, nor is it the dungeon delving the Lords of Fortune are pitched as. They are, essentially, troubleshooters. The Veil Jumpers are magical troubleshooters that are learning about the past of the elves while trying to provide safety for themselves, the Dalsih, and any who would be harmed by the Veil’s instability. They are brave not for ruin-diving, but for protecting the people that explore.
Companions
The companions truly make the Veilguard. I do not feel like the three person party limited me at all in the interactions, and honestly, the inter-party dynamics are brilliant. People pairing up with each other or NPCs if you do not romance them is brilliant. The way they all seek advice or comfort from each other is moving. There is the combativeness that evolves into grudging respect. We have the relationships of mentor and student, of people of a shared culture with divergent paths, of conflicting parenting styles, and of lovers eager and hesitant both. All the companions are wonderful. However, there is great disparity between the quality of some companion quests.
Bellara Lutare, the Hummingbird Found
I cried. Bellara is the first companion you meet not a part of the Minrathous Job, a Fade Expert to fix your Eluvian. She has the intelligence and flight attitude that caused her brother to nickname her after the hummingbird. In many ways, her drive and determination remind me of Merrill, and I say that as the highest of compliments. Still, she is not just the excitement of a busy mind.
Bellara has rage, a rage born of guilt. She snaps at fellow Veil Jumpers that fail to do their job or shirk work. She gets agitated when a process takes too long. She is uniquely aware she talks too fast, too often. Regardless of whether or not she caused the incident that sent her brother away, she believes she caused it, and that haunts her. Bellara touches on something we all feel familiar with: life is hard, and maybe it’s hard or you’re failing because the problem is you. That you need to work harder to make up for the fact that it’s you. Her story with Cyrian made me cry, and she is one of the most complex, lovable characters I have had the pleasure of having in my party.
Davrin, Monster Hunter and Single Dad
Davrin, and especially a romanced Davrin, is about finding and believing that there is always a different path. Playing his story, you immediately see he is not prepared for this. Davrin does try, at first, to distance himself from Assan, especially with the insistence that he is merely Assan’s bodyguard. However, that is somewhat undercut by the fact that Davrin literally named Assan. Davrin talks about how in joining the Veilguard, raising Assan, and dating you, he has essentially done something he tells you no Warden should do: get attached.
Davrin’s story is, at its core, about choosing your own path. He is not disrespectful of the Dalish, he just felt he had to prove something himself. He chose to be a Warden, and even then he carved out his own place as a monster slayer in an order of monster slayers. He was a caretaker of halla, a quintessential duty in a Dalish clan, one that marks kindness. He has great respect for animals and nature while being a hunter. In many ways, being a Grey Warden is a continuation of his beliefs and education under the Dalish. It’s why Davrin is always questioning if there is a better path for the griffons. His harping on Assan to be more focused in combat is ostensibly about training a better mount, yet really it’s so Assan can be safe. So greatly does Davrin respect the world around him that he is willing to let all the griffons go live in Arlathan Forest over their legacy with the Wardens. He forged a new path.
Davrin doesn’t expect to actually get to walk the path he forged, and when he does find or make one, he finds it hard to course correct. We see it in Weisshaupt when he is surprised he’s still alive. We see it in his romance where he is almost shocked he has dared to think about a future after the Blight and Grey Wardens. Davrin constantly sought a new path or purpose, usually an established thing to which he could devote himself, such as the Wardens or raising the griffons. He has to venture into a new territory, a world where slaying an archdemon isn’t a death sentence, where griffons aren’t the Wardens’ mounts. Where he is in love. He has to live. That’s new, it’s daunting, but he has to. For Assan, for Rook, for himself.
Emmrich Volkaren, Professor in Denial
I love Emmrich. Unlike most popular culture depictions of necromancers as corrupt, horrifying wizards desecrating the dead, or even Dorian with his initially cavalier attitude towards spirits and corpses, Emmrich is respectful. He cares deeply for funerary rites and the dead. He cleans graves and places flowers. He prepares bodies and helps spirits find either rest or purpose. Emmrich is truly a gentleman scholar, more a mortician than a necromancer. He plays against type, which makes his desire to be a lich, a classic Necromancer Desire, even more shocking. I love how the Mourn Watch frame lichdom as this duty, essentially bound to bone and the Grand Necropolis to continue their work. It’s an interesting take, and it works for Emmrich save for one thing:
Emmrich was never going to be ready for lichdom.
I am not denying Emmrich is a powerful mage; he is one the most accomplished necromancers in Thedas. Nor do I think he has not done the proper preparations; he very clearly has. The reason Emmrich is never ready to become a lich is because he still fears his own death.
I chose to have Emmrich save Manfred. The game treats this choice thusly: if Emmrich returns Manfred to unlife, it proves he cannot accept death and cannot be trusted with the power and near-immortality that comes with being a lich of the Grand Necropolis. I actually think this is a very sound argument, and a lich as a bound guardian as opposed to some consuming void is great. The issue is that Emmrich’s main drive is a fear of death, especially his own. Bringing Manfred back means he cannot bear the thought of someone else, especially a loved one such as Manfred or a romanced Rook, dying. Accepting lichdom means accepting death will come for others, and he cannot stop it.
Except he doesn’t believe that.
Emmrich mourns Manfred. He cries over him. He got his dream and all it cost him was his son. And, as Kellan points out in its Emmrich meta posts, he still is afraid of death! He became a lich! He panics now not about a romanced Rook outliving him, but outliving Rook and mourning them forever. Emmrich is a compelling necromancer because if he achieves his dream of becoming a lich, the pinnacle of necromancy, it does nothing to lessen his fears. If he raises Manfred, he sacrifices his progress and dreams for a life of teaching. If he follows his dreams, he loses the ability to follow many of his passions. Either way, Emmrich’s heart is walking around outside of his chest.
Lace Harding, Scout and Child of the Stone
Lace!! The glow up Harding had is wild, man. If you ever want to show people how much the graphics have improved, show them a side by side of Harding in Inquisition and Veilguard. Now, I am excited to see Harding again, and I think her quest does hit home in some ways, fell short in many others Harding is always taking care of other people, leading the charge for other people, pushing it down to be nice. Not good, not bad, just nice. However, they didn’t really bring up her own anger competing with her compassion often enough for it to be obvious or matter, in my opinion. Plus, her quest being so tied into the Stone, yet they didn’t set up the Harding-Titans parallel well enough. I still love her, though, and as she climbed to shoot Ghilan’nain… I knew what was coming. I could see the tentacles coming. Thank you, Lace.
Lucanis Dellamorte, Defiant and Determined
Guys. Lucanis’ life kinda sucks. He gets sent to magic torture prison by his cousin and his cousin’s blood mage cultist lover. They stick a demon in him for… irony??? He comes back to find his grandmother is presumed dead and the Crows betrayed. Treviso is either Blighted to hell and back or still under Antaam rule. It’s also been betrayed by someone in Antiva. His cousin steals his revenge and then exiles him. His cousin tries to steal the Crows and use them to join the blood magic cult and evil gods. Oh, also, he has some random Grey Warden insulting his ability and mental state while he’s already off-balance from missing his first chance to assassinate Ghilan’nain.
Lucanis’ life is… maybe slightly better if Treviso isn’t Blighted? There is a very strange aspect of Lucanis’ story that stands in great contrast to Neve’s story: several of his hangouts, and perhaps a resolution with Spite, are downright missing if you do not save Treviso. A dream sequence where you meet with Spite is missing. A moment where Lucanis resolves on a course of action with Spite is missing. Meanwhile, Neve keeps her hangouts and quests. Lucanis has a wonderful story, and it is a shame the devs locked so much of it away.
Neve Gallus, Cool Operator
Neve Gallus is one of the coolest characters in the Veilguard. You meet her early on, as involved in the first quest as you or Harding. She’s a wonderful companion to have early, sharp and witty banter, refreshing as a cool breeze. She hits the noir detective tropes down to the dive bars and street food and up to the taking ill-advised jobs because she actually has a heart of gold. All of her quests having “Case” in the title is a very nice touch. Even part 1 is titled “The Minrathous Job,” truly establishing it as a quest firmly with Neve.
As a Shadow Dragon, one of the greatest ways you bond with Neve is commiserating over the state of Minrathous. The serials always end in murder, the newspapers always print the half-truths that sell, the town’s struggling to find some light in the dark. Neve’s attitude, especially if you choose to have her inspire Minrathous, is closest to this:
"It was still dark when we left the Catacombs. The city was hushed, if hardly sleeping, with no idea what had happened.
“Minrathous is broken,” Aelia spat at me.
“I know,” I said. “But you aren’t the one to fix it."
In this excerpt from Neve’s Tevinter Nights story, The Streets of Minrathous by Brianne Battye, we have the exact answer. It’s an answer that Rook gives to Solas often, that he is the best one to do it that someone has to. That is the core of Neve’s story, as a detective, as a Shadow Dragon, as a citizen of Minrathous. Someone has to step up to illuminate the dark places in the city, to defend Dock Town’s people by book or by blow. With Neve’s investigative prowess and thawed golden heart, it’s her that can help fix the city. It always has been, she just needs to believe it.
Taash, the Ludonarritve Confusion
I love Taash. They’re brusque, they’re tall, they’re athletic, they do not allow anyone to tell them who or what they are, they’re buff as hell, they respect dragons while also being excellent at hunting them, and— wait, what? This character who is all about self-determination and no one being able to control them? We make them choose between their two heritages as part of their quest?
Trick Weekes is a racist, white reddit atheist of a writer. While I respect them for writing an explicitly nonbinary character, you can tell the writer’s room did not consult anyone of mixed heritage. The Qun and Qunari are based off of SWANA residents and religions, and Rivain seems to invoke imagery of the Muslim-ruled Iberian Peninsula. The Qunari of the Antaam are almost always depicted wearing masks, speaking in Qunlat almost exclusively, and are often shirtless and bigger than Taash or a Vashoth Rook. The depictions of the Antaam and the forcing of Taash to choose between Qunari and Rivaini is incredibly racist and directly conflicts with the Taash using the Qun in their own life while still being Rivaini. With Taash being a character about exploring a nonbinary identity and multicultural heritage, to have them pick a binary option is racist. Also, Trick Weekes, you wrote a Qunari mercenary whose “good” ending is them abandoning the Qun twice in a row now. One, white reddit atheist. Two, get new material. I love Taash, but their quests make no sense.
Gods, of Which There Are None
Evanuris
There are no gods in Thedas. The Evanuris are spirits turned mages. The Titans were beings of Stone that now lie in dreamless death. The Golden City was actually the Blight’s prison. The Old Gods and their draconic vessels were simply servants of the Evanuris. While I think the devs are sipping hard on white liberal juice for not outright saying the Maker is fake, the game appears to state that yes, the Maker is fake and there are no gods.
Good.
Dragon Age has always been lacking in, if we think of the classic four person Dungeons and Dragons party, the priest or cleric role. This is partially because that magic of any kind in the setting is heavily restricted, even beneficial healing magic. But really, how can we have clerics or priests that use magic when the dominant religion hunts down mages? The power of mage priests of, say, an Old God like Dumat are still as explosive as any other mage.
This isn’t to say that faith has no place in Dragon Age. The vallaslin of the Dalish has been redefined in their history. The Avvar worship spirts as gods, allowing a willing possession. We know Spirits of Faith very explicitly exist. However, to essentially confirm that there are no gods makes Thedas a far more interesting setting.
In terms of the gods we face, Ghilan’nain and Elgar’nan were… something. While Elgar’nan’s mental reach was grand, and his telepathic intrusions were haunting, his final fight made him feel like a loser-ass motherfucker. I was perfect blocking his orbs that held the power of the sun and his weird magic blade. I don’t think I had to even use a potion. For all that his power was hyped up, and to be fair, causing an eclipse is relatively terrifying, he was one the easiest gods I have slain. I felt no fear of him.
Ghilan’nain terrified me. Ghilan’nain is almost a walking embodiment of body horror with a dash of cosmic horror thrown in. For all of Elgar’nan’s talk of rule and tyranny, it was Ghilan’nain’s whispers of turning my companions and my Rook into fodder for her experiments that chilled me to my core. Ghilan’nain is a maestro when it comes to manipulating the Blight, crafting the already-deadly darkspawn into weapons. While it was Solas’ dagger that severed the Titans' dreams and corrupted them into the Taint and Blight out of anger, fear, and confusion, it is Ghilan’nain who mastered the Blight as a source of magic and power. The fear I felt whenever she approached, her tentacles lashing out like so-many daggers to pierce enemies, her very presence unnatural. If you have played Magic: the Gathering, Ghilan’nain reminds me of Sheoldred or Elesh Norn of New Phyrexia, the inevitable march towards progress and perfection through infection and dominance. It was terrifying to see the Blight weaponized as it was.
The Blight was Ghilan’nain’s weapon, but it was Mythal that ordered it forged. Lest we forget, it was Solas, acting as Mythal’s attack dog, that forged the dagger and severed the Titans from the Fade. They made the Titans Tranquil. Tranquility is often framed as one of the most horrific acts in the series, so much so that Ander’ former lover begs to be killed rather than return to being Tranquil. Mythal authorizes this, perhaps the first instance of Tranquilty. Mythal is responsible for the Blight. The way Morrigan describes her as Benevolence turned to Retribution, much as Soals is Wisdom turned to Pride, begins to make sense, for even an open-handed ruler can still enforce harsh order. Mythal’s essence feels like the early incarnations of Morrigan, where every question is designed to make you feel as though you are making no headway, to force you to stand your ground. However, it is just as satisfying to, as a dwarf, blame her for the Titans dying and take Retribution on Retribution. The Evanuris were corrupt and tainted long before they ever discovered the Blight, Mythal and her pawn first among them.
Solas, God of Lying about having a Plan
The thing we have to acknowledge about Solas is that he is so full of Pride, all his Wisdom is lost to regret. He is so afraid of being wrong or not correcting his mistakes that is willing to sink deeper and deeper in manipulation, deception, and regret. He is manipulated and used as a tool by Mythal and does the same to his own followers in turn. Every regret of Solas’ we discover only further shows his degradation into a charlatan. So consumed by his desire to be forgiven by Mythal, to continue on in her service, that he eventually kills her and scavenges her. He uses spirits as fodder the same way Elgar’nan or Ghilan’nain use darkspawn and slaves. He taunts Elgar’nan for not having the ability to build anything without June or the other gods, yet Solas also no longer has anyone that would stand by his side. Solas betrayed his friends repeatedly, all the while convinced every “sacrifice” is yet another reason he cannot turn from his path. Every choice, from the sacrifice of spirits to Varric’s death, is one more regret that forces Solas to feel as though it is too late to turn away from this path.
Solas’ regrets are what trapped him in the prison that he made for the gods, and so he tries to shape Rook to have as many regrets as him. The way Solas states he abhors blood magic, yet is using it to shape Rook’s perceptions. The way Solas does not relent prior to the Siege of Weisshaupt until you either say you’ll take control of the Wardens or otherwise do what needs to be done. Solas accusing you, perhaps rightfully so, of being responsible for releasing Elgar’nan and Ghilan’nain. The way Solas immediately weakly covers his ass when you accuse him of releasing the gods due to his ritual by saying, “I had a plan.” Lastly, when he pulls the rug out from under you and place you in a prison of regret right as your team is decimated, finally revealing Varric’s demise, leaving you questioning Lucanis’ fate, and bringing the loss of Davrin or Harding and Bellara or Neve to bear. He planned this whole time to force enough regret and doubt into you that would be swallowed by the prison that held him. But Rook, much as their name implies, takes the straight, direct path forward. Solas tried to replace Rook and become the hero again, proud of his plan and manipulation of Rook. This is why he fails.
Solas’ plans never work. For as intelligent as he is, his Wisdom was long ago supplanted by Pride. He is too proud to turn back, too proud to realize his plans always kind of suck. He sealed the Evanuris away, not really considering what separating the worlds would do. He gives Corypheus the Orb of Destruction (yes, that’s what it’s called) and then is surprised when it goes wrong. He says thousands or tens of thousands of lives is minimized damage. He goes into his balding Dread Wolf form and gets his ass kicked by Lusacan, your blighted mage companion having to save him. He tries to trick you again with the clever wordplay of the Fade not falling by his hand, yet his betrayals are so predictable that plan also fails, either due to you pushing past his pride to force him to see Wisdom or by using his Pride against him. Solas tried to form Rook into something of regret, a thing more bound by loss than Solas, and Rook cut through it.
I think tricking Solas is the more fitting ending. It is poetic justice. It is what he deserves. However, him binding himself to the Veil means that, hopefully, he won’t be seeking revenge later. Regardless, Solas’ pride blinds him to the fact that none of his plans, all of which center around is ego and intellect, can win the day alone. His pride is the undoing of his wisdom.
Conclusions
I did not expect to like Dragon Age: The Veilguard. I really, really like it. The game’s morality have been sanitized from Dragon Age: Origins and Dragon Age 2, and everyone feels too clean, the enemies cartoonishly evil. In spite of that, I love the companions I found in the game. I love the flow the combat. I love hearing the sound effect as I perfect block an attack and send an enemy reeling. I found Rook interesting, an established character more akin to Hawke than the Inquisitor. I found the world more lived in and welcoming than that of Dragon Age: Inquisition, a refinement of that title taking into account some of the feedback of fans. However, the clumsily handled choices of the game and EA’s own despicable practices make it hard to enjoy certain aspects. I’ll probably always wonder what the world would look like if the grime and blood hadn’t been stripped from the factions.
But I like the game. It feels like Dragon Age.
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Case File: Subject 02145721/ Cherry Rose Lynn
Name: Cherry Rose Lynn
Gender: Female
Age: 27
Occupation: Serial Rapist
Species: Human, Immortal witch(Revenge Arc) then Imp demon later.
Family: Sara Lynn(Mother), Eric Lynn(Father), Thomas Lynn(Big brother)
Personality: Selfish, nasty, self-centered, cruel, Spoiled, crazy, obsessed, perverted, Naughty, Mean
Likes: Taking advantage of people, money, molesting people, Manipulating people into doing things that they didn’t want.
Dislikes: Getting in trouble, psychopaths, getting caught, people cheating on her instead, Police officers, Being arrested
Arrested for: Sexual Assault in the second degree, Massive Rape,Breaking and Entering.
She's in a family of 4. The Lynn Family are rapists and molesters, They used people, molested them and then kill them. The mother, father and brother were only caught and thrown in jail and sentenced to death but Cherry wasn't cause she escaped and she was a minor.
Status: Alive (meant to be executed for Serial Rape)
Victim: Sick Boyfriend/ Stephanie Sickest
Case reported: Jan 9th, 2011
She trespass through the Sickest residence, She broke into the top floor into the victim's room, attacked him and sexually assaulted him. The victim managed to call for help and help was on the way, Cherry was caught red-handed but she managed to rape him and escape before the victim's parents manage to keep her for the police to get her. The victim was tramatized and is seeking therapy ever since and is now scared of being sexual assaulted again.
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The Missing Episodes of Star Wars: The Clone Wars
This post has nothing to do with Disney or their movies.
Hello. Star Wars is extremely close to my heart, and extremely important to me. As a narrative and a creative work, I believe Star Wars is unique and distinctive. I believe that Star Wars is now in an unfinished state, and will more than likely remain so forever, but my anti-Disney tirades can go in another post. For now, I simply want to inform you about Star Wars: The Clone Wars, and share my theory that there are episodes of Star Wars: The Clone Wars being hidden from us.
All information in this post is publicly and freely available from Wikipedia.
Here is a list of every episode of Star Wars: The Clone Wars released before production was cancelled by Disney in 2014, along with seasonal notes.
SEASON 1 (2008) - This season contains 6 standalone episodes, 5 arcs of 2 episodes, and 2 arcs of 3 episodes, covering episodes 1 through 22 of the series. The seasons opens and closes on standalone episodes. As the first season of the series, these formats are all appearing for the first time.
"Ambush" (1.08)
"Rising Malevolence" (1.07)
"Shadow of Malevolence" (1.09)
"Destroy Malevolence" (1.11)
"Rookies" (1.14)
"Downfall of a Droid" (1.02)
"Duel of the Droids" (1.06)
"Bombad Jedi" (1.05)
"Cloak of Darkness" (1.10)
"Lair of Grievous" (1.12)
"Dooku Captured" (1.16)
"The Gungan General" (1.20)
"Jedi Crash" (1.22)
"Defenders of Peace" (1.24)
"Trespass" (1.25)
"The Hidden Enemy" (2.01)
"Blue Shadow Virus" (1.26)
"Mystery of a Thousand Moons" (2.02)
"Storm Over Ryloth" (1.15)
"Innocents of Ryloth" (1.17)
"Liberty on Ryloth" (1.19)
"Hostage Crisis" (2.04)
SEASON 2: Rise of the Bounty Hunters (2009) - This season contains 4 standalone episodes, 2 arcs of 2 episodes, 3 arcs of 3 episodes, and 1 arc of 5 episodes, "Senate Spy" to "Brain Invaders"; this covers episodes 23 through 44 of the series. The seasons opens and closes on 3-episode arcs. The 5-episode arc is appearing for the first and only time.
"Holocron Heist" (1.23)
"Cargo of Doom" (1.13)
"Children of the Force" (2.03)
"Senate Spy" (2.05)
"Landing at Point Rain" (2.07)
"Weapons Factory" (2.08)
"Legacy of Terror" (2.09)
"Brain Invaders" (2.12)
"Grievous Intrigue" (2.14)
"The Deserter" (2.06)
"Lightsaber Lost" (2.11)
"The Mandalore Plot" (2.13)
"Voyage of Temptation" (1.21)
"Duchess of Mandalore" (2.16)
"Senate Murders" (2.10)
"Cat and Mouse" (2.17)
"Bounty Hunters" (2.19)
"The Zillo Beast" (2.22)
"The Zillo Beast Strikes Back" (2.23)
"Death Trap" (2.15)
"R2 Come Home" (2.18)
"Lethal Trackdown" (2.20)
SEASON 3: Secrets Revealed (2010) - This season contains 3 standalone episodes, 5 arcs of 2 episodes, and 3 arcs of 3 episodes, covering episodes 45 through 66 of the series. The season opens and closes on 2-episode arcs.
"Clone Cadets" (3.01)
"ARC Troopers" (3.02)
"Supply Lines" (2.24)
"Sphere of Influence" (2.25)
"Corruption" (3.04)
"The Academy" (2.26)
"Assassin" (2.21)
"Evil Plans" (3.03)
"Hunt for Ziro" (3.05)
"Heroes on Both Sides" (3.06)
"Pursuit of Peace" (3.07)
"Nightsisters" (3.08)
"Monster" (3.10)
"Witches of the Mist" (3.12)
"Overlords" (3.09)
"Altar of Mortis" (3.11)
"Ghosts of Mortis" (3.13)
"The Citadel" (3.14)
"Counter Attack" (3.15)
"Citadel Rescue" (3.17)
"Padawan Lost" (3.16)
"Wookie Hunt" (3.18)
SEASON 4: Battle Lines (2011) - This season contains 1 standalone episode, "A Friend in Need", 1 arc of 2 episodes, "Mercy Mission" and "Nomad Droids", 1 arc of 3 episodes, "Kidnapped" through "Escape from Kadavo", and 4 arcs of 4 episodes, covering episodes 67 through 88 of the series. The season opens and closes on 4-episode arcs. The 4-episode arc is appearing for the first time.
"Water War" (3.22)
"Gungan Attack" (3.23)
"Prisoners" (3.24)
"Shadow Warrior" (3.19)
"Mercy Mission" (3.20)
"Nomad Droids" (3.21)
"Darkness on Umbara" (3.25)
"The General" (3.26)
"Plan of Dissent" (4.01)
"Carnage of Krell" (4.02)
"Kidnapped" (4.03)
"Slaves of the Republic" (4.04)
"Escape from Kadavo" (4.05)
"A Friend in Need" (4.06)
"Deception" (4.07)
"Friends and Enemies" (4.08)
"The Box" (4.09)
"Crisis on Naboo" (4.10)
"Massacre" (4.11)
"Bounty" (4.12)
"Brothers" (4.13)
"Revenge" (4.14)
SEASON 5 (2012) - This season contains 1 standalone episode, "Revival", 1 arc of 3 episodes, "Eminence" through "The Lawless", and 4 arcs of 4 episodes, covering episodes 89 through 108 of the series. The season opens on a standalone episode and closes on a 4-episode arc. This is the first season since Season 1 to open on a standalone episode, and the first season to open and close with episodes/arcs of different lengths, as well as the first season to have fewer than 22 episodes; it contains only 20 episodes.
"Revival" (4.26)
"A War on Two Fronts" (4.15)
"Front Runners" (4.16)
"The Soft War" (4.17)
"Tipping Points" (4.18)
"The Gathering" (4.22)
"A Test of Strength" (4.23)
"Bound for Rescue" (4.24)
"A Necessary Bond" (4.25)
"Secret Weapons" (5.04)
"A Summer Day in the Void" (5.05)
"Missing in Action" (5.06)
"Point of No Return" (5.07)
"Eminence" (5.01)
"Shades of Reason" (5.02)
"The Lawless" (5.03)
"Sabotage" (5.08)
"The Jedi Who Knew Too Much" (5.09)
"To Catch a Jedi" (5.10)
"The Wrong Jedi" (5.11)
SEASON 6: The Lost Missions (2014) - This season contains 1 arc of 2 episodes, "The Disappeared, Part I" and "The Disappeared, Part II", 1 arc of 3 episodes, "An Old Friend" through "Crisis at the Heart", and 2 arcs of 4 episodes, covering episodes 109 through 121 of the series. This is the first season to contain no standalone episodes.
"The Unknown" (5.12)
"Conspiracy" (5.13)
"Fugitive" (5.14)
"Orders" (5.15)
"An Old Friend" (4.19)
"The Rise of Clovis" (4.20)
"Crisis at the Heart" (4.21)
"The Disappeared, Part I" (5.16)
"The Disappeared, Part II" (5.17)
"The Lost One" (5.18)
"Voices" (5.19)
"Destiny" (5.20)
"Sacrifice" (5.21)
The series had 5 seasons conventionally constructed, intentionally sequenced and released weekly on television, and 1 season released in bulk on a streaming service, Netflix. Altogether, this covers 121 episodes of the series released before Disney's interference.
However, this is not all of the information we have. You'll notice that, next to every single episode title, there is a sequence of two numbers. This sequence is that episode's production code; the first digit is the production block, while the next two digits are the episode's particular order within the production block. This information is more pertinent for a look at the series from a production standpoint, so here is that information put together:
BLOCK 1 - This block contains episodes from Seasons 1 and 2.
1.02 - "Downfall of a Droid" (S1E6) 1.05 - "Bombad Jedi" (S1E8) 1.06 - "Duel of the Droids" (S1E7) 1.07 - "Rising Malevolence" (S1E2) 1.08 - "Ambush" (S1E1) 1.09 - "Shadow of Malevolence" (S1E3) 1.10 - "Cloak of Darkness" (S1E9) 1.11 - "Destroy Malevolence" (S1E4) 1.12 - "Lair of Grievous" (S1E10) 1.13 - "Cargo of Doom" (S2E2) 1.14 - "Rookies" (S1E5) 1.15 - "Storm Over Ryloth" (S1E19) 1.16 - "Dooku Captured" (S1E11) 1.17 - "Innocents of Ryloth" (S1E20) 1.19 - "Liberty on Ryloth" (S1E21) 1.20 - "The Gungan General" (S1E12) 1.21 - "Voyage of Temptation" (S2E13) 1.22 - "Jedi Crash" (S1E13) 1.23 - "Holocron Heist" (S2E1) 1.24 - "Defenders of Peace" (S1E14) 1.25 - "Trespass" (S1E15) 1.26 - "Blue Shadow Virus" (S1E17)
BLOCK 2 - This block contains episodes from Seasons 1, 2, and 3, tied with Block 4 for the most seasons within a single block.
2.01 - "The Hidden Enemy" (S1E16) 2.02 - "Mystery of a Thousand Moons" (S1E18) 2.03 - "Children of the Force" (S2E3) 2.04 - "Hostage Crisis" (S1E22) 2.05 - "Senate Spy" (S2E4) 2.06 - "The Deserter" (S2E10) 2.07 - "Landing at Point Rain" (S2E5) 2.08 - "Weapons Factory" (S2E6) 2.09 - "Legacy of Terror" (S2E7) 2.10 - "Senate Murders" (S2E15) 2.11 - "Lightsaber Lost" (S2E11) 2.12 - "Brain Invaders" (S2E8) 2.13 - "The Mandalore Plot" (S2E12) 2.14 - "Grievous Intrigue" (S2E9) 2.15 - "Death Trap" (S2E20) 2.16 - "Duchess of Mandalore" (S2E14) 2.17 - "Cat and Mouse" (S2E16) 2.18 - "R2 Come Home" (S2E21) 2.19 - "Bounty Hunters" (S2E17) 2.20 - "Lethal Trackdown" (S2E22) 2.21 - "Assassin" (S3E7) 2.22 - "The Zillo Beast" (S2E18) 2.23 - "The Zillo Beast Strikes Back" (S2E19) 2.24 - "Supply Lines" (S3E3) 2.25 - "Sphere of Influence" (S3E4) 2.26 - "The Academy" (S3E6)
BLOCK 3 - This block contains episodes from Seasons 3 and 4.
3.01 - "Clone Cadets" (S3E1) 3.02 - "ARC Troopers" (S3E2) 3.03 - "Evil Plans" (S3E8) 3.04 - "Corruption" (S3E5) 3.05 - "Hunt for Ziro" (S3E9) 3.06 - "Heroes on Both Sides" (S3E10) 3.07 - "Pursuit of Peace" (S3E11) 3.08 - "Nightsisters" (S3E12) 3.09 - "Overlords" (S3E15) 3.10 - "Monster" (S3E13) 3.11 - "Altar of Mortis" (S3E16) 3.12 - "Witches of the Mist" (S3E14) 3.13 - "Ghosts of Mortis" (S3E17) 3.14 - "The Citadel" (S3E18) 3.15 - "Counter Attack" (S3E19) 3.16 - "Padawan Lost" (S3E21) 3.17 - "Citadel Rescue" (S3E20) 3.18 - "Wookiee Hunt" (S3E22) 3.19 - "Shadow Warrior" (S4E4) 3.20 - "Mercy Mission" (S4E5) 3.21 - "Nomad Droids" (S4E6) 3.22 - "Water War" (S4E1) 3.23 - "Gungan Attack" (S4E2) 3.24 - "Prisoners" (S4E3) 3.25 - "Darkness on Umbara" (S4E7) 3.26 - "The General" (S4E8)
BLOCK 4 - This block contains episodes from Seasons 4, 5, and 6, tied with Block 2 for the most seasons within a single block.
4.01 - "Plan of Dissent" (S4E9) 4.02 - "Carnage of Krell" (S4E10) 4.03 - "Kidnapped" (S4E11) 4.04 - "Slaves of the Republic" (S4E12) 4.05 - "Escape from Kadavo" (S4E13) 4.06 - "A Friend in Need" (S4E14) 4.07 - "Deception" (S4E15) 4.08 - "Friends and Enemies" (S4E16) 4.09 - "The Box" (S4E17) 4.10 - "Crisis on Naboo" (S4E18) 4.11 - "Massacre" (S4E19) 4.12 - "Bounty" (S4E20) 4.13 - "Brothers" (S4E21) 4.14 - "Revenge" (S4E22) 4.15 - "A War on Two Fronts" (S5E2) 4.16 - "Front Runners" (S5E3) 4.17 - "The Soft War" (S5E4) 4.18 - "Tipping Points" (S5E5) 4.19 - "An Old Friend" (S6E5) 4.20 - "The Rise of Clovis" (S6E6) 4.21 - "Crisis at the Heart" (S6E7) 4.22 - "The Gathering" (S5E6) 4.23 - "A Test of Strength" (S5E7) 4.24 - "Bound for Rescue" (S5E8) 4.25 - "A Necessary Bond" (S5E9) 4.26 - "Revival" (S5E1)
BLOCK 5 - This block contains episodes from Seasons 5 and 6.
5.01 - "Eminence" (S5E14) 5.02 - "Shades of Reason" (S5E15) 5.03 - "The Lawless" (S5E16) 5.04 - "Secret Weapons" (S5E10) 5.05 - "A Sunny Day in the Void" (S5E11) 5.06 - "Missing in Action" (S5E12) 5.07 - "Point of No Return" (S5E13) 5.08 - "Sabotage" (S5E17) 5.09 - "The Jedi Who Knew Too Much" (S5E18) 5.10 - "To Catch a Jedi" (S5E19) 5.11 - "The Wrong Jedi" (S5E20) 5.12 - "The Unknown" (S6E1) 5.13 - "Conspiracy" (S6E2) 5.14 - "Fugitive" (S6E3) 5.15 - "Orders" (S6E4) 5.16 - "The Disappeared, Part I" (S6E8) 5.17 - "The Disappeared, Part II" (S6E9) 5.18 - "The Lost One" (S6E10) 5.19 - "Voices" (S6E11) 5.20 - "Destiny" (S6E12) 5.21 - "Sacrifice" (S6E13)
Looking at this list, gaps are plainly evident. 1.01, 1.03, 1.04, and 1.18 are all missing, and Block 5 is 5 episodes shorter than the previous 4 blocks. Where are these episodes?
The missing episodes from Block 1 are easy; they were cannibalized and stitched together to make the Star Wars: The Clone Wars film. The film is 98 minutes long, while episodes of the series are typically around 22 minutes long; 22 minutes per episode times 4 episodes is 88 minutes total runtime, 10 minutes short of the film's runtime. Those 10 minutes are likely the credits and polishing for the film's theatrical release, if not simply the episodes themselves being slightly longer.
Therefore, we can add these to the list:
1.01 - The Clone Wars Film (FILM) 1.03 - The Clone Wars Film (FILM) 1.04 - The Clone Wars Film (FILM) 1.18 - The Clone Wars Film (FILM)
This resolves the issue of the missing episodes from Block 1, meaning that all of the episodes produced before 5.22 were released. This gives us a total of 125 episodes. But what about Episode 5.22 and the rest of Block 5?
This is where the trail gets murky. Fans of the series who were around when it was cancelled may recall The Clone Wars Legacy, the plan to release content from the series in different means in order to not waste the work that went into it. Some may think that this simplifies things. In fact, it does the opposite.
Here is a list of all the content from The Clone Wars Legacy:
Darth Maul: Son of Dathomir, a comic adapting a 4-episode arc covering Darth Maul's story after getting captured by Darth Sidious at the end of "The Lawless", released by Dark Horse Comics.
Dark Disciple, a novel adapting either an 8-episode arc or two related 4-episode arcs covering Asajj Ventress' story after her last appearance in "The Wrong Jedi".
Crystal Crisis on Utapau, a rough story reel of incomplete episodes of a 4-episode arc, covering the emotional fallout of Ahsoka's departure from the Jedi Order after the events of "The Wrong Jedi".
The Bad Batch, a rough story reel of incomplete episodes of a 4-episode arc, intending to work as a backdoor pilot of sorts to a spin-off series focusing on the titular Bad Batch.
Those keeping track of the numbers will quickly spot that we have the content of 20 episodes released as The Clone Wars Legacy. This does not easily fill in the gaps we have, nor does it finish things off neatly.
The production codes of the original episodes adapted into the material for The Clone Wars Legacy are known. The production codes of the in-production 20 episodes are listed below:
BLOCK 6 - This block has 16 known episodes.
6.01 - "A Death on Utapau" (REEL) 6.02 - "In Search of the Crystal" (REEL) 6.03 - "Crystal Crisis" (REEL) 6.04 - "The Big Bang" (REEL) 6.09 - "The Bad Batch" (REEL) 6.10 - "A Distant Echo" (REEL) 6.11 - "On the Wings of Keeradaks" (REEL) 6.12 - "Unfinished Business" (REEL) 6.13 - "Lethal Alliance" (BOOK) 6.14 - "The Mission" (BOOK) 6.15 - "Conspirators" (BOOK) 6.16 - "Dark Disciple" (BOOK) 6.21 - "The Enemy of My Enemy" (BOOK) 6.22 - "A Tale of Two Apprentices" (BOOK) 6.23 - "Proxy War" (BOOK) 6.24 - "Showdown on Dathomir" (BOOK)
BLOCK 7 - This block has 4 known episodes.
7.05 - "Saving Vos, Part I" (BOOK) 7.06 - "Saving Vos, Part II" (BOOK) 7.07 - "Traitor" (BOOK) 7.08 - "The Path" (BOOK)
While we can add these to the list of produced episodes of Star Wars: The Clone Wars, this raises more questions than answers. Not only was there a Block 6, but there was also a Block 7 as well. Block 7 is nearly entirely unknown, while Block 6 also has gaps, and, to top it all off, none of the things we gain from this are in Block 5, meaning those episodes are still unknown as well.
However, we do gain one answer from this: the production blocks got shorter. The last episode of Block 6 is 6.24, not 6.26 as one might expect from Blocks past. This makes Block 5's gap a little more clear-cut; it means we're only missing 5.22 through 5.24. That's 3 episodes, a common arc length. If Block 5 was as long as the other blocks, that would be 5 episodes missing, which could be either a 4-episode arc and a standalone episode, or a 2-episode arc and a 3-episode arc. All still common arc lengths, but not as clear-cut.
Of course, there's no definitive proof that the blocks got shorter. It's possible there'a 5.25 and 5.26 and a 6.25 and a 6.26. That would be a 2-episode arc missing from Block 6, as well.
The only "proof" I have seen stating that the blocks got shorter, besides the lack of trails for a theoretical 6.25 and 6.26 confirming that Block 6 remained the same length, and therefore Block 5 must have, as well, is a statement by Pablo Hidalgo on Twitter, stating that there is no 5.25 or 5.26. I do not know where he gets his information from, and his relationship with Lucasfilm is murky to me, so I'm hesitant to just accept it as fact. There's also the fact that he could be lying to cover Lucasfilm and/or Disney for the sake of money and employment.
This is not an allegation or a statement of belief, merely an acknowledgement of possibility.
However, the production blocks do seem to be 26 episodes long specifically just to cover the film initially, which leaves 22 episodes for the regular season; since Season 5 definitively got reduced by 2 episodes, it's entirely possible that the production blocks did also get reduced by 2 episodes, and the new season length merely reflects this.
All this does is muddy the waters, however. Without solid answers, we've got next to nothing to go on.
Except Disney.
Of course, Disney resurrected the rotting corpse of Star Wars: The Clone Wars to be completely sure that the money well within was completely dry, before discarding it and moving on to whatever live action thing they're working on now. These episodes do, however, give us some information. Listed below are the episodes Disney released:
BLOCK 6
6.05 - "Gone with a Trace" (DISNEY) 6.06 - "Deal No Deal" (DISNEY) 6.07 - "Dangerous Debt" (DISNEY) 6.08 - "Together Again" (DISNEY)
BLOCK 7 7.21 - "Old Friends Not Forgotten" (DISNEY) 7.22 - "The Phantom Apprentice" (DISNEY) 7.23 - "Shattered" (DISNEY) 7.24 - "Victory and Death" (DISNEY)
While these episodes have been "adapted" (read: scrubbed and censored) by Disney, the fact that they continue to use the original production codes leads me to believe that these episodes originated as original episodes of Star Wars: The Clone Wars. However, they've been written or additionally written by Dave Filoni, who, aside from assisting with one episode ("Lethal Trackdown", S2E22, 2.20), was not a writer on the series until after Disney bought the property; he was a director. This tells me that the direction he took the episodes in was not their originally intended direction, but rather, the Disney-approved direction given to him. This says, to me, that we cannot pull any information from these episodes besides possibly basic premises, as these are not the original episodes with renewed production, but new "adaptations" of what was being produced when the series was cancelled.
However, this does give us new information, in telling us that the final episodes of Block 7 were the finale of the series. This feels too large of a fact to be new or changed; I feel that, while the content and direction of 7.21 through 7.24 may have changed, them being the series finale is just too big of a basic premise to ignore or change. If it isn't, then why make those episodes the finale of the revived series? Why not 7.01 through 7.04, or invent new numbers in 6.25 through 6.28?
Therefore, going off that conclusion, we have a solid ending point: 7.24, the end of the final production block, Block 7.
This also supports the idea that the production blocks get shorter with Block 5, as, while 5.24 is not known, both 6.24 and 7.24 seem to be the end of their blocks.
Therefore, with all this information, I feel we can see a basic roadmap of where Star Wars: The Clone Wars was going to go, and what Disney took from us. Looking at a list of the production blocks:
Block 1: 26 episodes Block 2: 26 episodes Block 3: 26 episodes Block 4: 26 episodes Block 5: 24 episodes Block 6: 24 episodes Block 7: 24 episodes
If all information is correct, this means LucasFilm were planning on producing 176 episodes of the series. Looking at a list of the released episodes before the buyout:
Season 1: 22 episodes Season 2: 22 episodes Season 3: 22 episodes Season 4: 22 episodes Season 5: 20 episodes Season 6: 13 episodes
This means that LucasFilm released 121 of their ostensibly planned 176 episodes. Adding the 4 episodes used for the film gives us 125.
Subtracting these two gives us a figure of 51 episodes remaining. These 51 episodes were likely in various stages of completion when the buyout occurred.
Looking at the seasons, Season 6 is not constructed like the rest, but rather, a bulk release of product. Assuming that Season 5 was intended to be the new model going forward, we can subtract 7 of those 51 unreleased episodes to round out Season 6 to it's intended length of 20 episodes.
This leaves us with 44 episodes. Divide that by 2, and you get 22 episodes. 22 episodes for a theoretical Season 7 and a theoretical Season 8.
Out of the 51 episodes not completed and released by LucasFilm, 28 have been adapted and released via other means. This leaves at least 23 episodes of Star Wars: The Clone Wars about which we know absolutely nothing, listed below:
5.22 5.23 5.24 6.17 6.18 6.19 6.20 7.01 7.02 7.03 7.04 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 7.20
These include a 3-episode arc from Block 5, a 4-episode arc from Blocks 6 and 7, and almost the entirety of the middle of Block 7.
These numbers are not solid. It's possible that Blocks 5 through 7 were intended to be 26 episodes as all the others were. That would add 6 episodes, for 182 planned episodes, and 57 uncompleted, about which we know nothing about 29 of them.
It's possible that Seasons 5 and 6 were intended to be 22 episodes as all the other seasons were, and things simply didn't work out that way. This would mean 11 episodes would be needed to round out the seasons, rather than 0 for Season 5 and 7 for Season 6.
This could leave us with 40 or 42 episodes to divide between a theoretical Season 7 and 8. 2 seasons of 20 episodes, or a season of 20 and a season of 22.
There are many possibilities, wrapped in shadows and behind closed doors, regarding this series. We will likely never know the facts, simply because the facts are nebulous and were not, nor ever will be, solidified.
But we can know for sure is that the original intended versions of Blocks 6 and 7, plus the final 3 episodes of Block 5, will likely never be finished, and that we have lost George Lucas' original vision for this series. Those 51 episodes, while potentially getting adapted, will never be released or even completed the way they were originally intended.
(Although George Lucas has stated previously that Star Wars is "like poetry, it rhymes", this series does seem to be lacking in rhyming. Production blocks and season lengths both change midway through, and there seems to have been intended 8 seasons, which is annoyingly only 1 short from matching the intended number of Star Wars movies: 9.)
This is a tremendous shame, because Star Wars: The Clone Wars is a fantastic series which lovingly and accurately adapts a big-screen property for the small screen, tells a dense, varied, but cohesive story, and expands the universe that so many of us have loved since 1977.
We wanted to know about the Clone Wars since that time, and we finally got it. While we may never see the original, epic conclusion, we should still be grateful for 6 seasons of wonderful television.
This post was typed listening to the theme for Star Wars: The Clone Wars on repeat for about 3 hours. As stated at the top, all information is publicly and freely available on Wikipedia.
Thanks for reading.
#Star Wars#Star Wars: The Clone Wars#LucasFilm#George Lucas#Disney#Dave Filoni#Netflix#Darth Maul#Asajj Ventress#Ahsoka Tano#The Bad Batch#Star Wars: The Bad Batch#This post does not speak positively of Disney so if you're an ardent Disney defender I would skip this one
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Dove (mostly Dove/John ship) lore master post GOOOO
Things are subject to change ofc when I learn more about Shoreside and we're given more information with new episodes.

General information ofc
She/they/he basically any! She's bigender so some days she leans toward a more masculine look or more feminine look. Gender at birth is ambiguous. I don't know where I lean. Both appeal to me and exist simultaneously. Shrodingers gender. Bisexual/pansexual :]
5 foot 5 inches tall (almost a foot shorter than John at 6'4")
She's 25 years old, birthday: 5/12/1998 (using the day I first ever talked about the concept of her, may 12th! 1998 since I asked when shoreside is set, and it's set in 2023, time just yknow catches up on you when you make things so in 2023 shes 25. John is 35 in 2023 so this makes him 10 years older than her)
She lives in Florida around the Daytona Beach area with her grandparents! I imagine she's originally from another state (coughs. Pennsylvania) but probably got sent down to Florida to be raised by her grandparents due to some shitty parent drama ofc.
She works in the local library with her grandmother. Does all the running around putting books away that the older librarians can't do. Outside of that she also helps her grandparents around the house. Very helpful woman. Does a lot of the yard work, puts up Christmas lights. She'd be unassumedly strong for how she looks imo.
Some of her hobbies include jogging, writing, drawing, reading, baking. Kind of asocial until you get to know her, then she's a silly fellow. Sarcastic by nature, but harmless. I named her after bleeding heart doves, and which bleeding heart can kind of be used to describe her. Very soft hearted and kind most of the time which can be detrimental lol. Lol. (Her working with John probably makes her morals more aligned with his overtime, changing her personality slightly to be more similar)
Uh. Random facts: She has really bad eyesight. Has an old fat orange cat actually named Garfield funnily enough. Shades of blue are her favorite colors. She smells sweet. Carries uh. A sketchbook, other miscellaneous note taking stuff. Always has candy on her hajfjsjdj favorite animals include ofc pigeons, cats, axolotls, snakes. Her music taste is very all over the place, she likes Frank Sinatra and other that era crooners thanks to her grandparents, while also enjoying hard rock music, metal, pop, some techno, punk. Her faaaavorite TV show is Twin Peaks. Good lord she can't shut up about it. Has a crush on Dale Cooper.
Rest under cut for length reasons. Some shoreside spoilers.
In 2011, when the massacre happened and pieces of people were washing up on beaches, Dove was ~13 at the time and remembers seeing that shit in person on the beaches of Daytona, and all over the news. Traumatizing! But puts a want to understand what's Going On till adulthood. Probably has a phobia about the ocean! Hahaha:)
I've been playing with the idea of maybe doves grandparents being involved in the house club? But I don't think they would be!
when she hits adulthood, and specifically in her 20s, she puts effort into researching this shit in her free time.
(A lot of this is speculation and not knowing shit after this)
The first time she meets John Gein (outside of seeing him on the TV back in 2011 when he used to work for CNN) in person, I'm sure it was because she was probably trespassing somewhere she shouldn't be while he was investigating the area simultaneously where he runs into her. First it's of course all suspicion and you can't be here, and he kicks her out.
She being the stubborn woman she is, she keeps showing up and keeps having run-ins with John who, out of some begrudging admiration for her dedication to discover things, reluctantly lets her begin helping him with the shit he's more interested in, and not the goals of the company he's working for.
(He's both relieved and annoyed that Dove doesn't want payment. Yaay he doesn't have to pay her and ugh. Unpaid labor. That's okay John the only thing she wants is you to pay for both of you when you go out to eat and discuss the things you've discovered)
They probably met and began this whole thing maybe a couple years before the events in 2023, maybe 2020 idk? She'd be just out of college. At first they're just uneasy acquaintances, but eventually as they continue working together, they become friends (as they grow closer you just KNOW dove is sending him silly memes. The more weird the better), the two warming up to each other. They both greatly appreciate each other and enjoy being in the other's company, at some point both crossing a "i have romantic feelings for you but neither of us have admitted this yet" threshold where their friendship holds a more tender feeling, where they begin sharing drinks ("one large strawberry milkshake please. No we don't need two, just one for the two of us please! :]") and what not.
Everyone assumes they're dating at this point. They're not yet, but ofc dove gets teased relentlessly by her grandparents. ("Ooohhh Doveee your boyfriend is here!!" "He's not- not my boyfriend." cue very amused John look. "Oh make sure you're being safe and protected!" Wink wink nudge. "MOM-MOM PLEASE.")
Do they love each other? Of course they do. I think it would inevitably be John to say he loves her first. He'd probably say it while she's panicking about something and being worried so he decides to like. Catch her off guard and get it off her mind via kissing her, which works! Works very well because sure enough she can only focus on him holding her, cupping her face and letting her know he loves her and not to worry about whatever she was freaking out about. Yaaaay entering the actually dating now era yippeeee
Cue them now actually doing couple things outside of their working together... John gifting her sweet things like flowers, candy. Gets her a little pigeon plushie because it reminded him of her. (That plush will now be cuddled to death when she sleeps alone bc of him jfjsjfjsj) Dove's grandparents would probably trust John so much they'd give him a key to their house to let himself in to see Dove whenever tbh. Sometimes he lets her know when he's coming, othertimes not so. Showing up while she's not expecting him and jumpscaring her a lot hahaha. I'm sure he finds it funny (he does). That's fine you keep jumpscaring her like that John, well fuck you get your hat STOLEN loser! Yoink! Ope girl now you're getting grabbed and hoisted into his arms and- ooohh they're cute together actually hehehe
Their relationship is very equal despite the 10 year age gap ("MYS THATS BAD" - they are two consenting adults. It's fine. 35 isn't old. Leave me alone), Dove, unfortunately, would probably be too dedicated to him even as he kind of becomes more uh. Crazy? Ig I can use that to describe it. Not seeing anything wrong with him harassing Noah Risse for answers, only kind of at least being mad at John's attitude toward Porter's and Bryan's deaths and John being fired for it, but being just as eager to get the information they want. Would definitely help him kill someone if she had to. Hah. (Idk why I enjoy the idea of him teaching her how to shoot his gun. Yknow. Just in case. No reason! :] )
Um. I don't know what else to add. If you read this and have questions about her feel free to reply/shoot me an ask.

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Disability (Films)
A:
A Christmas Prince (2017)
Emily Charlton (Spina Bifida - Wheelchair User)
A Costume for Nicholas (2020)
Nicolás (Down Syndrome)
All Together Now (2020)
Chad (Unspecified Mobility Disability - Wheelchair User)
Ricky (Autistic)
Amélie (2001)
Lucien (Amputee)
...and Your Name is Jonah (1979)
Jonah (Deaf)
A Quiet Place (2018)
Regan Abbott (Deaf)
A Silent Voice (2016)
Shoko Nishimiya (Deaf)
Atlantis: The Lost Empire (2001)
Kashekim Nedakh (Blind)
Avengers: Civil War (2016)
James "Rhodey" Rhodes (Paralyzed - Wheelchair User)
B:
Baby Driver (2017)
Joseph (Deaf)
Ballerina (2016)
Odette (Unspecified Mobility Disability - Cane User)
Big Hero 6 (2014)
The Ringleader (Partially Blind)
Brave (2012)
King Fergus (Amputee)
Bring Her Back (2025)
Piper (Blind)
C:
Cha Cha Real Smooth (2022)
Lola (Autistic)
Children of a Lesser God (1986)
Sarah Norman (Deaf)
Christmas Ever After (2020)
Izzi Simmons (Unspecified Mobility Disability - Wheelchair User)
CODA (2021)
Frank Rossi (Deaf)
Jackie Rossi (Deaf)
Leo Rossi (Deaf)
Compensation (1999)
Malaika Brown (Deaf)
Malindy Brown (Deaf)
Curse of Chucky (2013)
Nica Pierce (Heart Condition, Paralyzed - Wheelchair User)
Cyrano (2021)
Cyrano de Bergerac (Dwarfism)
D:
David's Mother (1994)
David (Autistic)
Dumbo (2019)
Holt Farrier (Amputee)
Dustbin Baby (2008)
Poppy (Autistic)
E:
Eastrail 177 (Trilogy)
Elijah Price/Dr. Glass (Osteogenesis Imperfecta - Cane/Wheelchair User)
Eight Crazy Nights (2002)
Eleanore Duvall (Diabetes, Limb Difference)
Tom Baltezor (Amputee)
Whitey Duvall (Limb Difference, Seizure Disorder)
Elio (2025)
Elio Solis (Partially Blind)
Eternals (2021)
Makkari (Deaf)
Ezra (2023)
Ezra (Autistic)
F:
Feel the Beat (2020)
Zuzu (Deaf)
Finding Dory (2016)
Destiny (Low Vision)
Dory (Short-Term Memory Loss)
Sheldon (Allergies)
Finding Nemo (2003)
Dory (Short-Term Memory Loss)
Nemo (Underdeveloped Fin)
Sheldon (Allergies)
Forgive Us Our Trespasses (2022)
Paul (Limb Difference)
Forrest Gump (1994)
Daniel Taylor (Bilateral Lower Limb Amputee)
Forrest Gump (Unspecified Intellectual Disability)
Four Weddings and a Funeral (1994)
David (Deaf-Mute)
Fullmetal Alchemist (2017)
Edward Elric (Amputee)
G:
Godzilla vs Kong (2021)
Jia Andrews (Deaf)
H:
Hellfighters (1968)
Jack Lomax (Paralyzed - Wheelchair User)
Home on the Range (2004)
Lucky Jack (Amputee)
How to Train Your Dragon (Franchise)
Gobber the Belch (Amputee)
Hiccup Horrendous Haddock ||| (Amputee)
Toothless (Amputee)
I:
Inside I'm Dancing (2004)
Michael Connolly (Cerebral Palsy, Wheelchair User)
Rory O'Shea (Muscular Dystrophy, Wheelchair User)
Inspector Gadget (Franchise)
Sanford "Dr. Claw" Scolex (Amputee)
I Saw The TV Glow (2024)
Owen (Asthma)
J:
James and the Giant Peach (1996)
Earthworm (Blind)
Glowworm (Partially Deaf)
K:
Keep the Change (2017)
David Cohen (Autistic)
Sarah Silverstein (Autistic)
Kingsman (Franchise)
Charlie Hesketh (Amputee)
Gazelle (Double Leg Amputee)
Harry Hart (Partially Blind)
Richmond Valentine (Lisp)
L:
Lemonade Mouth (2011)
Alex (Unspecified Disability, Wheelchair User)
Live Flesh (1997)
David de Paz (Paralyzed, Wheelchair User)
Love & Other Drugs (2010)
Maggie Murdock (Parkinson's Disease)
Luca (2021)
Massimo Marcovaldo (One Arm)
M:
Mac and Me (1988)
Eric Cruise (Unspecified Disability, Wheelchair User)
Mad Max: Fury Road (2015)
Corpus Colossus (Unspecified Mobility Disability)
Margarita with a Straw (2014)
Laila Kapoor (Cerebral Palsy, Wheelchair User)
Marvel (Franchise)
James "Bucky" Barnes (Amputee)
Nebula (Amputee)
Nick Fury (Partially Blind)
Odin Borson (Partially Blind)
Phil Coulson (Amputee)
Stephen Strange (Nerve Damage)
Thor (Amputee, Partially Blind)
Maya and the Three (2021)
Zatz (Partially Blind)
Midwinter Night's Dream (2004)
Jovana (Autistic)
Muppet Treasure Island (1996)
Blind Pew (Blind)
Long John Silver (Amputee)
N:
Nathan's Kingdom (2020)
Nathan (Autistic)
Newsies (1992)
Crutchy (Limited Mobility, Crutch User)
Nimona (2023)
Ballister Boldheart (Amputee, Prosthetic User)
O:
Orphan (2009)
Maxine "Max" Coleman (Deaf)
P:
Peter Pan (1953)
Captain Hook (Amputee)
Pinocchio (1940)
Gideon (Mute)
Pinocchio (2022)
Fabiana (Limp)
Pirates of the Caribbean (Franchise)
Mistress Ching (Blind)
Posse (1975)
Harold Hellman (Double Amputee)
Q:
Quest for Camelot (1998)
Garrett (Blind)
R:
Resident Evil (Franchise)
Becky (Deaf)
Charles Ashford (Unspecified Disability, Wheelchair User)
Road House (1989)
Cody (Blind)
Rogue One (2016)
Chirrut Îmwe (Blind)
Run (2020)
Chloe Sherman (Asthma, Diabetes, Heart Condition, Paralyzed, Wheelchair User)
S:
Shallow Hal (2001)
Walt (Spina Bifida)
Shang-Chi and the Legend of the Ten Rings (2021)
Razor Fist (Amputee)
Sharp Stick (2022)
Zach (Down Syndrome)
Shazam! (2019)
Frederick "Freddy" Freeman (Limited Mobility)
Ship of Fools (1965)
Carl Glocken (Dwarfism)
Skyward (1980)
Julie Ward (Paralyzed, Wheelchair User)
Sound of Metal (2019)
Joe (Deafened)
Ruben Stone (Hard of Hearing)
Soundproof (2006)
Dean Whittingham (Deaf)
Spies in Disguise (2019)
Killian (Amputee)
Stand Clear of the Closing Doors (2013)
Ricky (Autistic)
Star Wars (Franchise)
Darth Maul (Multi-Limb Amputee)
Luke Skywalker (Amputee)
Strange World (2022)
Legend (Amputee)
T:
The Adam Project (2022)
Adam Reed (Asthma)
The Best Years of Our Lives (1946)
Homer Parish (Double Hand Amputee)
The Book of Life (2014)
Jorge Sánchez (Double Amputee, Partially Blind)
The Crippled Masters (1979)
Lee Ho (Double Arm Amputee)
Tang (Double Leg Amputee)
The Eighth Day (1996)
Georges (Down Syndrome)
The Evil Dead (1981)
Ashley "Ash" Williams (Amputee)
The Fundamentals of Caring (2016)
Trevor (Muscular Dystrophy)
The Great Mouse Detective (1986)
Fidget the Bat (Amputee)
The Hunchback of Notre Dame (1996)
Quasimodo (Hunchback)
The Hunger Games (Franchise)
Bobbin (Amputee)
Woof (Hard of Hearing)
The Lone Ranger (2013)
Red Harrington (Amputee)
The Nightmare Before Christmas (1993)
Dr. Finkelstein (Unspecified Mobility Disability - Wheelchair User)
The Peanut Butter Falcon (2019)
Zak (Down Syndrome)
The Princess and the Frog (2009)
Mama Odie (Blind)
There Will Be Blood (2007)
H.W. Plainview (Deaf-Mute)
The River (1951)
Captain John (Amputee)
The Secret of the Jade Medallion (2013)
Cornelia (Amputee)
The Three Musketeers (1993)
Captain Rochefort (Partially Blind)
The Tribe (2014)
Anya (Deaf)
Gera (Deaf)
King (Deaf)
Makar (Deaf)
Nora (Deaf)
Sergey (Deaf)
Shnyr (Deaf)
Svetka (Deaf)
The Village (2004)
Ivy Walker (Blind)
Noah Percy (Unspecified Developmental Disability)
Tinkerbell (Franchise)
Lord Milori (Amputee, Limited Mobility)
Rani (Amputee, Limited Mobility)
Tiptoe (2002)
Maurice (Dwarfism)
Rolfe (Dwarfism)
Treasure Island (1950)
Long John Silver (Amputee, Crutch User)
Treasure Planet (2002)
John Silver (Multi-Limb Amputee)
True Grit (2010)
Mattie Ross (Amputee)
U:
Unfriended: Dark Web (2018)
Amaya (Deaf)
V:
W:
Whatever Happened to Baby Jane? (1962)
Blanche Hudson (Paralyzed, Wheelchair User)
Wish (2023)
Dahlia (Unspecified Disability, Crutch User)
Wonder (2017)
Auggie Pullman (Facial Difference)
X:
Y:
Z:
#:
101 Dalmatians (1996)
Mr. Skinner (Mute)
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Invisible String Timeline
Timeline for my OBX Fanfic
(During The Series will be updated as published.)
⋄ ⋟⋆
Before The Series *THIS SECTION CONTAINS SPOLERS!*
January 6th, 1981 – Petunia Shoupe is born
March 7, 1981 – Peter Grey is born
April 1999 – Petunia finds out she is pregnant.
August 1999 – Petunia Shoupe starts at Yale, Peter Grey plans to be a stay at home dad; they are funded by Petunia's parents.
October 23, 1999 – Twins Daisy and Lily Grey are born. Under the stress of parenthood and how incompatible he and Petunia are- Peter begins doing drugs.
November 8th, 2001 – Rafe Cameron is born.
2002 – Cleo is born.
January 16th, 2003 – Pope Robert Heyward is born.
March 15th, 2003 – Josephine Margaret Grey is born in New Haven, Connecticut.
April 12th, 2003 – John Booker Routledge is born.
April 13th, 2003 - John James Maybank is born
May 15th, 2003 – Kiara Maria Carrera is born.
May 21-June 20th, 2003 – Sarah Elizabeth Cameron is born
May 2006 – Petunia Grey graduates law school. The couple and their children move to Asheville, North Carolina.
February 9, 2007 – Naomi Agatha Grey is born.
October 10th, 2011 – Petunia and Peter Grey move back to Kildare island since starting their family. They are in the process of getting a divorce. Rafe Cameron sees Josephine for the first time.
"Maybank could be in love with you for the rest of his life. But I'll always have him beat by 26 hours."
October 11th, 2011 – Eight year old Josie attends her first day of school after moving to Kildare Island. She meets JJ Maybank, and they become best friends.
October 25th, 2011 – JJ invites John B to play pirates with him and Jose. They become a trio that does everything together.
Dec 12, 2011 – John B introduces Pope to the trio, and they become a quartet.
April 17th, 2012 – JJ punches Adam Sutherland for making fun of Josie's popsicle pirate ship.
May 2nd, 2012 – Josie meets Kiara Carrera after their dads meet, and they immediately become friends.
August 10th, 2012 – Josie introduces Kiara to the boys, and they become the official Pogues.
August 6th, 2013 – Josie's parents officially split up.
June 18th, 2014 – Josie plays seven-minutes-in-heaven at Sarah Cameron's house, but is embarrassed after a boy refuses to kiss her. She leaves the gathering and finds Sarah's brother, who offers to be her first kiss.
August 9th, 2015 – Josie's parents' divorce is finalized. Her dad disappears.
September 2015 – Josie starts her period at school. She gives JJ her allowance, and he rides a bike all the way to town and back to get her supplies.
October 2015 – Josie is transferred by her mother to the Kook Academy.
November 10th, 2015 – One of Josie's older sisters, Daisy, gets pregnant at 16. Her mother kicks her out, and Josie doesn't see her again until 2020.
December 17th, 2015 – Josie's mom starts dating one of her former clients, Cory Schmidt.
August 2017 – The Pogues start high school.
August 2018 - (Instead of kook year being freshman year, I've changed it to Sophomore year.) Kie's kook year begins
October 2019 - Big John goes missing.
October 2019 - (Because Sarah's birthday is in the summer, I've changed the party she doesn't invite the girls to to be a Halloween Party.)
December 2019 - Kie and Jose reunite with the pogues. She forges documents to transfer her to Kildare High School. She does not tell her mother.
March 16th, 2020 – Max moves to Kildare, befriends Topper and Kelce, and immediately shows interest in Josie.
April 8th, 2020 – Max and Josie start dating.
════════════════════════════════════
During The Series *Updated as Published*
1x01 - Pilot
June 14th, 2020 – The pogues spend the day hanging out at housing developments on Figure 8. They run from the security guard. Josie sees her father in town and spends the following 24 hours in her room.
June 15th, 2020 – Josie and JJ are detained for trespassing, but let go with a warning.
June 16th, 2020 – Josie and Max get into an argument at a lunch date. Josie has a beach date with Pope and Kiara.
June 17th, 2020 – Josie and John B surf the swell of hurricane Agatha. John B sees Scooter's Grady-White out on the ocean water.
June 18th, 2020 – The pogues find the and explore Scooter Grubb's boat in the marsh. They discover a hotel key, which they then use to break into the Summerwind Motel, where JJ steals a gun. They find out that Scooter Grubb's was the owner of the boat and has passed. They then throw a Kegger, at which Josie argues with her boyfriend. topper and John B get into a fight on the beach, in which John B is injured.
June 19th, 2020 – John B is hesitant to continue with the gold because of an encounter with Peterkin. Josie makes up with Max. The pogues steal the Cameron's scuba gear and explore the grady white, before getting chased by boat. They discover that Big John's compass was in the boat.
1x02 - The Lucky Compass
June 20th, 2020 – Max says "I love you" for the first time, and then ditches Josie at breakfast. J3 visit Lana Grubbs. The pogues are almost killed by the compass hunters when they ransack the Chateau. Theyy visit the lighthouse, and John B kisses Kiara. John B takes the group to his grandmother's crypt, where they find the hidden message form his dad. The pogues agree to hunt for the gold.
1x03 - The Forbidden Zone
Jund 21st, 2020 – Josie tries on dresses for Midsummer's. JJ sneaks the pogues into the Island Club. The pogues break into the scrap yard to steal the drone. The group gathers at the Wreck, where Josie dances with Pope.
June 22nd, 2020 – The group tests the drone, and tensions grown between JJ and Josie. Rafe beats Pope up in Figure Eight, so Pope gets revenge on Topper's boat. The pogues have a surf day.
1x04 – Spy Game
June 23, 2020 – The pogues discover the empty wreckage of the Royal Merchant. Max questions Josie about her involvement with Topper's boat. The pogues watch a movie on Figure Eight, where the boys get into a fight with the kooks, and Max and Josie breakup. (For the first time).
1x05 – Midsummers
June 24, 2020 - JJ takes the fall and gets arrested. Josie meets him at the station, but he leaves to argue with his dad. Josie translates Tanny's letter for John B. JJ and Josie have a huge fight, which seemingly ends their friendship. Midsummers happens, and JJ realizes that there might be deeper feelings on his end.
#outer banks#outer banks fanfiction#invisible string#jj maybank#jj maybank fanfiction#jj maybank x oc#josie grey#timeline#invisible string timeline#jj maybank fic#john b routledge#kiara carrera#pope heyward#sarah cameron#rafe cameron#jj obx#jj obx fic#obx#obx fic#josephine grey
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