Part 13: Act One Chapter Ten - In Which Things Come To A Shuddering Halt
After our home village was attacked by mysterious raiders, our foster father Daeghun sent us on a mission to Neverwinter. We were to bring a shard of silver to Daeghun's half-brother Duncan, with the intention of finding out more.We've finally arrived in Neverwinter, along with three new friends we picked up along the way - Khelgar, Neeshka and Elanee.
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Would you believe me if I said we were maybe a third of the way through Act 1? To be honest, I'd have called it a day and ended the act right here, because it's incredibly depressing that we've done so much and completed so little.
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I love this bit. Listen to Neeshka here.
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The Sunken Flagon, which is right on the edge of the Docks map.
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Here's the lowdown on Uncle Duncan (since the last time we heard anything about him was nine updates ago):
He's the half-elven landlord of the Sunken Flagon, a disreputable tavern right in the middle of the Neverwinter Docks. He's Daeghun's half-brother (which makes sense, considering Daeghun is a full-blooded elf) and the two don't get on well - not that they're not friends, but Duncan's too relaxed and easygoing where Daeghun is uptight and serious. Also, both of them used to be adventurers, and as such Duncan reminds Daeghun of things he'd much rather forget.
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Half-elves are the poor man of D&D (along with half-orcs... and gnomes, but that's for a later update). They don't get all the cool statistic bonuses and special resistances that elves do, but they don't get all the skill bonuses and generalist advantages that humans do. Instead they get a mediocre mix of the two.
Fortunately our Uncle Duncan is the closest we get to a half-elf NPC - all of our party companions are racially pure Uebermenschen.
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It isn't really developed much further (thankfully) but Sand is supposed to have this 'smelling' schtick about him. You don't see it beyond this exchange and Sand's character description, though.
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There's a lot of physical comedy in NWN2, which is impressive considering the clunkiness of the engine. Between this, the lizardlings burning Shandra's barn, and the bad-guy-teaser cutscenes from last update, it's clear Obsidian have got quite the handle on the Electron engine.
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Impressive feat for a non-wizard, Calliope.
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Don't worry - Aldanon's the last guy we have to see about the shards before we finally find out what's going on.
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But that would be too simple, wouldn't it, Obsidian? What's that, make things easy for the player? Oh no, we couldn't do that.
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That's pretty much how we've been doing things up until now.
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* * *
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This is the game basically telling us 'this is home base now'. There's crafting stations in the back (for making potions, traps, weapons etc.) and all extra party members will hang out here until we need them again. We've still only got three companions, so this doesn't change anything yet, but a fourth will join us very soon.
So we're now faced with a bit of a choice. This affects how the rest of Act 1 plays out - we'll be going to the same areas and doing much the same things, but our reasons and our enemies will be entirely different.
- We can join Cormick and the City Watch. Ever since the events of NWN1, the Docks have been a lawless urban wasteland, overrun with thugs, smugglers and worse. Cormick wants to take it back, with our help. This is essentially the Good Guy option.
- We can join Caleb and his gang. Caleb, of course, is just a middleman who works for the fearsome Moire... and she serves an even darker master: the Shadow Thieves of Amn, a global association of thieves and cutthroats all serving the interests of one of the world's most powerful organisations. For the Bad Guys, natch.
It's a bit more complicated than that, of course. Most games, if they offer a choice such as this, leave it at that. Good Choice, Bad Choice... no further nuance.
We, on the other hand, can choose how we approach each faction. We can join the City Watch as an upright, honest and true citizen to uphold the rule of law, or become pragmatic/corrupt and let things slide to keep things peaceful. As a Shadow Thief, we can dive right in to the thuggery and murder everyone in our way, or play it cool and charm our way into the criminal underworld.
The choice is yours, guys. There are advantages and disadvantages to either side:
- The Watch is probably a bit more straightforward in plotting later in the game
- The Watch makes you either Lawful Good or just plain Chaotic, which isn't good for our Lawful Evil alignment
- The Shadow Thieves gives us unique access to the Shadow Thief prestige class, which we cannot get if we side with the Watch
- Most people chose the Watch on their first playthrough
- There's a cool little quest involving the Shadow Thieves we get in Act 3 if we side with them that we won't get if we choose the Watch
I've got my preference, but I'm not making this decision for you. Choose.