Part 17: Act One Chapter Fourteen - For Structures Made Of Ivory, These Towers Are Surprisingly Red

I know I said we were going to see Axle, but something came up. We're back at the Flagon for now.





We haven't seen much of Qara so far, and what we have seen hasn't been pretty. She nearly started a fight outside our home, then acted rudely when we attempted to extract reparations for the damages. She hasn't made a good impression.



This is an opportunity to meet her again, when she's not directing that fiery temper at us.











She's actually quite funny. Chris Avellone (the man who handled the dialogue for the companions) is obviously having a lot of fun writing these various arguments.




It's an interesting point, actually. Adventuring is a dangerous, high-risk/high-reward profession. Whatever Wizards of the Coast say about gender, I imagine it would chiefly attract testosterone-fuelled ambitious young men, creating a very masculine, "blokey" atmosphere of aggressive banter - and by those same merits discourage more traditionally feminine 'empathetic' responses. Sort of like the military or the police.
Or Something Awful.


Not that fantasy really concerns itself with gender issues, of course, which is almost missing the point of the entire genre.



Anyway, you very nearly didn't see this cutscene at all. Somebody at Obsidian screwed up and commented out an important line in Caleb's script that set a global variable that told the game what cutscenes to play each time Calliope entered The Sunken Flagon. At least, I'm fairly certain that's what happened; there's four hundred or so global variables and the Debug menu won't let me check them all.


So I went back to an older save and sided with the City Watch, setting the variable correctly and nabbing me this cutscene - which, through the magic of Let's Play, has been seamlessly spliced into my Shadow Thief playthrough. Marvellous!
Magic, in fact, is the theme of today's update.
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Influence with Qara is very easy. Agreeing or disagreeing with her through normal conversation will give/lose you three points a pop, which is very good. Most characters only give one or two points at a time.


How seriously have you been taking your studies recently?





Anyone else getting strong Carrie vibes?










This is the party roster. Returning to the Flagon allows us to swap in and out various companions.
We're going to get Qara equipped. Sand's got a magic shop next door - we can start there. Since they're both arcane casters, I'm sure Sand and Qara will have plenty to talk about!


Ruh-roh. Looks like some of Qara's classmates were waiting for her.




Qara's spell selection. Sorcerers are best served by lots of offensive spells, since these are the ones that you'll use the most throughout the day. Here Qara is casting Fireball, a staple arcane spell from the earliest editions of D&D.

Nice.









The thing is, it's hard to like Qara because she's so on edge. I recognise it's hard being "different", but Qara's got nothing on the demon, the dwarf, the tree-worshipper and the swamp farmer. We're the original West Harbor State Circus.



There's lots of different kinds of magic in D&D. Originally there were just two: arcane and divine. Wizards used the offensive arcane magic, while Clerics used defensive divine magic.

Then things got more complicated. There were Illusionists, first a specific sub-class of the Magic-User, (Wizard), then one of eight different arcane schools of magic. Wizards could specialise in one school to the detriment of being unable to cast spells of an opposing school. Clerics, meanwhile, spawned the Druid sub-class, with spells oriented towards wilderness adventures and causing more magical mayhem.

Wizards, Clerics and Druids all use the same basic spell system: a spellbooks with a large selection of spells, which they use to fill up a small number of spell slots. Spells must be memorised to be cast, then re-memorised to be cast again. It's very similar to Jack Vance's Dying Earth books.




Sorcerers are different: they have a small selection of available spells but can cast them multiple times a day. Spell slots become charges; they can cast five Level 3 spells a day, for example, but it's any five, any combination of Level 3 spells that the Sorcerer knows. Wizards, on the other hand, can only cast the exact spells they've memorised.
Wizards and Sorcerers are two different sides of the same magical coin: a strict, varied-yet-inflexible scholarly system, and a wild, unpredictable, explosive system. Even the fluff reflects this; Wizards are old bearded men uncovering the secrets of the multiverse (i.e. magic as technology, the traditional view of magic), while Sorcerers are 'naturals', spellcasters who don't necessarily understand what or how they're casting these spells (magic as intuition/the impulsive wish, a more modern construction). Sorcerers are also better in combat than Wizards.
Actually, that's a lie, Sorcerers are terrible in combat - but they're better than Wizards. Still, Wizards of the Coast realised they undershot in this respect and proceeded to create the Warlock class, which is reasonable in combat and can cast an infinite number of very weak spells every day.

Sand: [Bluff]

[Success]

Sand and Qara do not get along. A lot of it is fairly abstract - Qara is the impetuous teenager, eager to do things for herself, while Sand is hundreds of years old and prefers to learn through books and lectures. Old versus young, Law against Chaos.
The other half of it is that they're basically the same. Both are arcane casters, both are arrogant and self-righteous, both are clever and acerbic in equal measure. A clash of personalities was almost inevitable.
Look, Sorcerers don't need spell scrolls or magic robes or all that paraphernalia. We should probably get out of here before Qara actually does set fire to the shop.








We'll see about that. Come on, let's go. We've still got to meet Axle.


This was actually foreshadowed in a cut cutscene. A number of students would gather together in the Moonstone Mask, plotting how best to take Qara (and us) down.
quote:
: Did you see what happened?
: Yes, she's given up on the Academy - and now she's traveling with that Harborman. Now there's a step down in the world.
: I wished she'd gotten expelled straight out like we did. So what do we do now?
: We stick with our plan and teach little Qara a lesson - without the Academy mages to break up the fighting, she should be an easy target.
: But what about her friends? And their leader? I don't want to be messing with that one - Harbormen live in the Mere, you know. Scary.
: They even have a demon with them - did you see her horns? I wonder if Qara conjured her.
: I wouldn't mind tackling that wood elf. Gods, she's beautiful.
: All of you, be silent. I didn't count on Qara making friends.
: We'll need to take them out first - when we've dealt with them, then we can strike at her.
: It might be a tough fight, even with them divided.
: We'll see. Qara made a lot more enemies than friends.
{Camera turns to show about 20+ students, gathered behind the three - this is the punchline that should make the player go, "oh crap."}
: And I seriously doubt Qara can defeat half of the Academy.
These fights with the Academy students trigger whenever you leave the Flagon with Qara in the party. As you can guess from the above dialogue, there originally were plans for them to attack regardless of whether Qara was in the party - and for there to be a third group of students as well, I believe.


It's very important to always control Qara in any kind of close-quarter fighting. Her spells tend towards the large and explosive; allowing the AI to target Qara's Fireballs is just asking for your party to be wiped out.
The recent patch is actually smarter about this, and Calliope and Neeshka's Reflex saves are high enough to avoid the Fireballs' damage, but when you're playing on Hardcore it's better to be safe than sorry. Of course, on Normal or Easy friendly-fire is off and Qara has nothing to worry about.




Ridiculous. Those other students seemed to have no trouble finding us at all.






This dialogue (and all the others referencing Glina) is slightly different if you didn't resolve the initial encounter with Qara and the students peacefully. In that instance, Glina is dead... and Johcris is pissed.



What students? They're all dead.
Enh, no matter. Qara's little subplot is now completely resolved. We can finally meet Axle and get on with the plot.
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The Hosttower is the other name for the Arcane Brotherhood, a cabal of mages who rule the city of Luskan. Since 'Luskans' are generally assumed to be amoral selfish scum, it's safe to say that the Arcane Brotherhood are the worst of the lot - and this one's no exception.










It's a good thing we're seeing this. I was about to start empathising with the Academy students against Qara. These two, however, are obviously Evil.
I mean bad Evil. Not awesome Evil, like us.




