Part 19: Act One Chapter Sixteen - Peter Singer Can Go To Hell


Wolf and his gang have cornered us outside the Flagon.



This is (obviously) tied to the two encounters we had previously with the beggar children. Like I said, it flows better when you've helped them out - if you don't, Wolf says something about you and him not quite seeing eye to eye, but then barges his way into your service anyway.



Wolf doesn't actually do anything for us at this point in the game; this is a remnant of the old Hollows questline.



Crap.
* * *
It's about time we talked with Elanee a while.
Come to think of it, we still have no idea who she actually is.


Oh, well, gee, that's helpful. Thanks for the insight, Elanee.





Um... that's just super, Elanee.



I think we might be slightly overstating our importance. On the other hand, since leaving West Harbor we've encountered hundreds of individuals incapable of resolving even the simplest of problems by themselves, so whatever.


Oh, great. Here I was thinking one of our companions was actually trying to strike up a conversation about me for a change, but no; it's just an excuse for Elanee to witter on about 'the land' yet again.



Oof. Okay, we deserved that.
This is actually the first of Elanee's romance dialogues, although this particular dialogue triggers for the player regardless of their gender.
Thankfully, this is it for Calliope - we don't get to meet our romance option for a while yet. But male characters are stuck with Elanee regardless.

Outside, we find a wounded wolf in the street.












Ah. It seems that Elanee is pretty low down in the druid hierarchy. And here I was thinking she was someone important.











As you've guessed, this is Elanee's sidequest. We're going to get in contact with some of Elanee's associates to find out more about this shadowy blight.
Check back at the start of this dialogue. See the option to kill the wolf? We're not taking it because it ends the quest prematurely, but:
quote:
: [Kill the wolf]
: [With a sudden motion, you bring your foot down and the wolf's neck cracks.]
: What have you done?! That was a druid, perhaps one of my Circle!
: Not any more.
: How you can show such cruelty is beyond me.
: One day you may be in need of such mercy - and it will not be there when you ask for it.
: Some wild animal covered with blood isn't worth mercy - nor is any man who takes that shape.
: Very well. But such acts can come full circle - the land and its creatures live by such a cycle.
It's a -5 influence hit to Elanee, which is massive. It's the second-largest shift in the game, if I remember right. It's also hilarious.
Upsetting Elanee never gets old.

The Skymirror is quite a way east of Neverwinter.









I suppose this counts as NWN2's first puzzle.





These four trees have four pictures carved into them, which sound very similar to descriptions of the icons for spells in Elanee's spellbook...



Casting each spell on their respective tree erases the image; do all four and you get a Skymirror token.
* * *




1) Technically we didn't leave West Harbor until after we visited the Swamp Ruins;
2) Why would a bunch of stinky elf ruins make it harder for the druids to communicate with the land?



The way this is phrased makes me think we were supposed to have several other encounters with the bladelings hunting us - and that Elanee was supposed to be helping us covertly each time, before finally revealing herself.











Be prepared to hear this a lot when talking with Elanee. Regardless of influence, Elanee will strenuously avoid all talk of the Circle, her superiors, any of that... which is a bit ridiculous, considering that we know she's a Druid, that we know she's working for the Druid's Circle in the Mere, trying to find out about all the stuff going down.


We're also gonna get a lot of this, although this is because we don't like Elanee. Don't worry, in due course I'll reveal all about our enigmatic druidess.

I'll admit it now, this update's hugely disappointing. We're not going to accomplish anything of value here - it's all chasing after namby-pamby forest people and stupid 'healing the land' Gaia-theory nonsense.

Which is a shame because Druids are a really important part of the fantasy genre.



I don't like Druids. In their 3rd Edition incarnation they (and Clerics) are far too powerful; they possess strong offensive and defensive spells, can hold up in a fight fairly well, and, in NWN2, don't even need to spend spell slots on healing spells because resting is so quick and effective. Their flavour and attributes suggest they should be more of an advanced prestige class rather than a basic core one. More to the point, they obviously draw inspiration from the Celtic religions of ancient Britain but make an odd fit in medieval/early-modern Europe.
They're also usually written terribly - whiny nature-worshippers that smell like overdressed middle-class NIMBYs and sound like really bad monomaniacal poets. Anyone remember Cernd from Baldur's Gate 2? The really bland and boring guy who had no personality beyond convoluted nature metaphors?
But blah blah fucking whine, you didn't come here to listen to me bitch.

(Elanee is mistaken here, by the way. Fifty years is far too long ago.)
It's no secret the fantasy genre (and D&D in particular) is heavily inspired by the works of J.R.R. Tolkien. Actually, that's a euphemism, most high fantasy has outright stolen all their underpinnings from The Lord of the Rings.
Tolkien served as an officer in the British Army during the First World War. Injured in 1916, he returned to England and started developing what would become the milieu of Middle Earth.



WW1 had a massive impact on European culture. The Great War, the War to End Wars, was a symbol of excessive industrialisation and the faceless machinery of the modern bureaucracy; as such you can find a massive cultural shift that idealises and idolises the rural, agricultural/arboreal landscape of the past.
The Lord of the Rings is one symptom of this phenomenom, as is A.A. Milne's Hundred-Acre Wood and the Winnie the Pooh stories. In Germany the fallen soldiers were honoured with Heroes' Groves - memorials hidden away in heavily wooded gardens, protected from the harsh machinery of the modern world by plants, trees and the romanticised past.




Have you ever wondered why there are three different nature-oriented classes in D&D - The Druid, the Ranger and the Barbarian? While there is really only one urban class (the Rogue)? That's why.
I mean, yes, the vast untamed wildernesse is a suitable crucible for most epic world-shaking adventures, but three? One of which almost entirely demands adventures based around 'protecting the environment'?




If the origin of Druids lies in Tolkien's war experiences, their motivations are straight out of the second half of the twentieth century. Druid Circles are straight-up (and rather clumsy) analogues for environmental groups like Greenpeace, PETA and so on.
I mean these recent conservation groups specifically; old-school conservatism (which tends more towards the right wing of the political spectrum) values the environment for what it can do for humans - it's a resource to be managed, and that's why we have National Parks and so on. But these Druids, like modern environmentalist groups, see animals and trees and things as valuable in and of themselves.



It's where the truly awful Shadow Druids came from, too: evil Druids who responded to the destruction of nature with modern-day eco-terrorism. I think Shadow Druids died a death with 2nd Edition, to general applause.
The fact that most conservationists would consider the environmental state of the Forgotten Realms to be really quite good escapes the campaign setting's creators, it seems.



This is partly why Elanee and her sidequests are so irritating. When Neeshka suddenly 'remembered' that her former partner wanted to kill her at all costs, at least we knew what we had to do, where and to who... but this? All Elanee does is talk in circles about her life, her druid pals, nature and the blight she's so worried about. That's great, Elanee, but what can we physically do to help?
Another reason is because that's just how Elanee is written. She's the stereotypically-female empathic character, the 'senser' who 'feels' wrongness... which is the exact behaviour that inspires so much rage in the logic-driven male nerds that typically play games like NWN2.
It's very similar to Deanna Troi in that Star Trek show - the touchy-feely bint to whom the audience cannot relate. Worse, the writers don't know how to write for her either, so she comes off as vague and irrelevant when she could be an interesting insight into the psychology of the other main characters.

This isn't the only reason why nobody likes Elanee, but I'll cover those towards the end of this LP.
* * *




* * *

















In the midst of Shadow Thief takeovers and Luskan plots, it's easy to lose track of whatever the underlying story of NWN2 is supposed to be. Elanee and her sidequests exist pretty much entirely to bring us back on track.
I will admit, it's better than another cutscene involving angry-looking bald people uttering ominous warnings to each other and trying to look threatening for the camera.



Oh boy! You promise?





Ffffft... jeez, just tell everyone why don't you! We've already got one bunch of crazies hunting us for these shards, why not let some others get in on the action too!
Crummy Elanee and her divided loyalties...

Uh.... excuse me?


No wonder the Forgotten Realms is so technologically backwards; everyone keeps on forgetting basic important facts all the time.









Let's review:
- We went to the Skymirror to contact the druids of Neverwinter Wood, and got someone from the Mere instead
- Said person from the Mere was unable to provide us with any new information
- In fact, we had to inform the Mere elder of a series of elementary facts in exchange for nothing
- And he didn't even believe us anyway
Oh, but that's all right, we got to know a little bit more about Elanee!
...let's get the hell out of here.





On our way out, we're attacked by Ghasts and Water Elementals. Ghasts emit a Strength-reducing stench, which is especially bad for us because we've only got 10 Strength as it is.

And at the end of it all, there's this guy. Apparently some of the Shadow Priests didn't get the memo about the uniform.





About time, as well. What a waste of an update.
