Eternity games fanfic
Your grandfather has invented the time machine, but made a mistake and was lost in the time. Now he needs your courage and puzzle-solving skills to travel through time and find him. Amazing encounters, unexpected puzzles - everything awaits you in the Eternity. All full version games provided at this web-site were licensed, sublicensed for distribution by other game developers, game publishers or developed by internal game studio and provided free legally.
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Aedyran is seemingly based on a combination of Old English, Gaelic, and Norse, but this trope is actually averted with an in-game book called Aedyran Dialects.
You're gonna need it. An excerpt: Ea creates an "ey-ah" sound that sounds like the colloquial salutation "heya! The Paladin : An intriguing take on the trope as well. Paladins in Pillars of Eternity don't dedicate themselves to gods or churches, they instead are organised into distinct orders, each dedicated to particular causes which emphasizes certain virtues and personality traits in recruits.
The Shieldbearers of St. Goldpact Knights are stoic, professional mercenary types. Kind Wayfarers are all about protecting travelers and caravans out in the wilds. Bleak Walkers are dreaded warriors feared for their willingness to end a war decisively though ruthless tactics.
Darcozzi Paladini are Old Vailian loyalists, selflessly dedicated to their country. Party of Representatives : The party members are said to "cover a good range of culture and religion and factions in the game". Your companions happen to be: an elven wizard nobleman with a split personality , a war veteran who follows a dead god, the majorly politically incorrect priest responsible for killing said god, an Orlan druid with a very dirty sense of humor, a young naive Aumauan chanter, a cipher midwife who's set up a Perception Filter on herself, a Vailian avian Godlike paladin tired of political intrigue, and a boreal dwarf ranger searching for the reincarnation of her village's previous elder.
The expansion adds three more: a convicted criminal inhabiting a bronze golem, a shroom-popping monk who's a Combat Sadomasochist , and an Aumauan barbarian ex-raider-turned-giftbearer searching for a hidden temple. Pelts of the Barbarian : Sagani, a boreal dwarf ranger from the icy, far southern island of Naasitaq, who comes to you dressed in midriff-baring furs and hides. Her default unique armor is fancy bling gathered during her days as a pirate and raider. Completing Aloth's personal quest, finding a buyer for the Engwithan Sceptre, and confronting Moedred during "A Voice from the Past" require you to visit the Sanitarium.
In a subversion, the riots also give the Leaden Key sufficient cover to murder every cipher in Hadret House — with the sole exception of Kurren , who, in a stroke of luck, was out on an errand when the massacre occurred.
Various locations in Part I of The White March are altered or rendered inaccessible in Part II most notably Durgan's Battery and the temple in Stalwart village , which necessitates thorough exploration and quest resolution before proceeding with the story.
Philosophical Choice Endings : "What should become of the millions of souls who have been locked out of reincarnation? As the Watcher investigates the plague, it becomes apparent that the Leaden Key cult is stealing those souls from the reincarnation cycle, and they set out to stop them.
In the ending, the Watcher must decide what becomes of the thousands, if not millions of souls stolen by the Leaden Key from the cycle of reincarnation during the Hollowborn Plague. You can return them to their original bodies, return the souls to the reincarnation cycle, use their essence to strengthen the living souls of Dyrwood, destroy them completely, grant them to Woedica in exchange for taking Thaos' place as her favored, or cast them into realms unknown even to yourself.
In the White March, the ultimate question is whether or not the Eyeless should rejoin Abydon, restoring his memories and making him once more the god of preservation. With the Eyeless at their mercy, the Watcher can choose to permit this, utterly deny them at Ondra's behest or, with strong enough philosophical arguments which may be impossible if the Watcher has been too hypocritical to be convincing , compromise and allow the Eyeless to rejoin and restore Abydon while also tempering his memories with additional context he'd otherwise be lacking.
Physical God : Eothas was this during the Saint's War. He was made painfully aware of the drawbacks that come with walking the earth in physical form. Physical Religion : The powers that gods grant their priests are undeniably real. Occasionally the gods even deign to speak directly to mortals and there are places built specifically for such communion.
However, it turns out the gods were not always real. Indeed, the ancient Engwithans built the gods out of ideals to fill that void and bring order to the chaos. Before them there were thousands of different beliefs, many of them heinous and barbaric. Player Headquarters : The player ends up gaining rulership of the stronghold Caed Nua relatively early on in the game, which serves as as a place where idle companions can stay.
Though it starts off looking rather dilapidated, it can be upgraded to provide various bonuses such as ingredients for Item Crafting , unique vendors and some new activities. Upon receiving it, the player character becomes a landowner and can collect taxes from the surrounding lands, which increases based on the player character's prestige. Player Inventory : The inventory is subdivided into three parts: what's currently equipped on the characters, what they carry with them, and the stash.
The former two categories have limited capacity but the last one is unbound. However, on Expert mode, items in the stash are only accessible while in cities or camping. It is always possible to send items to the stash, though. Player Party : The player group consists of up to five optional companions at any time in addition to the main Player Character , for a total of six.
Point-and-Click Map : The world map is opened whenever the party reaches a "qualifying transition" and allows instant travel to known locations. PC: Well you did just tell him to go fuck his sister. The Undead : All undead, called vessels in this universe, were living beings who somehow had their soul unnaturally linked to their body, either through the older, purely-magical process of necromancy or later and "earlier", in a few Engwithan cases through more scientific "animancy".
After death their bodies and minds decay, with the different stages of decay being a variant of undead: Fampyrs are the most-recently alive. They are really no different from a normal person aside from a strong craving for still-living or fresh-killed kith flesh , which is the only substance that can keep their minds lucid and their bodies from decaying note the sequel reveals that luminous adra also works, but about the only region where luminous adra is common enough to be a workable substitute is the Deadfire, and even then it is expensive and valued for many other things.
Even regularly fed, they are only delaying the inevitable next state of undeath. Darguls are still somewhat intelligent and recognizable as persons, but show signs of physical and mental deterioration. At this stage their higher thought processes and memories begin to fade.
Guls are a further step down the path, with flesh hanging off the bones, hair falling out, and bestial behavior. Revenants are visibly rotting, the skin having sloughed away and even the muscle beginning to lose form. Of the minds, only base instincts and the desire to feed remain. Skeletons are what remain once all the flesh has rotted away. Without the ability or desire to feed, they are largely murderous automatons acting on pure reflex.
Given enough time, even the bones will be reduced to dust to which the soul will still be bound. Wichts, which are the result of trying to attach animal souls to children born otherwise soulless, also essentially count as "vessels" corporeal undead for the purposes of things like Priest abilities.
They begin Unlike the other examples, these can only be created by animancers. Engwithan animats also fall under the wider banner and are affected by Priest abilities, as they are suits of armor with a soul attached to them and used by the Engwithans as guardians. They're unfortunately quite aggressive to all non-Engwithans, which is now everyone. Liches are an extremely rare variant of undead, mostly because the people who know how to become one tend to be very secretive about it. What is known is that it involves doing something with your soul and a phylactery, and that the result is a being that has the physical but not the mental degeneration of the standard undead chain hence why they tend to be skeletons in appearance.
In the same vein as the animats, the Battery Sentries defending the White Forge are constructs animated by the souls of the dwarves who once inhabited Durgan's Battery. When someone with a Knight Templar mindset dies like Lord Raedric , they sometimes return as a powerful Deathguard. Like most of the other undead, it's only a matter of time before they lose their minds. Curiously, it does not seem like any necromancy or animancy is necessarily involved — it's simply a matter of their souls being so strongly bound to the world by their zeal that they cannot return to the Wheel of souls to be reincarnated normally.
This is left somewhat ambiguous, as Raedric was a devoted follower of Berath , god of death and cycles — but had also employed any number of animancers, necromancers, Watchers, and others who manipulate souls in his bid to end the Hollowborn crisis, some of whom, like Osyra , showed themselves capable of deliberately animating undead vessels.
Having also been a paladin in life, with all the powers that entails, may have also played a part in his resurrection. Ultimately, like many stories in the game, we're left without a single certain in-universe explanation. Unobtainium : Durgan Steel. It can only be made in the White Forge, a divinely empowered forge, which has been dormant for centuries.
One unique weapon is renowned just because it was the last known weapon forged at the White Forge and is called "The Last Blade of the White Forge". Part I of the White March expansion ends with you restarting the Forge, allowing you to make refined Durgan Steel ingots which can be used to upgrade your weapons and armor. Part II is about dealing with the consequences of awakening the forge.
Complete with mandatory welcoming scene. Vestigial Empire : Before the events of the game there were at least two mighty empires in the world: Grand Empire of Vailia and the Aedyr Empire. While the former no longer exists since it has broken up several states struggling for dominance in the old heartland as well as a powerful federation of independent city-states in the old colonies, the latter still lingers as a shadow of its former self, having lost at least two of its colonies through civil wars with independence movements.
Video Game Cruelty Potential : Considering that you can earn a reputation for being cruel, the game offers a lot of occasions for the Watcher to act like an amoral Jerkass , if not like a complete monster: Instead of going through the boy's request in Defiance Bay to get him a dagger in exchange for a secret, you can simply assault him to get him to reveal it.
If Grieving Mother is in your party, she will call you out. If your Cruel reputation is high enough, the pool of blood in Skaen's temple will make you an interesting offer: the life of one companion, doomed to an eternity inside the pool, in exchange for a permanent status buff. The surviving ones won't even know you're responsible though Durance will immediately suspect. Remember Me. Restless… She was restless. She was in eternal meditation there anyways.
But, outside and without a Gnosis… She had to. The air was crisp, and the statue of the Omnipresent God was where her mind took her. Staring at its cold stone she thought to herself. She knew what eternity was to her, at least now. Then though, how could she have been so astray on what she thought? It seemed extreme.
Overly extreme. This is the Boy's story. Fushi, even after thousands of years, still misses the first person he met in the world. He thought that it would be impossible to bring him back, to thank him for being so kind, but one night, he decides to try. What would have happened if, when Fushi began to have doubts about the meaning of love, he'd considered turning to that person who accompanied him centuries before? That person who so obviously loved Fushi, in such a deep and sincere way.
But maybe, and just maybe, Kahaku could help him understand love. Takes place around chapter in the manga, so spoilers!! Spoilers for the Modern Day Arc. Ever start something, but never finish it? Welp, that's what this is.
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