formerly an essay in tags but - billie lurk. half-nameless, misremembered woman. her powers derived from the things taken from her, without any catharsis or empowerment. the rat charm, tied with deidre's hair, her lover's voice in the mouth of rats. her arm and eye, taken, given back only to cause her chronic pain, then lost again. foresight seems a cruel gift for a woman who botched the timing of her takeover of the whalers, and bet wrong when it came to delilah.
she never bore the outsider's blessing; his first visit to her was more like an assault. every other dishonored POV character gets the choice to be selfish, and for that selfishness to mean something, but billie's actions have no effect on the world at large, either, in a game without a chaos system.
some say that corvo is the ghost, but he can reach out and change things. billie's buried herself twice and come back and nothing she does seems to matter - she is less a protagonist, more a convenient full stop in the narrative.
try this: open doto, start a new game. sit in her cabin. notice how little of billie there is. even the woman she loved more than anyone has the face of another named character.
she sits amongst the assets of other games: empty canvases and a dressmaker's mannequin that wears nothing.
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Do you think the Seeds’ behavior towards the Deputy changes at all depending on their gender? I’ve listened to the arcade voicelines of John and Jacob and the things they say to female Deputy sound a bit… flirtatious. What’s your overall take on those voicelines? You’re probably aware of how the fandom likes to think the Seeds are sexually repressed and want to sleep with the Deputy. That is especially evident in the fanfiction. Do you think that the way they act in the arcade is canon or just a misinterpretation on Ubisoft’s part? Also, what about Faith? Would her behavior change at all depending on the Deputy’s gender? Thanks in advance.
In cutscenes, the Deputy’s gender doesn’t change anything... but the reason for that could just be that it was easier for the devs to only have one, gender-neutral version of the cinematics. Maybe, in theory, the Seed brothers would act a bit differently depending on the Deputy’s gender, but it’s also possible that they treat everyone with the same amount of (dis)respect. I like to imagine Eden’s Gate members don’t care about who people are or what they look like, and that what truly matters to them is what they do, but that’s up to everyone’s interpretation.
Now, are some of their Arcade lines really supposed to sound flirtatious? Maybe it was the intention of whoever wrote them (the game has 25 or so writers) because they thought it would be funny and/or make players uncomfortable, but it’s also possible that we are just over-interpreting and imagining things. And I may be too optimistic, but I want to believe that those lines wouldn’t be in the game if they were out of character.
As for Faith, some people in Far Cry 5 say that many men are attracted to her, but I don’t think that necessarily means she acts differently towards them; they’re probably statistically more likely to feel “seduced” by her than women. When it comes to the Deputy, since Faith doesn’t have gendered dialog and never uses nicknames (not even “Deputy”), I suppose she would behave the same regardless of their gender.
Also, in Far Cry 5, we have very little information about the Seeds’ sexual orientation and who they could potentially be attracted to. We know that Joseph had a wife and that John might have (had?) a thing for Mary May, but that’s pretty much it. I think it’s indeed possible that they’re “sexually repressed” considering what the Project’s rules are, but do they want to sleep with the Deputy? Well, whoever was in charge of the official Far Cry Twitter account in January 2019 humorously didn’t deny this possibility. Does that prove anything? Not really… But whether or not it was intentional, the game certainly leaves room for speculation!
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#dang it do i have a new oc now
Sounds like!! I'd love to hear more if you've got it!
(referring to my tags on this post)
You will meet a stranger, sometimes, if you make a habit to frequent taverns, inns, halls for game, or even the one tree where the young Bracegirdle cousins sneak off to play marbles. Well, you will like as not meet many strangers, except in the last case, but this one will be different. Or perhaps you get lucky, and don't frequent such places, but find yourself in one unexpectedly, and meet them regardless.
Everyone in Gondor knows someone who knows someone who met Lady Luck, no one has met her themself. If you do, starry-eyed romantics say, you'll be blessed with good fortune for all your days. The pragmatists tell you you'll be blessed with the good sense to discern a scam.
He may smirk at you after winning a bet, some dark-haired man, using his earnings to buy a round for the bar. It's always a different man, but it always goes to Alwed's tab. It keeps the crowd from getting too rowdy, even if the more superstitious get on edge.
No one remembers meeting them the first time, but dwarves with common sense avoid Audr's shell games and silver-toothed smile- you always win, but it's never worth it.
A woman with greying-gold hair and stiff fingers might call herself Eadrun, and challenge you to a game of dice. Few decline, and far fewer win.
For as few elves remain in Middle Earth, the one who calls himself Herendil and laughs as though his name is a joke should be recognizable. He seems young and lighthearted in a way most have lost, but he will play you cards, win just as much as he loses, and disappear, never recognized.
A hobbit-lass may giggle, red curls gleaming in the sun, and introduce herself as Peony Sandheaver, her family is visiting from Bree, and she wants to see how Shire-hobbits play Jacks.
Sometimes an orc prays over a set of knucklebones, knowing that at least one god will hear one prayer. Orcs have little luck in battle, but uncanny luck with dice.
There are countless stories, just as many true as not. Countless names, far more unnamed figures, always just out of place enough wherever they are to be interesting and promise new tales, never enough to provoke suspicion, not at first.
Even those in the Blessed Realm may find this dark-eyed stranger. Always dark-eyed, like bottles of dark glass. They stop by Aulë's workshop on occasion, to learn and suggest and play new games. They never win the first round, but most have the sense not to bet anything they aren't willing to lose on the second.
Oromë's people call them Umbarnica with a laugh and a toast in welcome. They thrive in the drunken revels after a successful hunt, sharp as ever as they dance from game to game, cackling at ill-advised propositions offered as collateral for or against a bet. Usually this means them winning to avoid it, a frequent enough occurrence as-is, but every now and then they'll decide to let someone get lucky. The bragging rights are the real reward.
And there are no guarantees with this stranger. No way to ensure their favor, though many ways to get their attention, few good. They like irony, take pleasure in hubris reaching its fall. They love superstition, even if they don't always honor it, and they love stories. There are gods that can be mistaken for kind, they are not one of them, created to serve the king the Dark Lord could have been. Their favorites are fickle, their grudges subtle but long-held. They love cheaters, unless they're at the end of the attempt. They will always catch you, and you will always regret it. They slink through candle-shadows and pipe-smoke, grinning, dance in town squares turned to faire grounds, curl up on comfy chairs indoors on rainy days.
But sometimes, in these days, you won't meet a stranger at all. Sometimes your storyteller will get a bright-dark glint in their eyes, and some dice will roll strangely high and some dice will roll strangely low and either way the story will be better for it. And if the next time the group meets you need to take a moment to remind the storyteller exactly what happened last session, well. That's why you take notes.
So pray to the dice-god, card-master, quick-sighted. It might do you no good, but they love superstition, and they love stories. And when you play a dark-eyed stranger, don't cheat at cards.
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