Answers to the old OC Q/A
7 years ago
Hey, remember how I did an "ask the OCs" thing forever ago but never finished answering everyone's questions? Well, I never forgot about it, but it's really about time that I admitted that I'm probably not going to finish them any time soon. If at all. So I thought I would go through the list and answer all the questions I didn't get to draw anything for. That way people at least get something.
CFreezerBurnC – So Argent, what do you think are the best points of entry for ruins and for occupied structures? I’m interested to know your thought process.
Argent: "Um... the front door? There's pretty much no thought process whatsoever. I just use the nearest door that isn't trapped. I'm a good adventurer, but I'd make a shitty thief."
paul – This one is for Ba'al. What's your problem?
Ba'al: "Unless you too began seeing what you were convinced was a comprehensive readout of every major event that was destined to occur to you and to exactly one other person whom you happened across by accident, chose without hesitation or forethought to settle into your new role as the villain in that one other person's life story, realized almost too late that you were throwing away your own free will and your own worth as a person in order to pursue a life of what can only be described as criminal insanity, and strove to turn your admittedly still quite nefarious talents toward good rather than evil in order to rectify your past mistakes, and did all of this over the course of a mere nine months, you are not permitted to ask me that question."
Telokey-the-bat – To Ba'al: So what was your childhood like?
Ba'al: "It was... remarkably quiet. My parents and I all got along wonderfully; our arguments were calm, civil discussions almost from the moment I could speak, and we never had reason to raise our voices at one another. I had few friends and was homeschooled by my mother – she did not trust anyone else to educate me properly – so it took me many years to realize that not every child was so fortunate. We lived comfortably but prudently, and I remember I would scoff at the extravagant estates and lavish parties I saw associated with the rich and famous on television. My parents, wealthy as they were, considered such things a waste of money, and I am glad they made sure I felt the same."
sam-gwosdz – To Argent: What was the most interesting treasure-housing dungeon or temple you've ever explored?
Argent: "Hmm, that's tough, because I've been to so many interesting places it's hard to pick just one. But if we're just narrowing it down to dungeons and temples with treasure, then I have to pick the Shrine of Alarel. Gods, it was like something straight out of a Legend of Liora game. You go explore one section of it and find a key or some other item, and that lets you get deeper into another section, where you find another item that gets you deeper into yet another section, and there you find something that opens a secret door back in the first section, and so on until you can finally reach the boss. It was so much fun. The boss kicked my ass, of course, but I did get some awesome magic earrings out of it."
Additional note from Rey: Yes, Legend of Liora (credit to Telokey for the name) is an in-universe counterpart to Legend of Zelda. However, it's not a direct copy of Zelda; rather, it's much closer to a fantasy Metroidvania series. In fact, Argent's universe probably doesn't have the term "Metroidvania" – they have "Liora-like." So far I've only thought up four of the games in the series. Legend of Liora: Breath of Nature, the latest entry, is basically Metroidvania Breath of the Wild except even better than that sounds on paper. The original Legend of Liora is a top-down 2D dungeon-crawler very similar to Zelda 1 that didn't have the Metroidvania elements yet and, unlike Zelda 1, doesn't hold up very well. Legend of Liora 2: Equinox has a top-down overworld hub area connecting to various points in a vast side-scrolling game world, not unlike Zelda 2 crossed with Super Metroid, and essentially codified the "Liora-like" genre. And Legend of Liora: Mourning Tide, which was inspired mainly by Majora's Mask and a bit of Metroid Prime, is the series's first 3D entry; it is set on a pair of islands cursed to steadily sink into the ocean over the course of an in-game week, and revolves around creatively manipulating time using artifacts hidden throughout the game world to reach new areas and eventually find a way to break the curse. Breath of Nature may be Argent's favorite, but Mourning Tide would definitely be mine.
SnowLeandre – Hello there Argent! I have a time-machine! So if we went on an adventure together, and past, present and future are open to us, where (and when) would you have us go?
Argent: "Easy. I'd go back in time to the moment my dad left my mom, and I would kick his fucking ass clear into the next millennium. I realize you were hoping for an actual adventure, though, so I'd love to go back to ancient history and see what life was like back then. There are so many questions with answers that have been lost to time. But first there's an ass I have to kick."
Strife3025 – [to Ba'al] Do you believe that morality is a construct intrinsic to the condition of being a sentient, or universal constant?
Ba'al: "Ah, that is a very old dilemma, isn't it? I, personally, do not believe in universal morality. I believe that what is 'good' and what is 'evil' are defined solely by a person or, in the case of society as a whole, the general consensus of many people. What one person considers good, another may consider evil. The one may revel in what the other finds abhorrent, and vice versa. Neither person is truly right, and neither person is truly wrong. In my eyes, sentience is a strict requirement for morality; non-sentient beings have no understanding of good and evil, only instinct and behavioral conditioning. And, in fact, I would argue that sentience and morality are wholly inseparable. It is our ability to choose our actions on the basis of our individual perceptions of right and wrong that defines who we are at our cores – a notion that I once abandoned but am glad to have regained. However, I am concerned I may have misinterpreted your question, so if that is the case then please feel free to correct me."
CFreezerBurnC – So Argent, what do you think are the best points of entry for ruins and for occupied structures? I’m interested to know your thought process.Argent: "Um... the front door? There's pretty much no thought process whatsoever. I just use the nearest door that isn't trapped. I'm a good adventurer, but I'd make a shitty thief."
paul – This one is for Ba'al. What's your problem?Ba'al: "Unless you too began seeing what you were convinced was a comprehensive readout of every major event that was destined to occur to you and to exactly one other person whom you happened across by accident, chose without hesitation or forethought to settle into your new role as the villain in that one other person's life story, realized almost too late that you were throwing away your own free will and your own worth as a person in order to pursue a life of what can only be described as criminal insanity, and strove to turn your admittedly still quite nefarious talents toward good rather than evil in order to rectify your past mistakes, and did all of this over the course of a mere nine months, you are not permitted to ask me that question."
Telokey-the-bat – To Ba'al: So what was your childhood like?Ba'al: "It was... remarkably quiet. My parents and I all got along wonderfully; our arguments were calm, civil discussions almost from the moment I could speak, and we never had reason to raise our voices at one another. I had few friends and was homeschooled by my mother – she did not trust anyone else to educate me properly – so it took me many years to realize that not every child was so fortunate. We lived comfortably but prudently, and I remember I would scoff at the extravagant estates and lavish parties I saw associated with the rich and famous on television. My parents, wealthy as they were, considered such things a waste of money, and I am glad they made sure I felt the same."
sam-gwosdz – To Argent: What was the most interesting treasure-housing dungeon or temple you've ever explored?Argent: "Hmm, that's tough, because I've been to so many interesting places it's hard to pick just one. But if we're just narrowing it down to dungeons and temples with treasure, then I have to pick the Shrine of Alarel. Gods, it was like something straight out of a Legend of Liora game. You go explore one section of it and find a key or some other item, and that lets you get deeper into another section, where you find another item that gets you deeper into yet another section, and there you find something that opens a secret door back in the first section, and so on until you can finally reach the boss. It was so much fun. The boss kicked my ass, of course, but I did get some awesome magic earrings out of it."
Additional note from Rey: Yes, Legend of Liora (credit to Telokey for the name) is an in-universe counterpart to Legend of Zelda. However, it's not a direct copy of Zelda; rather, it's much closer to a fantasy Metroidvania series. In fact, Argent's universe probably doesn't have the term "Metroidvania" – they have "Liora-like." So far I've only thought up four of the games in the series. Legend of Liora: Breath of Nature, the latest entry, is basically Metroidvania Breath of the Wild except even better than that sounds on paper. The original Legend of Liora is a top-down 2D dungeon-crawler very similar to Zelda 1 that didn't have the Metroidvania elements yet and, unlike Zelda 1, doesn't hold up very well. Legend of Liora 2: Equinox has a top-down overworld hub area connecting to various points in a vast side-scrolling game world, not unlike Zelda 2 crossed with Super Metroid, and essentially codified the "Liora-like" genre. And Legend of Liora: Mourning Tide, which was inspired mainly by Majora's Mask and a bit of Metroid Prime, is the series's first 3D entry; it is set on a pair of islands cursed to steadily sink into the ocean over the course of an in-game week, and revolves around creatively manipulating time using artifacts hidden throughout the game world to reach new areas and eventually find a way to break the curse. Breath of Nature may be Argent's favorite, but Mourning Tide would definitely be mine.
SnowLeandre – Hello there Argent! I have a time-machine! So if we went on an adventure together, and past, present and future are open to us, where (and when) would you have us go?Argent: "Easy. I'd go back in time to the moment my dad left my mom, and I would kick his fucking ass clear into the next millennium. I realize you were hoping for an actual adventure, though, so I'd love to go back to ancient history and see what life was like back then. There are so many questions with answers that have been lost to time. But first there's an ass I have to kick."
Strife3025 – [to Ba'al] Do you believe that morality is a construct intrinsic to the condition of being a sentient, or universal constant?Ba'al: "Ah, that is a very old dilemma, isn't it? I, personally, do not believe in universal morality. I believe that what is 'good' and what is 'evil' are defined solely by a person or, in the case of society as a whole, the general consensus of many people. What one person considers good, another may consider evil. The one may revel in what the other finds abhorrent, and vice versa. Neither person is truly right, and neither person is truly wrong. In my eyes, sentience is a strict requirement for morality; non-sentient beings have no understanding of good and evil, only instinct and behavioral conditioning. And, in fact, I would argue that sentience and morality are wholly inseparable. It is our ability to choose our actions on the basis of our individual perceptions of right and wrong that defines who we are at our cores – a notion that I once abandoned but am glad to have regained. However, I am concerned I may have misinterpreted your question, so if that is the case then please feel free to correct me."
Sam Gwosdz
~sam-gwosdz
Nice answers :D
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