The Rivain Coast - DAV investigative journalism part 4
Hello and welcome back to investigative journalism! I decided to shift the focus away from Tevinter early bc I had three posts in basically a row about it now. But in general I will keep going by category (Tevinter, Antiva, faction writing etc). This one is a slight detour for my own motivation.
With that I wish you lots of fun with this read!
Where is Rivain?
As you can observe in the screenshots above, we are at the rivaini coast, more specifically in the Warden Fortress that features a banner of the orlesian Chantry and one of Ferelden.
Now the Chantry banner makes sense. It has influence in half of Rivain still, as one can also see with the annulment of Dairsmuid circle in 9:40, which even gets a small quest with a spirit at the coast. Though unfortunately the Chantry influence in the nation is very underplayed otherwise, despite it still holding cultural importance. Not as much as in other nations like Anderfels (the most devout nation of Thedas, which is another can of worms to unpack for my faith post) or Orlais but still.
Faith b-side
Did you know that the Rivaini are suppsedly pantheists who believe in a natural order, as per the Wiki? The royalty (yes, they have one) is andrastian still as they are sitting in Dairsmuid, the capital city, where the Chantry still has influence and where they had the circle (annuled).
But beyond that? The further you go east, the more you will find a harmony of the Rivaini and the Qunari as their believes are, per the Wiki again, quite compatible. Those are once again facts that the Veilguard does not wish to address at all, though that is an issue with every nation. The faith always gets neglected, despite this game being the one that was marketed as "defy the Gods" and has the return of two deities of the elven pantheon. It should deal with faith nearly as much as, or maybe even more than, DAI did it.
Yet we see no mention of what they believe in, which is ultimately lots of squandered potential for the worldbuilding and the complexity of their society - that somehow has no known faults anyway, which is another problem. The Veilguard does not offer a glimpse into their shadows, which every nation has. A utopia is called that for a reason, it is a nice dream but utterly unrealistic.
The importance of good worldbuilding
More questions emerge when one sees the fereldan banner in a rivaini Fortress. To illustrate the issue even more:
How do these banners get there? Why are they one of the more dominant parts of clutter as far as heraldry is concerned? What is the lore justification for that? Because it is not just some decor to fill the world, that is what Epler might say.
Every piece of decor adds to the worldbuilding and the environmental storytelling. So having a fereldan banner in Rivain is actively immersion breaking instead of increasing the feeling of actually being in Rivain right now. That is as if Val Royeaux in DAI would have featured Vint heraldry, it makes little sense.
Not to mention that Ferelden has never really expanded. The nation was formed 400 years ago by King Calenhad who united the tribes. The fortress is at least 300 years old already and was a Warden fort. So the question emerges once more, how did it get there? It would make sense for a Tevinter banner to hang there as they ruled the world once, so finding their heraldry in more obscure places still would be immersive, it would give a sense of seeing history right now. But this? This is just lazy and nonsensical.
As it stands, the details of the maps are downright immersion breaking and not in line with the lore. The fereldans have never been in Rivain. Good environmental design is important in regards of proper worldbuilding, even if those are subtle details. Should those fail to match the setting, it will be noticeable and take you out of it. If they are well done? Well then they are a great immersion boost. Rivain failed that.
The only real indication of us being in Rivain is the name of the map and maybe the ocean, though that could also be the antivan coast near Ayesleigh or anywhere in the northern part of the Rialto Bay.
2. The lore at the coast
The lore was butchered of course, almost needless to say when talking about Veilguard. I shall mention it anyway. It was horribly butchered and feels like it was just tossed out the window bc complexity is bah.
We receive basically no new lore on Rivain at all. If you want rivaini lore, go play DA2 and DAI especially - you get more there than in the game where you visit Rivain (thank you map for telling me that, I wouldn't have figured otherwise. Feels more like the Warden's coast).
The Warden's coast is a great way to describe it too! What we get are two Warden fortresses. First the one from Taash's dreadful recruitement mission ("Right now we are fighting evil god monsters and their blighted Dragons!") and secondly the one from Sharksmound, the volcano.
It starts with the environmental design again. Lots and lots of Warden clutter and even art. Clutter that would belong into the Hossberg Wetlands and in Weishaupt. One or two wall arts in Rivain would be fine, if there was some Rivaini art and clutter too. There isn't, as previously established.
Now the very interesting point is what I will call the regional quest as it spans all three acts and also the entire map. I am talking, of course, about uncovering the secrets of Warden Grey and his fate.
Warden Grey was the first Qunari Warden whose path we are tracking. The notes talk about his career from his joining to his sudden case of death that he suffered while holding the line against the horde of darkspawn that emerged from underground. Yes, we get a rather lengthy note series about the darkpawn's arrival...at the Rivaini coast and instead of lore on their culture, politics, faith, relations with spirits etc. The Darkspawn are more important and the focal point of all lore disclosed to the player there.
Actually, most of the quests are about the Wardens. Uncovering Warden Grey's story, finding a Warden treasure in that fortress (the first one), Warden statue puzzles...lots of Wardens, isn't that nice?
So no, to sum up this subsection, you don't get rivaini lore.
3. The Lords of Fortune
"Welcome to the Hall of Valor!" Beautiful words from Isabela (who was butchered but that's a topic for the past characters post).
Now we do know that Corinne Busche (no shade to her, she made sure the game even shipped bc no one else got their act together) fought tooth and nail to keep the Hall of Valor in the game, as per her answer to such a question during the infamous Reddit AMA. But why?
Because the Hall of Valor is the hub of the Lords of Fortune, obviously, but also because it is the only place where we get a teeny tiny glimpse at rivaini culture thanks to the presence of spirits there. Based on previous games we do know that the rivaini are much more open in their dealings with spirits, especially thanks to the Seers, which we meet one of - Seer Rowan, a Qunari Seer.
And in some ambient banter between her and a fereldan Lord of Fortune we at least see the difference between the two nations demonstrated in the view on spirits. While the fereldan is worried about abominations and all, Rowan is relaxed about it and remarks upon the fereldan influences on that view. That's also the full extend of rivaini lore there by the way. Keep that in mind please, it will be brought up in subsection 4 again.
For Gold and Glory
Now to the Lords of Fortune proper. They are a band of treasure hunters led by Isabela, so far so good, right? No, so far so bad. Because somehow these treasure hunters are played as culturally sensitive ones who do not steal cultural relics and keep them. You could explain that with Isabela's experienced from DA2 and the tome of Koslun, it would even make sense. Now if only we got any hint of that - any. Also I cannot see it for an Isabela who did not return to Hawke. She never reflected on her actions as she got away with them as usual.
But the worst offense really is the cultural sensitivity, as they aren't even culturally sensitive and have an obvious downside that the game simply refuses to acknowledge (just like it refuses to acknowledge that a crow house for orphans is fucking dark and not hopeful).
From Taash we learn the following:
Bellara: So, those artifacts you... find... You sell them? Taash: Some of 'em. The rest go to Shiv. Bellara: Who's Shiv? Taash: Elven guy. He's from a Dalish clan that works with us. Bellara: A clan works with you? Taash: Yeah. Shiv makes sure we don't sell anything sacred to your people. Bellara: I... huh. ─────── Bellara: So, about Shiv... he examines ancient elven artifacts you find? Taash: Yeah. Tells us what not to sell because it's cultural. Or because it might blow up. Bellara: How does he know? Taash: He's the... thing. What's the word? Like my mother but for elf stuff? Bellara: He's the Keeper for the Dalish clan? And the Lords of Fortune listen to him? Taash: Yeah. He pays us a finder's fee on stuff that should stay with his people. Taash: He also gives us a heads up about which floor tiles will set off fire traps or something.
From that we learn that the Lords sell these artifacts back. Basically "we stole this thing that is important for you. You can have it back for x souvereigns", which is dark, which is definitely not rightheous or anything, though the game does not acknowledge this. Had this been an exchange in DAI, Bellara would have been livid about this aspect as it is the performance of justice while lining their own pockets in such a way.
No, the game prefers to pretend that the Lords are no thieves, they are not bad etc. And you can say that this is because Taash is young and has their idealized version of the Lords. You know what? That would be really good writing if this was something the game was actively interested in exploring and dismantling, like we did it with companions and their biases in previous games. But that would require Rook to be able to point out the obvious, to challenge their companions and their allied factions.
The Inquisitor for example can challenge and criticise the Templars and the rebel mages hard despite working with them. Rook kisses the foot of their allied factions, hence why this implied darkness simply does not work, as the game does not engage with it beyond this one implication, which is a shame. The potential is, as so often, right there.
Circling back to the Hall of Valor as a location again. It is the faction hub of the Lords of Fortune and the decor actually does drive that point home, as we see lots of gold and riches lying around, which at least shows us that they do hunt treasures and do it successfully so...but that's also the end of that already. Aside from that we have the arena, which only tells us what their favourite past times are. Fighting and drinking...interesting.
4. Taash
This is not a subsection for a complete character analysis of Taash, as I do have vague plans to dedicate a post to each of the companions due to the amount of things to unpack with each one of them. This subsection focuses on Taash in direct relation to Rivain, or more precisely their inner cultural conflict and the poorly written binary choice for the non-binary character at the end.
What even is rivaini culture? That is a fundamental question that should be answered, if the game wants us to encourage Taash one way or another to properly remember their mother after her death. Yet we don't get an answer to that.
We get a glimpse into Lord of Fortune culture as previously mentioned but that does not equal a proper deep dive into rivaini culture. I can tell you a lot about Orlais and Ferelden, even about Antiva and partly about Nevarra thanks to the previous games having done massive work to establish these nations and their cultures. But Rivain? No idea.
We know about the Seers, we know that the Chantry influence in limited and we know that they have been at peace with the Qunari for ages, it ends there. And that is not a lot. Take a short break from reading now please and go over what you know about the culture and society of Orlais please. It had establishment through third hand accounts via Loghain and some others in DAO, it had Prosper in DA2 and then it had DAI as the game where you visit it. That is not dissimilar from Rivain. DAO to DAI was third hand establishment, DAV is visiting it. So the comparison is fair.
Now just compare how much you know about each and you will come to the conclusion that you do not know much about Rivain and especially not from Veilguard. The game did nothing to establish this society properly.
And this unfortunate fact is also a huge detriment to Taash's cultural conflict. We have no notion about 50% of it. We can tell enough about the Qunari society as Shathann does a lot of heavy lifting and as we had three prior games that dealt very well with the Qun. Sten, the Arishok, the Iron Bull...good wordbuilding there.
We cannot make an informed choice here, it is purely vibes based on how much you like the Qunari society I guess. Even a Lord of Fortune Rook does not give much context on Rivain based on what I have heard and read (I did not play this origin myself). Not to mention that they barely have any faction based content...which is an issue for the Lords in general. In a game full of bad or non-existent worldbuilding, the Lords of Fortune have the least, which is next to nothing and which is very noticeable then.
With that I thank you all for reading and I will see you for the next part of the Investigative Journalism series.
I need coffee...












