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- The purpose of "Forgetting" options:
- Through out the story, various details and inconsistencies will be highly relevant later. Not everyone you meet will be honest, and many of them have their own agendas. By remembering things at the appropriate time, you as players can shift things into Irue's favor. Don't just be a pawn in someone else's game - Make it your own. Pursue your own agenda, and succeed where no one expected you to.
- A Forgetting option will never punish you for being wrong. However, getting it right may sometimes allow you to avoid planned events that would have been troublesome to you - And in some cases, even grasp a beneficial resolution from them. They can also sometimes occur as last minute ways to avoid locking yourself into a painful decision. No matter how many wrong guesses are made regarding the Forgetting option, if a single one is correct then it is treated as if you got it correct.
- Some Forgetting options have greater rewards for getting them correct. These are optional, much like unlocking an additional 'side quest' or 'optional objective'. If you don't get the Forgetting right, you won't receive these additional perks/rewards, but it will never cause you to NOT receive perks/rewards you would have received anyway. Similarly, if you don't get the Forgetting correct, rest assured that it was your choices prior which led you to the consequence; The Forgetting was your last chance to avert that course.
- There is no downside to participating in Forgetting options. Even if you're wrong, share your theories and thoughts! Radio silence makes things harder for everyone, so work together to get as many as you can! Valen has gone on for a long time and has a lot of details in its world, some things you feel are obvious may slip others minds completely.
- ____
- 1. When talking to your aunt and uncle about the details of your Rite,
- 1a. you forgot to ask the deadline. They purposefully would not have told you unless you asked, hence why it was omitted from the standard explanation.
- 2. While in Carona, before you left, you had the option of trying to remember something.
- 2a. You had previously discussed wanting to acquire a stuffed toy for Ari during your trip. No one remembered, and thus Ari never received a 'Gift With No Strings Attached'. Certain flags were not raised due to this.
- 3. When confronted by the smiling Oakenrue on your way to Caylen's, you continued to smell something like rancid meat, carrion and blood.
- 3a. Though you were given multiple chances, you attributed the smell to the Oakenrue and did not remember that Oakenbears always emit those smells. No previous encounter with an Oakenrue had carried any such odor. Though not a direct result of missing this, it led to the players killing the Oakenrue in a misunderstanding.
- 4. When entering the riverside ruins during your raid of the brigand camp, something seemed familiar about the ruins.
- 4a. You did not realize what it was. Because of this, certain flags were not raised.
- 4A. The ruins resembled a Shrine to the Mana. Why was one abandoned that far out?
- 5. While interrogating Maran as to why she knew Ari's name, and about the prophecy, there were other details to bring up.
- 5a. You did not remember them. Due to this, certain relationships remained unchanged.
- 6. After meeting with Caylen, you had a chance to review what you had learned.
- 6a. This was the first Forgetting you got correct. As a result, many plot points were summarized and laid out in a simple manner. They were also brought directly to the attention of the Cast, which caused certain flags to be raised, and relationships to change.
- 7. The guard had kindled a large bonfire to keep the Oakenrue pacified. Something about it caused you concern.
- 7a. Though you missed this forgetting, the situation was resolved anyway. The concern was that fire being forced to stay alive in the presence of Rinnier would result in spawning apparitions like they had in your kitchen; Regardless, you requested the fire be put out, thus avoiding a rather large Salamander apparition from appearing later.
- 8. You learned that Fae exist from Alouette, and they live in the woods north of your house.
- 8a. You failed this one.
- 8A. The mysterious source of alcohol that keeps showing up at your house is coincidentally named Faedka, but no one thought to bring it up here.
- 9. When discussing the fate of Rinnier's people, you had a chance to realize that you knew where you could likely find them.
- 9a. Though you were given a contextual clue as to what you were thinking of, you failed to realize the answer. Because of this, certain flags remained unraised and relationships did not change. The opportunity for you to gain them as support (much like the knights) has passed.
- 9A. Thanks to your actions at the start of the quest, you made a good impression on the Slavemaster you got your Testaments from; He had invited you to come meet with him if you were ever interested in more. As Rinnier's people had been sold into slavery, much like her, you could have found them through him.
- 10. Shortly after the Doppleganger entered the story, you were given a chance to realize that you were not wearing your late sister's bracelet.
- 10a. This was not gotten initially, but people picked up on it later. Until the players noticed it, the swap between Irue Valen and Dopplerue would have remained unsaid entirely, and the behaviour of the focal point (Dopplerue) would have shifted more and more over time.
- 11. When hunting the snake, you realized how over your head you had gotten.
- 11a. This was the second Forgetting you got correct. By remembering Alouette's explanation of polearms, you successfully salvaged an overwhelming victory from the jaws of what would have otherwise been a pyrric victory at best. As a result, you gained a very favorable impression from your knights, as well as the trust and loyalty of Dullem.
- 12. Ari confronted Dopplerue about not being Irue, and began to lash out. She had realized you weren't Irue even before the players themselves noticed.
- 12a. While some had expressed curiosity previously, when finally given the chance to ask how she knew, the opportunity was not taken. Due to this, certain revelations about Ari's character were left unexplained, and the relationship between her and Dopplerue worsened.
- 13. When going through the burned down Tier estate, you realized it was filled with corpses who had been caught in the blaze. You needed to prioritize what you were doing.
- 13a. You failed to remember that corpses would eventually lead to Oakenbear spawning if they weren't properly taken care of. Due to this, they were ignored.
- 14. Upon being told by Dullem that an Oakenbear was liable to spawn due to the corpses he found in the woods, he expressed concerns that there would still be trouble if there were other corpses laying around somewhere.
- 14a. You failed to remember that the Tier estate was filled with corpses.
- 15. When trying to solve the Ice Queen's Atelier, you realized that something must have happened in the four year gap between the prince's banishment, and the final visit with the queen.
- 15a. Previously you learned that the princess had gone on 3 years worth of pilgrimages after the banishment, meaning your actual time frame was 1 year, instead of 4.
- 16. When trading stories with Mim for boons, you had something else of interest available to you to trade.
- 16a. You didn't recall the diary you had salvaged from the Tier estate, so it was not presented as an option. This forced you to work with a smaller 'resource' pool when trading.
- 17. When discussing your plans with Maran, she mentioned that she was working on behalf of an organization she was friendly with in preparation for their arrival.
- 17a. You failed to remember Maran's covert conversation with Caylen where she complained that he was supposed to be waiting for Artemis, as they were meant to arrive relatively soon. Because of this, you were unable to catch Maran off guard and learn about how or why they were connected.
- 17A. You later realized that the organization Maran was working on behalf of was Artemis, though this came much later.
- 18. When trying to figure out how to get your knights inside, you realized you probably had a way to manage it pretty easily.
- 18a. Some failed to remember this, some simply didn't want to use this method, but in a previous conversation with Maran you had learned that the guards couldn't actually stop important people from coming or going as they pleased. With the Diary of Reflections, you could be any important person you wanted.
- 19. In the final moments before Dopplerue made the choice between returning to Clarity or keeping its fledgeling steps into humanity, it realized that everything it had done up until that point had been a lie. It began to lose itself to bitterness and despair.
- 19a. The final chance to pull out was to remember that one of its earliest memories was of being told it wasn't allowed to give up. Without this memory to break it out of the spiral, it fell completely and accepted Asche's invitation to stop suffering.
- 20. While scrounging through the abandoned Tier estate for clues during the end of the first arc, you encountered a peculiarly described pole stashed away in a locker.
- 20a. This was the third Forgetting to be completed, allowing you to recall that the polearms of Teranford's Royal Guard were known to be made entirely of metal and would occasionally contain hollows filled with various materials or liquids. By remembering this you gained a reason to bring it along with you (and later present it to Rinnier), as well as proof that Teranford slaves had been kept there recently.
- 21. After waking up from your (re-incurred) injuries on the day of your Rite, you tried to think of what was going to happen today.
- 21a. You remembered that one of your judges was the RCotFP, and thus added him to your list of people you could seek out and chat with. It also gained you access to the books you had requested at the first thread detailing the origin of the Initiation Rite.
- 22. See: #8A.
- 22a. See: #8A.
- 23. You were told about a disturbance around the local graves in Carona. Something about a Poltergeist type Shade apparition causing problems.
- 23a. You remembered what had caused it, and the likely reason for its distress. Also, due to your knowledge of what had occurred, as well as your involvement in it, Rinnier apologized to you for speaking ill of Shade. She gained a better impression of you, due to this.
- 24. When Dullem told you the knight's report of pranks around the estate, he mentioned that it had been you who had been providing them faedka and trying to lure them around.
- 24a. You remembered this behavior from the Oakenrues, and thus correctly attributed them to the act. You also realized that by mimicking your voice, they could have lured Ari away - Thus figuring out where she had gotten off to.
- 25. You came across a river north of your house in your pursuit of Ari.
- 25a. You remembered this river was the border between the Fae Forest and your land. This became important both by confirming Ari's location, as well as reminding you that it could be used as a barrier to retreat behind later.
- 26. In talking with your aunt, she mentioned that your cousin Caylen was wandering westward.
- 26a. You got this correct, and it was pretty important! You remembered Maran's association with Artemis, as well as how she had chastised Caylen about altering the brigand circumstances before they could arrive. Thanks to some mental math, you realized that Artemis had already made its way into La'Fiel, and that Caylen's seemingly innocent trip west was, in fact, a camouflage for his route to go meet with them. This had several longer reaching benefits. One of which was gaining the gratitude of, and a higher evaluation from, your aunt Clara. Another was that the realization allowed your aunt to rush to intercept Caylen's journey before it could bear fruit; The results of the second have yet to be revealed.
- 27. When pursued by an Oakenrue, you trapped yourself in a room as it zeroed in on your location from the outside. You were in little condition to outright fight it, but you had handled something like this before.
- 27a. While you missed the Forgetting, you chose the course of action it would have resulted in anyway: Using the bracelet to peacefully resolve your issues with it, and acquire it as a companion.
- 28. You found Mim stashed away in your library, which had been overrun by a strange tree that seemed to exist at odds with the rest of the roots and branches consuming your house.
- 28a. You recognized the tree as the ones Yuri had been selling, nailing down its origin and providing you a hint towards its actual nature.
- 29. In searching for a trace of Salamander in your house, you remembered the apparitions you slew earlier in the quest - and the location of one of their cores.
- 29a. The answer to this was almost saddeningly easy, and didn't require reading anything but the post it had been brought up in. Instead of getting the right answer, however, you somehow put together an entire laundry list of clues and hints regarding the nature of the Oakenrue, Fae, Teranford, and number of other things that you had been gathering for months.
- 29A. Seriously, what the fuck. How did this happen?
- 30. While meditating in the Imprisoned Child's Atelier, you realized that if you were stubborn you may be able to unravel the world it was keeping you in.
- 30a. You remembered that you'd previously came into this intending not to fight it, and instead to listen to what it had to say. Because of this you didn't fight the Atelier and trigger its defenses, nor accidentally eject yourself into Death.
- 31. While discussing your founder's where-abouts in regards to Mint's final stand, you confronted with the implication that said founder had been with her during her last moments.
- 31a. By recalling what you learned plumbing the depths of the Valen archives, you were able to correct Eleanore in that your founder had separated from Mint before the end. This discrepancy prevented a gap from being smoothed over, leaving you unsettled.
- 32. Upon reuniting with the oakenrue you looked over its current state and noted there were several details about it that may have triggered something relevant.
- 32a. You failed to realize it no longer had its core, and thus had become an Aspiration at some point. Similarly, you failed to realize its alcoholic scented blood was a hint towards the true nature of Faedka.
- 33. Elly reported that she couldn't find anything wrong with Ari, and that her sleep - while seemingly harmless - was ultimately beyond her explanation.
- 33a. You failed to realize that having been fed nothing but Dryad apparition blood since she was kidnapped, her affinity for Dryad would have been extremely high. As Dryad was asleep, Ari would be as well.
- 34. Elly mentioned that it seemed as if the oakenrue had inflicted wounds on itself to feed Ari its blood, rife with Dryad's essence, but she couldn't imagine why it would have done that.
- 34a. You realized it was to purge Ari of Luna's essence, hiding her from Dryad to protect her. You also realized the blood was Faedka here, and that the mana purging which accompanied Faedka wasn't the result of a drug, but of Dryad flushing out any other Mana as a result of imbibing Dryad's blood.
- 35. When talking to Elly about how the sap may affect Ari in the long term, she mentioned unless Ari had some unnurtured affinity for Dryad before this, she'd be fine.
- 35a. Despite this being explicitly lampshaded, anons failed to recall that Ari was reported to have startling proficiency in ordering around the oakenrue during the Carona siege, despite the fact that without the bracelet you couldn't even get it to understand you.
- 36. Talking to Elly's brother, you learned that the fragments found in the Dead Zones would shift when exposed to mana, reflecting the nature of the mana which washed over them.
- 36a. You realized that Relics were most likely just fragments which have been painted in the colors of the Aeon within its Atelier, coming to reflect the Aeon's nature.
- 37. Talking to Elly's brother, you recalled how all things in this world have some form of Mana within them. If something could survive in the Dead Zones, then it would have more in common with the Fragments than anything else. Staying in the Dead Zones would gradually deprive you of any and all Mana, rendering even an Adept unable to connect to their Mana.
- 37a. You remembered that Elly reported how the orphans she was taking care of had come from the Dead Zones. They had shown no signs whatsoever of gaining affinity with any given Mana. This further cemented in your mind that they were, in fact, the progenitors of the Demihumans you came to know later, and that the demihuman inability to gain favor with the Mana had a deeper root.
- 38. Whew. Talking to Elly's brother, you learned that those in charge of handling the contaminated fragments in Luna's Dominion were to be sent west.
- 38a. You correctly surmised that the furthest thing west on the continent was Ephlesia, which lined up as the Artemis governed city of Scholars, revealing that Artemis itself was likely the faction of Luna's Dominion entrusted with translating the fragments from the Dead Zone. Those fragments were almost certainly the source of Dryad's contamination, and they spoke of an estranged mother or "entity greater than the sum of its whole". You went on to correctly identify this entity as the Goddess which you'd heard Maran speak of, and heard of off and on from other sources, and from there posited that with Dryad subtracted from the eight Mana - all of whim were always referred to as siblings - that left seven. This lined up with Maran's preaching that Caylen was a champion chosen by the Goddess to defeat "Seven great evils".
- 39. The Special Forgetting! Right after leaving the Atelier, you had a moment to remember something really, super important!
- 39a. You did not. Only after the window closed did you remember that the Shrine you frequented in the Imprisoned Child's Atelier was the one whose ruins you had stumbled across en route to Caylen's... And even after that, you decided it wasn't worth your time or interest to go back to.
- 40. When planning your tentative northern venture for raw resources to help rebuild Carona you had to figure out how you would transport and store said resources should you be successful.
- 40a. You remembered that with Caylen out ruining things, his house was empty and could be repurposed as a place to store the mined resources and rest during the route to and from Carona.
- 41. Rinnier despaired that the moment people found out one of your Testament was a demihuman, you'd have no end of trouble.
- 41a. You remembered that you proudly announced to everyone present at your rite that Kara was one of your Testament. This includes a member of the royal family and your cousin Caylen.
- 42. Discussing your knight's problems and uncertainties with Dullem, you felt like you'd heard something similar before that could help give you context for how to answer and move forward.
- 42a. You remembered Alouette's explanation for what a knight is, and thus better understood what yours were lacking and what you needed to do to fix it.
- 43. You met with Jill's father, Thomas Rime! Seemed like a good time to remember something important.
- 43a. "We've never even met the guy, what's to remember?" - Anon
- 44. After discussing the reality of towns with Rinnier, you learned that the towns you recognized now were the survivors of many lesser towns whose presence couldn't be found on the maps anymore due to having been long abandoned.
- 44a. You didn't remember anything worthwhile regarding this.
- 45. When meeting with Ari, she sprung to her feet to greet you energetically!
- 45a. You couldn't recall anything relevant during this.
- 46. While fighting with Mim, you felt like you were missing the crux of what she was really upset over.
- 46a. You remembered that Mim has spent her entire life being the Representative of Luna first and an individual second, if that. No one treated her as a kid, and most interactions with her were colored by her position. What was hurting her the most wasn't what you did, but that you were doing it because of what she was - Like everyone else had.
- 47. Talking to Gehr,you learned that the Crown's ban on reading was only the first in a long series of curious decisions, most of which served mainly to restrict who could do what and require authorization to move as one pleased, there for restricting ease of access and travel. Maybe they were looking for something?
- 47a. You couldn't recall why this might be relevant, though you suspect it has something to do with Artemis changing their plans recently.
- 48. You encountered a weird cart when infiltrating the mercenary camp housing Carona's rebellious refugees!
- 48a. You remember that cart design! And because of that, you have proof that the slavers are somehow involved with these mercenaries, the Carona refugees, and maybe even Artemis.
- 49. Mim revealed to you a weird little crystal shard she found in the river bordering the Fae Forest! It was cool, and she explained how East Heaven had been hoarding things like this for quite some time, using them to create artificial constructs that the Shrine had deemed heretical.
- 49a. You remembered those crystals! They're the fragments found in the Dead Zones, the base material for what Relics were made from, and the source of Dryad's contamination!
- 50. When talking to the Artemis agent overseeing Carona's affairs, you were backed into a corner and had to come up with a good reason why the mercenary cell would begin to distrust Artemis despite having been allies to that point. Any lie would do, but you needed good reasons!
- 50a. You remembered several circumstances which would cast Artemis in a poor light, citing them as primary examples as you wove together an excuse for your hesitation. Faced with legitimate failings on their part, Marcus' suspicion of your activity was quelled and he accepted your prying and orneriness as stemming from legitimate concern.
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