Though we’ve been discussing many aspects of medievalism lately, our talks on the discussion board have evolved specifically into a discussion of the Gothic aspect of medieval attribution. Unsurprisingly, I was very attentive during this most recent run-through of the game to the Gothic influences surrounding me. After completing a couple of quests, the tone turned darker. I soon found that I was in a fairly benevolent world (at least at first, more on this in a sec) when out in daylight, but as soon as I joined a specific instance, I was surrounded by Gothic sounds and sights. For example, I was introduced to a quest by the following poem:
Upon snow coloured black
Where the Dour-King Walks
To take back his throne and finish what was begun
I was then instructed to make my way down to the “Rockbelly Pit,” which was lit by dim light and contained such Gothic standbys as bats and loud, deep, tympanic music. Coming up from the Pit, I was almost relieved to hear a lighter, more festive soundtrack, but was soon thrust into the other Dark Age relic: plague. My new quest was to figure out what was making all of the dwarves sick; in order to solve the mystery, though, I had to do SCIENCE, much like Lord Woodville from “The Tapestried Chamber.” I inspected soil near the river and slew sick bears. So, though I was motivated by the appearance of a medieval plague, I used empirical research to solve the problem, illustrating the present’s intrusion on its own construction of the past.