#Iron Halberd
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Introduction to the OSR
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
System recommendations
old D&D or a retroclone
old-school D&D - or old school essentials or basic fantasy or swords & wizardry, which are old D&D's mechanics repackaged with quality-of-life tweaks (and the upside of not giving WOTC your money) - are usually the go-to when recommending someone's first OSR game. they're actually not my first pick, though!
PROS:
very complete, with more robust rules than a lot of the lighter games on this list.
100% compatibility: most OSR adventures are statted for old school essentials. converting them to other OSR systems is usually simple, but not 1-for-1.
easier to find games for. anyone interested in the OSR space knows what old school essentials is.
CONS:
jank. these games largely still have weird saves, level limits for non-humans, some still have descending AC, etc etc. it's not that bad but it is there
i hate thief skills. lots of essential dungeoneering actions are locked to the thief class as abilities, with abysmally low success chances. this is stuff i prefer being handled without a roll. thieves in this system suck and make everyone else worse at dungeon crawling by existing.
there's just lots of really cool shit in other systems i'm about to go into that you just don't get here
Knave 1e and its various hacks
this is a 7-page super-lightweight system that boils everything down to just the essentials.
rolling a character takes like 5 minutes. roll stats, roll gear, roll traits, go. done. it's great.
characters are defined entirely by stats and gear, no classes. wanna be a fighter, have high strength and carry a big sword and armor. wanna be a wizard, have high intelligence and fill your inventory with spells. item slots are elegant and pretty limited.
initiative is instant: roll d6. 1-3, monsters go first. 4-6, PCs go first. swingy, but god it is so smooth and shaves like the most boring 5 minutes off of every combat
monsters are so very elegant. old D&D gives monsters a "hit dice" rating to determine their HP, e.g. a 3HD monster rolls 3d8 for hit points. knave takes this number (HD) and uses it for attack rolls and saves (aside from exceptionally bad/good saves), so a knave statblock looks something like this.
spells are all one or two sentences long & extremely easy to remember.
7 pages is so light. i have the system basically memorized.
DOWNSIDES: there's no dungeon crawling rules (standard for meatier OSR games & something i consider essential) and no real bestiary, though the second point isn't a huge deal cause they're so easy to make. it also kinda assumes you already know how to run OSR games, so there's very little real advice or guidance.
KNAVE HACKS
knave 1e is in creative commons & comes with an editable word doc for you to publish with modifications, so there's a ton of variants (there was a spreadsheet of them somewhere, but i can't find it).
Grave is a favorite - i'm two years into a grave campaign and it's fantastic. it's a dark-souls-y version of knave with some really elegant innovations.
you have a set number of deaths before you for-reals die, as every character plays an undead as is dark souls tradition. makes it good for OSR beginners! being able to tell when you're close to your final death is really good - it lets you emotionally prepare for losing your character & raises the stakes more the more you die. (though honestly you should probably cut the number of extra deaths in half, it's super generous)
XP and gold are combined into one resource, souls. legendary creatures drop big souls you can make into magic items. this has ended up being the coolest thing in my current campaign. my players love finding powerful souls to make into magic items it's so fun
uses preset packages of stats/gear instead of knave's rolled ones, filling the role of more traditional character classes. has the wonderful side effect of not making you get stuck with low stats cause you rolled bad one time.
you have stamina equal to your empty item slots. you spend stamina on spells if you're a caster, or free maneuvers (on top of your attack at no action cost) if you're not. it's super elegant.
there's 3 classes of spells: wizardry for intelligence, holy magic for wisdom, and witch stuff for charisma. nice and intuitive.
there's a page of 50 magic items each a couple sentences long. this PDF is worth it just for the magic items.
DOWNSIDE: see the downsides for knave 1e. all still apply.
i enjoyed grave so much i made a variant of it with the dark souls bits removed (and some dungeon crawl rules added!) to use for my standard fantasy campaigns.
Knave 2e
sadly knave 2e is not purchasable yet (i backed it on kickstarter so i have access, though). but when it comes out i highly recommend it.
much larger and denser than knave 1e. it finally has dungeon crawling rules, it has GM and player guidance, everything is refined and the layout is so so nice and readable.
combat is a bit more interesting than 1e. you can break your weapon against an enemy to deal max damage. you get a free maneuver on high attack rolls.
there's rules for stuff like alchemy, warfare, building a base. it all kicks ass.
there are so many goddamn tables. i rifle through it anytime i need inspiration.
DOWNSIDES: some of the new rules are a little untested & wonky. introducing randomness into how often your rations spoil or your lights go out can cause issues.
Mausritter
you play tiny little mice! in a world full of big dangerous things that want to eat mice. cat = dragon. you get it. what more could you want
the mouse thing is just super intuitive. you get the dynamic between you and the big scary lethal world. fantastic OSR game to introduce kids
nice and robust ruleset; nothing feels missing
tons of super nice GM stuff! faction rules, tools for rolling up hexcrawls and dungeons, plenty of tables
super clean readable layout. font isn't too small to avoid being intimidating. guidance is really nice and clear.
combat is autohit. super fast & lethal.
100% free
look mausritter is just. good. i wanna run it so bad someday
Worlds Without Number
sort of a middle ground between OSR stuff and 5e. paid version here free version here
lots of classes, at least in the paid version. the free version comes with just the warrior, expert and mage. there's feats and more of a focus on builds than most OSR games. if you like more mechanical build variety than a typical OSR game, this is a great game for you!
extremely good multiclassing. y'know how in most games if you just mash together two classes you think are cool you'll end up with a total mess? not here! every combo is viable and works fine! easily the best multiclassing of any game i've touched
an absurd amount of GM stuff and tables. easily more than any of the other stuff i've praised for also having them. but personally i haven't dug into them as much, so i can't really comment on them
skills the way modern D&D has them. you roll dice and try to beat a target number. i don't tend to like rolled skills, but most people do, so if that's your thing WWN has them
DOWNSIDES
the layout is terrible. everything is a huge wall of text with very little use of bold text or bullet points to draw attention to the important bits. the table of contents has like 15 things in it for a 400-page book! i couldn't find any of the paid-version-exclusive classes for like a month after i bought it! looking up rules is a nightmare.
the way the default setting handles "evil races" is like an exaggerated parody of all the problematic aspects of how D&D handles it. like, it wants so bad for you to have an excuse to genocide sentient free-willed people. but at least the default setting is easy to chuck in the trash
Dungeon Crawl Classics
the goal of this system is to take all of the crazy gonzo moments people remember playing old-school D&D in their childhood and turn all of that up to 11 while cutting the stuff that doesn't add to that. i think a lot of its innovations have ended up kind of standard in newer OSR stuff (like fighters getting maneuvers with their attacks), but it still has more to offer.
the funnel: you start the game with four randomly rolled dipshit peasants that you then throw into a meatgrinder to get horribly killed. you pick one of the survivors to be your 1st-level character.
maneuvers: fighters roll an extra die with each attack that gets bigger as you level. if it's a 3 or higher, you get to do a cool thing on top of your attack. pretty standard for OSR games, but this game popularized it!
crit tables: fighters also get more crits and nastier crits as they level. every crit, you roll on the crit table. maybe you chop off a dude's arm. maybe you just knock them over. maybe you shatter their shield. it's very cool
spell tables: i don't really like roll-to-cast mechanics, generally. but DCC goes so all-in on roll-to-cast that it still looks fun as hell to watch. you cast a fireball and maybe it goes how you want. or maybe you explode, or you nuke everything in a half-mile radius, or from now on you permanently ignite flammable materials you touch, or whatever. casters just have to put up with turning into a weird mutated mess across a campaign
there's no dungeon crawl rules, no encumbrance - this game is all about the big over-the-top wacky shit, and is not really interested in the more down-to-earth number crunching. it's more in the you-die-hilariously-all-the-time area of OSR than the you-avoid-death-through-clever-play area. not really my thing but the system knows exactly what it wants to be and i respect it
iron halberd
this one is mine! as the author i'm not qualified to tell you what isn't good about my system, so just assume it's worse than i make it sound, but here's a bunch of the selling points
semi-random character creation where you flip back and forth between rolling dice and getting your own input. roll stats, pick ancestry. pick starting gear kit, roll different dice based on which kit you picked. etc etc. stats are random but all equally viable (no rolling incredibly low or high stats). every time i run this game the character creation is a hit. seriously go roll up a character it'll sell you on the whole thing
you start out a lot stronger than a standard OSR character but grow way more slowly. i don't like 4th-level characters being 4 times as strong as 1st-level ones; HP never gets that high. emphasis is more on diegetic progression instead.
way too many subsystems for alchemy, crafting, strongholds, warfare, renown, rituals, likes 9 pages of magic items, a whole subsystem for becoming a cleric mid-campaign. i couldn't help myself i love this shit
in my current campaign we had a player permanently sacrifice some max HP to become a necromancer after deliberating on whether that's a good idea for like thirty seconds, which instantly made me think my necromancy system is a success
also free
Adventure recommendations
(in rough order of size)
Moonhill Garden (by Emiel Boven): look at this. look at it! this is like the best template for a little dungeon in an OSR game. all of the little factions are tied together. this would be a great oneshot to introduce people to an OSR system with.
A gathering of blades (by Ben Milton): a system-neutral, one-page sandbox. i ran this for an iron halberd game and it went super well. lasted like 7 sessions. highly recommend.
The Waking of Willowby Hall (by Ben Milton): a single dungeon with a million things going on. it's super chaotic with half a dozen different factions crashing into each other and a big angry goose. highly recommend, especially for kids
The Black Wyrm of Brandonsford (by Chance Dudinack): small sandbox with a fun fairytale vibe and a very fleshed-out little town. and a big nasty dragon.
Evils of Illmire (by Zack Wolf): this is a very dense, entire campaign's worth of hexcrawl in a very compact package for like $5. it doesn't do anything particularly new, but the value-for-money is absurd and it's a really good template for how to do a sandbox if you're used to 5e adventures
Ask me anything!
if anything here is unclear or intrigues you, send me asks! i love helping people get into OSR games. i'll link frequently asked questions here if i get any.
#osr#nsr#ttrpg#d&d#iron halberd#knave#worlds without number#dungeon crawl classics#mausritter#l2j archive
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1d8 "Free" Fantasy RPGs To Replace 5e At Your Table
D&D 5e sure is a roleplaying game, and it's one that I have enjoyed a lot. However, that doesn't mean that I'd recommend it automatically for other people. This has many reasons, which I won't elaborate here. It has also shaped the perception of TTRPGs significantly thanks to its market dominance, and not in a good way.
5e has a reputation for being an expensive, complex game, and 5e players fear that other RPGs might just be the same. That it's too much of a hassle and too much of a financial burden to switch systems.
So, to help 5e players pick out a different system, I've made this handy 1d8 rolling table to help them pick a fantasy TTRPG with a combat component that they can try instead!
Let's now go through these eight nine RPGs and see what's up with them, right below the "Keep reading" section!
I'll be listing some metrics like the page count for the rulebook(s), the core resolution mechanic, how complex the game is in terms of character creation & combat, and how well-supported the game is by their publisher and the community-at-large.
1. Cairn
Author: Yochai Gal
Release Year: 2020
Cost: Free PDF, printed copies cost between $3 to $10 depending on the print quality.
Page Count: 24
Website: https://cairnrpg.com/
Resolution Mechanic: 1d20 Roll Under system for ability checks/saving throws, attacks hit automatically, "fiction-first".
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less and level-less, advancement based on "Scars" (suffering damage that reduces your HP exactly to 0)
Setting: Implied. Low-magic European-style fantasy; mysterious woodlands.
Other Noteworthy Mechanics: Hit Protection and Ability damage instead of HP, Slot-Based Inventory.
Degree of Support: Very high. Available in fifteen languages (e.g. Spanish, Russian, Chinese, and German); full rules text is under CC-BY-SA 4.0; multiple published third-party adventures & supplements available; some official bonus material (e.g. bestiary, magic items/relics, and spells) is available for free on the website.
Addendum: An expanded 2nd Edition is currently on Kickstarter (ends April 26th 2024); Cairn is legitimately easy to learn, however the Hit Protection system and the connected Scars system is a very different abstraction to health and advancement compared to 5e.
2. Cloud Empress
Author: worlds by watt
Release Year: 2023
Cost: Free PDF of the rulebook and the creator-written sample adventure "Last Voyage of the Bean Barge", $20 for the print edition of the rulebook, $12 for PDF supplements, $25 for print + PDF supplements; free solo rules also available as PDF only.
Page Count: 60
Website: https://cloudempress.com/
Resolution Mechanic: d100 Roll Under system for stat checks/saving throws, critical successes or failures on doubles (11, 22, 33, etc.), 5e-style advantage/disadvantage, attacks generally hit automatically.
Action Economy: Two actions per round with no free movement.
Characters: Semi-random character creation, four classes ("jobs"), no rules for character advancement in the ruleset.
Setting: Specific. "Ecological science fantasy" heavily inspired by Hayao Miyazaki's "Nausicaä of the Valley of the Wind"; costly magic, giant insects, dangerous mushrooms; only human player characters.
Other Noteworthy Mechanics: Damage points culminate in Wounds; Wounds and Stress as ways to track your character's physical and mental state; slot-based inventory system.
Degree of Support: Low-ish. Several official supplements exist, however third-party material is very sparse. May improve due to the recent establishment of a Cloud Empress Creators Fund, has a simple 3rd party license system.
Addendum: A supplement, "Cloud Empress: Life & Death" is currently on Kickstarter (ends April 26th 2024, yes, the same day as Cairn 2e) and as a disclaimer I even backed that current Kickstarter; Cloud Empress is built on the engine of the sci-fi horror RPG "Mothership"; clearly built for one-shots and short campaigns; has a wonderful resting system that encourages roleplay between players.
3. Iron Halberd
Author: level2janitor
Release Year: 2023
Cost: Free PDF of the rules; no print option available.
Page Count: 60
Website: https://level2janitor.itch.io/iron-halberd
Resolution Mechanic: 1d20 + Bonus Roll Over system against difficulty or armor rating, however most non-combat-related actions follow a fiction first approach without dice rolls.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but there are four different "gear kits" that nudge your character towards certain archetypes, levelling up with XP.
Setting: Essentially non-existant. General European fantasy with magic, gods may or may not exist/shape the world, various fantastic ancestries included.
Other Noteworthy Mechanics: Includes rules for building strongholds and maintaining warbands; slot-based inventory with a durability mechanic.
Degree of Support: None. The game is intended to be relatively compatible with other OSR content and the creator suggests using adventures made for the D&D retroclone Old-School Essentials if you wanna use pre-published ones. An official introductory adventure, "Sea-Spray Bay", is apparently in the works. No 3rd party license available, as far as I know.
Addendum: One thing about Iron Halberd I like especially is how it uses random tables for generating equipment. Most of the equipment is listed in a numerical order by category, and the various gear kits include references on different rolling formulas for those equipment categories. For example someone taking the "soldier's kit" rolls twice on the d20 Weapons table and takes their preferred pick, while someone taking the "sage's kit" only rolls a d4 on that table.
4. Mausritter
Author: Isaac Williams
Release Year: 2020
Cost: Free PDF of the ruleset available; box set with the rules and several goodies including an adventure costs $55; additional box set + PDFs containing eleven official adventures costs $55 (or $20 digital-only).
Page Count: 48
Website: https://mausritter.com/
Resolution Mechanic: 1d20 Roll Under system, 5e-style advantage/disadvantage, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less, levelling up with XP.
Setting: Vaguely specific. You play as mice and everything is related to mouse-size; cats are the equivalents of devils or dragons; humans exist as a setting background but may or may not be present in a campaign.
Other Noteworthy Mechanics: Includes rules for recruiting warbands; slot-based inventory with a durability mechanic.
Degree of Support: Very high. Several official supplements exist, as well as loads of content, be it adventures or supplements, made by other creators. Available in seven languages (all of them however are European). Has a simple 3rd party license system.
Addendum: Mausritter uses the phrase "adventure site" instead of dungeons. On the website a free adventure site generator is available, as is a digital tool that can be used to generate your own item cards for the slot-based inventory system.
5. Maze Rats
Author: Ben Milton
Release Year: 2017
Cost: $4.99 for the PDF, no print option regularly available.
Page Count: 32
Website: https://questingbeast.substack.com/
Resolution Mechanic: 2d6 + Bonus Roll Over system; advantage system that uses 3d6 drop the lowest + Bonus.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but instead there are character features (e.g. spell slots or attack bonuses), levelling up with XP.
Setting: Essentially non-existant. Magic is very irregular (s. the section below), but otherwise it implies a vaguely European fantasy setting.
Other Noteworthy Mechanics: Spells are randomly generated each adventuring day and spell effects are negotiated between the GM and the spellcasting player; includes several fantastic d66 tables that can be used to randomly generate worlds.
Degree of Support: Decent. The rule text is licensed under CC BY 4.0 and unofficial translations are available. Some third-party content has been made specifically for the game.
Addendum: The only purchase-only game on this list. However "unofficial" distribution of the PDF is very common. Also this is the oldest game on the list. Ben "Questing Beast" Milton is a prolific OSR blogger and runs a YouTube channel on the OSR. Great dude.
6. Sherwood - A Game of Outlaws & Arcana
Author: Richard Ruane
Release Year: 2022
Cost: Free quickstart PDF titled "Sherwood - A Quickstart of Outlaws" available; digital rulebook costs $7.50 and the print edition (including PDF) costs $15.
Page Count: 25 (Quickstart), 32 (Rulebook)
Website: https://www.r-rook.studio/
Resolution Mechanic: 2d6 + Bonus Roll Over system for skill checks (including attacks), 2d6 Roll Under system for saving throws; advantage & disadvantage system that involves rolling 3d6 and using the higher/lower of the two results; almost all rolls are player-facing
Action Economy: "Conversational", assumption of movement + action.
Characters: Largely choice-based character creation. Combine two (of six) background abilities with the benefits of seven different careers. Big focus on interpersonal relationships during character creation. Limited character advancement takes place during downtime.
Setting: Specific. Takes place in a fantastical version of 13th century England, with fey and magic coexisting with outlaws and crusaders.
Other Noteworthy Mechanics: The group of outlaws possesses two shared resources (Resources and Legend) that can be spent to gain certain benefits; spellcasting is divided into two categories: arcane talents and sorcerous rites, with the former being immediate and the later taking significant time; slot-based inventory.
Degree of Support: None. No further publications exist for the game and while it is published under the CC-BY 4.0 license, no third-party content exists as far as I know. It does include a guide on how to convert D&D and Troika (N)PCs into Sherwood characters, as well as three adventure seeds (one in the Quickstart, two in the rules), which is at least something.
Addendum: Might just be the game on this list that encourages the most roleplaying; the character sheet is sadly very provisional-feeling and the Quickstart feels outdated compared to the finalized rulebook.
7. The Electrum Archive
Author: Emiel Boven
Release Year: 2022
Cost: Free Rules PDF available, zines cost $12 as digital PDFs or $24 as print + PDF combos; the first zine contains the entire contents of the Free Rules PDF
Page Count: 26 (Free Rules), 72 (Issue 01)
Website: https://www.electrumarchive.com/
Resolution Mechanic: 1d10 Roll Under system, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; three archetypes roughly corresponding to fighters/rangers (Vagabonds), rogues (Fixers), and spellcasters (Warlocks); player characters are presumed to be human; levelling up with XP.
Setting: Specific. Mechanics heavily tie into the lore; humanity has abundant access to minerals but requires a rare substance known as Ink to operate certain pieces of tech (like guns) and cast spells but cannot produce Ink themselves; spirits of various sorts can be foes, targets of worship, or sources of power.
Other Noteworthy Mechanics: Uses a spellcasting system for the Warlock archetype that's heavily based on the one used in Maze Rats, as in it uses randomly-generated spells whose effects are negotiated between the player and the GM; slot-based inventory with a durability mechanic.
Degree of Support: Minimal. The game consists out of the free rules and (soon) two zines; a third party license exists but content produced under it is very rare.
Addendum: I need to disclaim that I recently backed the Kickstarter campaign for the second zine for this game; the free rules feature wrong page numbers in its table of contents which is unfortunate; The Electrum Archive uses incredibly simple stats for NPCs which makes creating new ones based on other games rather simple.
8. Shadowdark RPG
Author: Kelsey Dionne
Release Year: 2023
Cost: Free player and game master quickstarts exist as PDFs and are available in print for $19, the core rules cost $28 in PDF form and $57 in a print + PDF bundle
Page Count: 68 (Player Quickstart Guide), 68 (Game Master Quickstart Guide), 332 (Core Rules)
Website: https://www.thearcanelibrary.com/
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, natural 1s are critical failures and natural 20s are critical successes.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; players have a fantasy ancestry and a class; levelling up with XP; class progression largely random.
Setting: Vague. General (dark) western fantasy conventions apply; alignment is a force in this universe and a sample pantheon is provided; the most potent enemies in the rules are named individuals that fit classic TTRPG monster types; illustrations and lore snippets have recurring motifs.
Other Noteworthy Mechanics: The key mechanic of Shadowdark is how the game handles light, namely that light sources are tracked in real time (i.e. a normal torch lasts 1 hour), which increases tension; slot-based inventory; has a 0th-level character creation option using an eliminationist "Gauntlet".
Degree of Support: Fantastic. Several official supplements and offically sanctioned digital tools exist; lots of third-party content available under a generous third-party license.
Addendum: Definitely the most similar game to 5e on this list besides the next entry; very robust mechanically and the Core Rules features extensive lists of magic items, monsters, and spells; also for early play giving your players only access to the quickstart is a totally valid choice; and finally, before Dionne made Shadowdark, she made 5e adventures for years and it shows (affectionate).
9. Pathfinder
Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, Mark Seifter
Release Year: 2019 (initial release), 2023 (remaster)
Cost: Free and comprehensive SRD available via the platform Archives of Nethys, free "Pathfinder Primer" abridged rulebook available via the Pathfinder Nexus (powered by Demiplane), Core books are priced $20 for PDFs and $30/$60 for print as a softcover/hardcover; a Beginner Box set with shortened soft-cover rules costs $45
Page Count: 464 (Player Core), 336 (GM Core), 376 (Monster Core), 160 (Combined Beginner Box Softcovers)
Website: https://paizo.com/pathfinder
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, four degrees of success based on result compared to target number.
Action Economy: Three action points per round; various actions may require more than one point; every character can use one reaction per round of combat.
Characters: Choice-based; players first pick an ancestry and a background and a class (the ABCs) and then tend to have meaningful choices after each level-up; levelling up with XP.
Setting: Important. Golarion, the game's setting, is a world that has been long in development and it shows; powerful magic and influential gods; very clear notions of what the societies of the various peoples of the world are like and how they should behave.
Other Noteworthy Mechanics: Balance between character classes and reliable combat challenge calculations are an important design goal; weight-based inventory system; archetype system for "multiclassing".
Degree of Support: Fantastic. Loads of content gets regularly produced by the game's publisher Paizo; the Pathfinder Infinite program (similar to D&D's Dungeon Master's Guild) provides lots of lore-compliant third-party content; uses the ORC third-party license for content produced outside of the Pathfinder Infinite program. Translations into other languages available but Paizo does not provide a comprehensive list of available languages (only German and French confirmed after brief personal research).
Addendum: The most popular and commercially successful of the listed games; but also by far the most complicated, though it is easier to GM for specificallty than 5e; also I dislike how certain feats create situations where fairly mundane actions get mechanics through these feats instead of being things you can generally do; anyway the reason why it's a 9 on a 1d8 table is because if you wanted to try out Pathfinder 2e you already would have and because while Paizo is better than WotC it's still a flawed big company.
...
So this was an exhausting little project. I hope you found this helpful and I hope you give at least one of these games a shot! A follow-up to this post is not out of the cards, but I don't plan on one.
Before we go, have this poll about which of these systems you're most looking forward to try! Shame it can only be open for one week...
#thehomelybrewster#dnd 5e#dnd#indie ttrpg#tabletop roleplaying#ttrpg community#Cairn#Cloud Empress#Iron Halberd#Mausritter#Maze Rats#Dungeons and Dragons#Sherwood#The Electrum Archive#shadowdark#pathfinder
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Today I got to run a one shot in @level2janitor 's Iron Halberd system! There was only one player, who played two characters: an elf with a glaive, and a human with a longbow. These PCs were established to be mercenaries working for one of two warring kingdoms. The goal of this adventure was to get three handcarts of stolen loot from a ruined fortress that a group of raiders had holed up in to lick their wounds after a bad raid. There were 20 raiders in total, some guarding specific locations, others relegated to the random encounter table. The PCs traveled to a spot about an hour away from the keep, out in the woods, and set up camp until evening. Then they lit a bonfire and hid behind a fallen tree beyond the firelight. When a group of soldiers from the keep came to investigate, they ambushed them, killing two but failing to stop the third from fleeing. The next morning was spent playing hide-and-seek with hunting parties from the keep, each side attempting to find and get the drop on the other. The PCs set two successful ambushes, killing another five raiders without suffering so much as a scratch. After that, the PCs decided to stoop to a new low. They foraged for poisonous mushrooms, then crawled into a cave beneath the keep to get to the aquifer that the well drew from, where they sprinkled in the ground up poison mushrooms. They then drew back and waited a few hours. Finally, they entered the keep, fought the few remaining guards who could still stand, and located the loot they were looking for. They also found that the raiders had converted the keep's chapel into a field hospital, which now contained over a dozen injured raiders, most of them in agony from the poisoned well water. In the end, one raider was spared and allowed to try to tend to the injured. But the mercenaries got their loot. Despite having fewer than the recommended minimum number of player characters, the game actually went really well. Character creation was smooth and made sense, and each character took under 20 minutes to make, even with no prior experience. The gameplay itself was also quick and reasonably intuitive. The PCs had very few advantages beyond their wits, and the combat was very lethal, but not so dangerous that PCs would randomly die to a stiff breeze (or a house cat!). This made it feel a lot more like a fantasy novel. Honestly, it felt a bit like a Fritz Leiber story, except without the omnipresent racism and sexism. I'm sure that's by design, going off of the inspiration material's inspiration material if nothing else. All in all, a very fun system. I would definitely recommend it for anyone interested in OSR games.
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Ah yes. Imagine the scary boss in his underwear they said. It would make him less scary they said.
“They” being me I um… did a thing and I’m sorry
Well turns out colouring from grayscale is much easier for me and gave great results.
and this was the file name
It would appear that my sole contributions to the Wo Long enjoyer and Three Kingdoms media fandom as a whole is “Lü Bu tibbiez”
#It would honestly be incredibly funny if Wo Long eventually gets a mod that makes Lü Bu shirtless 24/7 and removes the sexy mask#Because that would unironically and ironically make him even more terrifying#Just imagine storming through Hulao gate and be stopped dead in your tracks#By a very large shirtless man with a very large halberd just staring down at you ready to kick your ass#videogames#myart#artists on tumblr#dynasty warriors#wo long: fallen dynasty#lu bu#I’m sorry skskdhjwbs#romance of the three kingdoms#Can’t tell if Wo Long getting me into three kingdoms stuff was a blessing or a curse
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C-Class: The Neglected Mecha
This is a list of the two C-class mecha in Iron Saga that have no key art.
Halberd α
Original: A bipedal single-soldier mecha developed by the Mediterranean Compound during it's early stages of development. Its barrel is so long that it often gets stuck in street fights.
Gaius I
Original: A light combat tank of the Vatican's army. They are responsible for wiping out any survivors on the battlefield after the vanguard's attack.
#Iron Saga#Halberd α#Halberd Alpha#Gaius I#Halberd Series#Gaius Series#Compilation#Mecha#Non-Humanoid
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Hey Meta Knight! Always wanted to know this: Do you get your cape dry-cleaned or is it machine-washable?
"Oh! Oh! Since Sir Meta Knight is busy, I have been asked to answer in his stead. I take care of it! Washing Captain Meta Knight's cape is a great honor so I'd be happy to share.
Captain Meta Knight has several different capes, he has a cape made out of wool for the colder months and he has a cape made for special events that's pure silk. He does have a cape that's for every day wear that's a canvas cotton. Other than the wool one, all of his capes have a gold trim and a collar that's attached through a clasp. The capes are worn above his dimensional cape!
I hand wash his silk and and wool cape! Those are tedious to take care of, but I don't mind it. For the silk and wool capes, I use a gentle no rinse detergent, soak them for a few minutes, swish them around in the basin. For the silk I hang it to dry and for the wool I lay flat on an ironing board to dry as well. Captain Meta Knight's every day cape is made with a cotton and canvas blend so I can toss it in the washing machine and dryer so long as it's cold water. As for the capes inner lining, otherwise known as his dimensional cape by others... It was a trial and error to figure out how to take care of that! I spray it with an industrial strength cleaner to sanitize and go as far to toss in some aromatics to help with the off-putting bloody and metallic smell the cleaner doesn't rid of. Lavender and rosemary works best! Of course, now I can go the extra mile and wear a harness so I can deep dive and clear out old things Sir Meta Knight doesn't need like candy wrappers or litter he picks up on his patrols and forgets to trash. All I have to do is make sure that my harness is locked, I don't stare directly into the cape and I don't speak something called "ancient" around it. The harness is the most important part!
Ahahah, wouldn't want that to happen again! There's no air in there."
-Sailor Waddle Dee of the Battleship Halberd
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Begin Again
Chapter 4: L'élu
❧ Media: The Walking Dead: Daryl Dixon ❧ Pairing: Daryl Dixon x Female Reader ❧ Era: Season 1 ❧ Pronouns: she/her ❧ Warnings: violence, blood, death ❧ Word Count: 10k (sorry)
❧ In This Chapter: You and Daryl get to know the inhabitants of the abbey, as well as the truth behind Isabelle's intentions. Just when the two of you decide to leave, trouble from another group leads to limited options, and a possible way out.
❧ A/N: Well it looks like I finished this literally just in time for Season 2 lol. Also sorry this chapter is insanely long. And sorry I took so long to finish it. I don't know if there are many people who are reading this series lol but I sure do appreciate everyone reading it! I'm not sure how Season 2 is going to go with the sneak peeks we've been getting lately, but rest assured that (Y/N) will not be letting Isabelle anywhere near Daryl, that's for sure.
“Across the courtyard is where the sisters live,” said Isabelle, leading Daryl into the corridor with you following close behind, now dressed in a simple linen blouse that was a few sizes too big, tucked neatly into brown wool trousers. With a quick pause, she turned to Daryl as she led the two of you forward. “No men allowed.”
That interested you, because you’d seen a man. Well, a boy.
“What about the little boy I saw?” you asked.
“Laurent grew up here. With us. He was orphaned.” She continued to speak something in French to another nun as the three of you passed through the hall and into a wider room. As the two of you crossed the threshold, a couple of passing nuns carrying baskets of linens hesitated, stepping back a bit as their widened eyes took in your unfamiliar figures.
Before you could manually tug your facial muscles into a small smile, the nuns hurriedly scurried past, clearly not interested in pleasantries. Or perhaps it had been so long since the seemingly secluded cloister had visitors that they’d all but forgotten them. After all, you couldn’t really imagine many people happening to stumble upon the remains of this crumbling castle in the French countryside. You and Daryl, however, were an exception, to be sure.
“They’re afraid of you,” said Isabelle, a breathy laugh lilting her words.
“We’ll be gone soon,” Daryl assured her. It assured you, too.
Advancing into what seemed to be the foyer, your eyes were drawn to your left, where iron bars separated the grand entrance way from what appeared to be a small armory. Daryl followed closely behind as you entered, your eyes darting between neatly organized displays of rudimentary medieval weapons—from maces to spears to halberds. You’d seen well-stocked armories, one of which was in Alexandria. Even by Alexandria’s standards, this one was impressive.
“Medieval churches often had weapons rooms,” Isabelle said. “You needed them back then.”
You split from Daryl, each of you drawn like moths to flames to either side of the small room. You found yourself entranced by a display of war hammers, the silver of their heads dulled by a few layers of dust that must’ve accumulated over years of disuse. One in particular caught your attention—a smaller one, about the length of your arm, with a two-sided head, one side beveled and blunt, the other sharp and curved slightly. It reminded you of your ice axe, the scrappy hiking tool that you’d found in a sporting goods store in Georgia. That was so long ago now, but the thing somehow survived through it all, though in truth you no longer had any idea where it could be, after the mess of everything that went down before you landed here.
“Makes sense.” The gravel of Daryl’s voice with its soft echo stirred you from your thoughts of distant memories, now clouded by seawater and sand.
“We’ve trained ourselves to use them. Just in case.”
“Killer nuns, huh?” you replied, a hint of disbelief in your voice.
“Well, we can defend ourselves if we need to.”
The nun met your gaze with a relaxed smile. In her eyes, that damned calm that you couldn’t get past. She was too inscrutable, too poised. She knew something, you just weren’t sure what.
Behind you, you felt Daryl’s body brush past. Turning around, you saw what had entranced him—a wall of guns on display, each with a small silver plaque identifying the make and model (in French, of course). Even the guns had an antique look to them, with their stocks all made from a rich umber wood. A far cry from the militaristic automatic weapons that Daryl had been used to carrying over a year ago when he was a trooper for the Commonwealth, but he found a subtle artfulness to these machines, as if they were crafted by hand. The collection reminded him of the old guns his father kept laying around the house he’d grown up in rural northeast Georgia. He’d almost shot his own eye out with one when he was three years old, according to Merle, who had a much clearer memory of the event than the younger Dixon brother did. Nevertheless, he couldn’t forget that wood stock. Not any kind of pleasant memory, of course, but a memory nonetheless.
“Père Jean was a collector,” continued Isabelle. “His grandfather fought in the Maquis.”
Daryl’s finger trailed to a suspiciously empty space between the other weapons, where a pair of display hangers were waiting patiently without their rifle.
“You’ve got one missin’,” he said.
Isabelle replied calmly, “That’s the one I used.”
Your gaze flickered towards her, and when you caught a flash of her pale blue eyes already on you like a sniper’s crosshairs, you quickly snapped your attention away. Beside the firearms display was a door left ajar. The room it led into was smaller, with its own collection of antique tomes and trinkets. Your eyes were fixated on the bookshelf behind a mahogany desk, upon which sat a microscope and a small rack of glass vials.
Approaching behind you, Isabelle’s voice continued. “That’s Père Jean’s office.”
You were beginning to wonder where this mysterious Père Jean was. Wherever he was, he certainly had an impressive library, just based on the sheer volume of leather-bound books packed tightly into the shelves. Despite your inability to read the French text, you were more interested in Père Jean’s books than you were in his guns. Daryl had more than once told you that guns were more useful in the outside world because you could use them to defend yourself. Well, he should’ve known better, as someone who had once been an accidental victim of your ability to use a rather large encyclopedia as a blunt force object.
As for Daryl, his practicality overcame the curiosity that befell you, for his eyes were immediately drawn to what appeared to be an old shortwave radio, not too unlike ones you’ve seen Eugene hauling around Alexandria back when he was setting up the radio system there.
“You know how to use that radio?” he asked, pointing towards the contraption.
“It’s been a while since I’ve managed to reach anyone on it.”
“Do you mind if I give it a try?” you asked. You didn’t want to brag, but you knew your way around a radio. Many nights spent trying to get a hold of Daryl through a crackling radio frequency during his particularly long hunts or his brief stint as the leader of the Sanctuary were very educational.
“Sure,” she replied. “Once you get better.”
There was another exchange of looks between you and Daryl, the latter of which was just starting to lose his patience. You could tell. The irritated twitch in his eye said it all.
Silence settled in for just a few moments, until you received the unspoken impression that Isabelle was ready for you to exit the room. You did so, but as soon as you heard the click of a key turning, you turned to catch the nun locking the door shut from the outside. Your eyes followed her hands as she clipped a rusty keychain onto the brown leather belt that cinched her waist.
“The last one was a Spaniard,” she continued. “A few months ago. He spoke a bit of English. I could try reaching him again.”
You kept your mouth shut, lest you say something snarky.
“Your English is good,” remarked Daryl.
“My parents worked for Médecins San Frontiéres. They traveled all over.”
How convenient, you thought.
“Bosnia, Chechnya, Rwanda.” Perhaps it was the jealousy still souring your impression of the woman, but you couldn’t help an internal eye-roll. Of course this woman was beautiful and skilled and tough and intelligent and worldly, too. You hated her. Well, you didn’t, but you hated the idea of her. Too perfect. You knew it was petty. Still, as long as you kept your thoughts to yourself, you were sure you’d be able to warm up to her. Maybe.
“My sister and I finished our schooling in Paris,” she added.
“How’d you end up here?” Daryl asked.
“A bunch of good decisions.”
There was a familiarity to her words, but you couldn’t place it. Unbeknownst to you, you couldn’t place it because they were words Daryl had spoken to Isabelle earlier, only slightly altered.
A bunch of bad decisions, he had said when she asked him the same question he now asked her.
You looked between them, their stares lingering. You did not like it. Not one bit. Not because of jealousy, but because it was clear that whoever this woman was, she was capable of pulling strings—of manipulation.
Well, maybe it was also jealousy. A bit.
The dusty, centuries-old air of the castle gave way to a fresh breeze winding through the covered walkways that surrounded the courtyard you’d seen earlier. Isabelle herded the two of you through the open corridor as the other nuns toiled in the garden. It was impressive, though more primitive than the ones you’d constructed back home.
“Was this garden always here?” you asked. “I mean, before.”
“Yes and no,” Isabelle answered. “The abbey was already being modernized by the time I came. Our hope was to convert the land into an agricultural property that would support us, fund our mission.”
“Looks like it’s working,” you said. “It’s impressive.”
Isabelle turned to smile at you. It seemed more natural this time, less forced than the previous ones. “It’s been enough to keep us going.”
Across the courtyard, you noticed the jerky movement of another nun, tilting her head to signal something to Isabelle, you presumed. She was an older woman with a black hood, as opposed to Isabelle’s white. She must’ve been a full-on mother superior, or whatever you’d call it. You weren’t entirely sure. Her face was serious, though, tinged with what you interpreted to be distrust, or even fear. No doubt it was related to the two weather-worn strangers the nun towed behind her.
“Take a seat,” said Isabelle. “I’ll be right back.”
She left the two of you before a stone table, and just ahead of you, a familiar face approached: the young nun you’d first encountered when you awoke here. Sylvie, you recalled Isabelle calling her. She carried a tray of food with a jug of water, placing it on the table in front of you without so much as a second of eye contact. Perhaps she was wary of you, too. You didn’t blame her too much, considering how much you’d stressed her out upon your rude awakening.
“Thank―uh… merci,” you said quietly, a tad insecure of the way the unfamiliar word sounded on your American tongue. Still, Sylvie seemed to respond to you with a slight lift of her head. She met your eyes with an anxious look in her wide eyes. Unsure of what else to do, you simply smiled. The nun did not smile back, only nodded her head in one quick, near imperceptible motion, and then turned sharply, walking away with quick steps.
Daryl’s shoulder grazed yours as he leaned over the table to inspect the provisions: two crisp red apples, two bowls of stew, two hard boiled eggs nestled in tiny cups, four slices of homemade wheat bread (buttered), and two small glasses for water.
Without a moment’s hesitation, he took a piece of bread into his hands, breaking it apart and putting the other half back with its brethren. That was a habit of his―rationing even when he didn’t really need to.
“How is it?” you asked, watching him nearly finish the bread in two bites.
His lips pursed as he chewed and nodded his head. “Good.”
“Better than mine?”
“Nah.”
You took the piece he’d left and took a small bite, savoring the taste. “Mm… You’re right. Mine is better.”
With the tray of food in your possession, you sat together on the stone slab connecting two columns in the peristyle, facing each other as you leaned against the hard stone structures and savored the simple foods you’d been given. Once in a while, you’d look out into the courtyard, watching the nuns carry out their daily chores. You spied a goat or two, and a dozen or so chickens squawking about. The boy you’d seen earlier, however, was nowhere to be seen.
“I wonder why Isabelle’s so stingy with that radio,” you said. “You think she’s hiding something?”
“Maybe. Or she doesn’t want us to leave.”
“Maybe both.” Taking a bite of your apple, you couldn’t help but wonder just what kind of people you’d run into this time. “Ritual sacrifice,” you said. Daryl lifted his head from the bowl of soup he slurped from.
“What?”
“Maybe they want to sacrifice us for some weird cult thing. Like an offering to God. You ever see The Wicker Man? What if human sacrifices are what keeps this garden so nice for harvest season?”
Daryl couldn’t quite tell if you were serious or not. After all, stranger things had happened to the two of you.
“You’re jokin’, right?”
A smile slowly crept across your tired face. “I guess. Mostly. I just know there’s something up. I need to get to that radio, Daryl.”
“Me too,” he agreed. “Sooner the better.” He leaned in closer now, and you followed suit. His voice lowered to a whisper, he said, “The keys are on her belt. Maybe tonight we can…”
His voice trailed off into nothing as his eyes shifted to your left, focusing on something else. Despite your feeling that something was approaching, you kept your own focus on him. “Daryl?”
He leaned back quickly, putting distance between the two of you once again. Before you were even aware of the boy’s presence, he’d gingerly placed what looked to be a Rubik’s cube onto the stone bench. Like you’d just seen a giant spider, you stood up swiftly to distance yourself from the contraption.
The boy, the same one you’d seen earlier, you presumed, didn’t hesitate to take your seat. He looked at Daryl expectantly.
“Now you try,” said the boy. Laurent, you recalled.
Without the knight’s helmet obscuring his appearance, you took note of the long, slightly unkempt hair that reached his shoulders in dark waves. It reminded you of Daryl’s, put the boy himself seemed much too talkative and abrupt for further comparison between the two.
With a somewhat suspicious gaze, Daryl looked between the puzzle and the boy. It was solved, he noted. He could never figure these things out. Neither could you.
“My record is three minutes and twelve seconds,” Laurent continued proudly. He picked up the cube and held it out towards Daryl for further indication. Daryl took the cube in his own hand, tossed it around for a moment or two, then handed the thing back.
“I’m not really good at shit like that,” he said. Perhaps being away from the children for the last month or so had deprived him of his usual sensibilities which prevented him from cursing in front of them. Daryl didn’t even notice he’d done it, but you did. Still, you were too confused by the precocious child’s sudden appearance to say anything.
“No? Oh. I’m quite good at… shitlikethat.” You cringed slightly at the boy repeating Daryl’s words, albeit sloppily and in a French accent. You just hoped he wouldn’t repeat it in front of the nuns. “Math problems, science, music, geography. Also, I know all the countries and capitals from back in the before time.”
An exhale escaped from your nose. “Wow.” Laurent’s alert face turned towards you, looking up at you with cunning, yet unassuming, brown eyes. “You learned all of that here?”
He smiled. “Père Jean taught me everything.”
“Well, he sounds like a smart man. I’d love to meet him.”
The boy’s face visibly darkened before he turned back to Daryl, who clearly was the object of his fascination. “Pardon my manners, monsieur. I’m Laurent. Pleased to make your acquaintance” Holding his hand out, Daryl took it, and the boy administered a single firm shake.
“How many people do you think live within the boundaries of what was once France?” he asked Daryl. “Starting from sixty-seven million people before the fall, I speculate current French populace is fewer than two-hundred-thousand.”
“I was gonna say way less,” replied Daryl.
“Much less. Do you know how long it would take to repopulate that many people?”
“No.”
Laurent paused, lowering his gaze to the ground. “Six generations. Perhaps seven. Hurts my stomach just thinking about it.”
“Yeah, the math sucks.”
Another pause, while you seemed to be a ghost in this conversation. You knew that the most likely explanation was that Laurent had probably not grown up knowing many other boys or men, so it made sense that he was eager to speak to Daryl. That, and there was always something about Daryl that children gravitated towards. You found it rather cute, even though most of the time he had no idea how to talk to children. There were even times when he was at a loss for words when speaking to Robin.
“Do you have children, monsieur? A wife? Parents?”
Daryl’s eyes lifted towards you, his face questioning. You’d yet to discuss with each other the extent to which you’d inform these people of your lives back home. Isabelle already knew of your relationship to one another, but not about your children, or the others back home. She didn’t know about Alexandria. For now, you made up your mind that no one here needed to know of anything besides the fact that you and Daryl were married.
“I’m his wife,” you said, catching the boy’s attention again. Holding out your hand, you offered a smile. “(Y/N).”
Laurent looked at you again as he shook your hand, much more delicately than he had with Daryl. He seemed more confident with the man, more eager to impress him. With you, he seemed… fragile.
And now, with the boy’s full attention on you, you found yourself held hostage by his stare―dark and paralyzing. When he let go of your hand, his eyes seemed to fill with sadness, like a kind of grief.
“You’re homesick,” he said to you. “I see it in your eyes.”
The smile on your lips melted into a lukewarm puddle on your face. You always knew you tended to wear your emotions on your sleeve, but you’d never met a young child so perceptive.
“You can tell that just from my eyes?”
“I feel things. In my stomach. I feel your sadness.”
Breaking the silence that settled between you, a distant voice called out, “Laurent!” and some words in French you didn’t know.
After turning to see the nun calling to him, he turned back to you. “Time for poetry. Père Jean awaits.”
He began to walk away, his Rubik’s cube in hand, but he turned back once more, placing the puzzle on the bench beside Daryl.
“Now you try,” he said again before finally taking his leave.
Daryl’s movements were jittery with impatience as he wedged the knife in the doorjamb whilst jiggling the handle in different motions. Meanwhile, you stood watch a few yards away, just in case any passing nuns caught the two of you attempting to get into Père Jean’s study, where the radio sat in waiting.
It was still daylight, which you found to be a hindrance, but you couldn’t wait much longer for nightfall. Time was something the two of you didn’t exactly have, not when it came to trying to get back home.
“Clear,” you signed from across the small room that stored the nuns’ weapons.
Daryl nodded in acknowledgement, then turned his focus back to his so far failed attempts to open the door without a key. With a huff, he continued with different techniques, all of which seemed fruitless. His face contorted in frustration, with impatience seeming to cloud his ability to devise a more clever method. The door simply wouldn’t budge, no matter how hard he strained to get the knife to disturb the locking mechanism.
Like goddamn Fort Knox, he thought to himself.
And then, you’re hearing it before your mind or body can react. Daryl is frozen in momentary suspension. You can feel your heart pump faster and your blood quicken. Daryl’s eyes immediately search for you, then his mind races the same way it has a thousand times before as his hand curls tighter around the handle of the knife he purloined. And instinctually, you reach for a weapon that you do not have.
The growl gets louder, but not closer. It’s not moving. It’s stationary, but taunted. Laurent’s voice is meandering under the guttural groans of the unseen creature. His voice isn’t frightened, though. It’s calm. At ease.
You didn’t waste another second.
But before your feet made any forward movement, you felt your right hand now gripping a cylindrical wooden handle. Daryl moved past you once he knew the weapon he’d given you was in your hand―the small warhammer you’d been fixated on earlier.
Following not too far behind Daryl, you rounded the corner out to the courtyard, where you saw Laurent. He was standing in front of an old wooden door with a square barred window. Between the rusty iron bars, a pale, decrepit hand stretched out towards the boy, who seemed all too calm. In Laurent’s hands, a book. It came together now—he was reading to the creature.
Daryl hurried towards the boy, pulling him away by the shoulder. You stood back, tightening your grip on your weapon. The walker seemed contained, but it reached out with both hands now, growling and snarling at Daryl.
“What the hell are you doin’?” asked Daryl.
“This is Pére Jean,” replied Laurent, as if it was obvious. “We are waiting for him to rise again.”
Daryl looked from the walker, to Laurent, to you. You could see in his eyes that his tolerance had just run out. Daryl had been prepared to put up with as much as he needed to if it meant getting the two of you back home, but this?
Well, you and he had seen this kind of thing before, all the way back at the farm. Hershel had been keeping walkers in his barn, most of which had in life been his family or friends, in the hopes that one day there’d be a cure for this disease. He thought they were sick, not dead. Back then, it made a little more sense. It was the beginning, and people were coping with this terrible new world in any way they could.
Still, Daryl had no room for understanding back then, him being one of the first to lead the charge against exterminating the walkers in the barn. He certainly didn’t have it within him to understand it now, twelve years later, when all who were living should’ve known better. Even nuns.
“Laurent.” Isabelle’s voice echoed softly, but urgently, through the courtyard. She came toward the boy as she spoke to him in French. You figured she dismissed him, because soon he was walking away. Now, her eyes turned to you, then Daryl.
There was no unsettling calm there now, no more pretense. In this moment, despite your disgust, you felt that this was the sincerest form of her you had seen yet. There was fear in her eyes. Not of you, not of Daryl, and not of the walker. Something else entirely. For the first time since you’d been here, you felt sympathy for her, though you could not place why.
“Let me explain,” she said, but Daryl was already turning, making his way back into the abbey. You followed closely, but with an odd sense of guilt in the pit of your stomach. You pushed it away. Intuition would have to be put on the back burner. Survival was more important.
“You got a lot of witchy shit goin’ on around here.” Daryl pushed open the doors to the room where he’d awoken. Though you followed him, your feet froze in place. Isabelle caught up to him, her face as white as the cloth shrouding her. “Dead priest in a closet and a creepy kid? No thanks.”
You watched Daryl as he gathered his belongings. You felt an incessant pounding inside your head as thoughts ran wild and emotions flooded you. On one hand, you were more than happy to pack up your things and get out of here, but on the other, you wanted to know more about what was going on here. Perhaps it was that curiosity that often got you into trouble, but you couldn’t help it. Maybe seeing the nun’s facade crumble had made you more receptive to the idea of hearing her out. You weren’t sure why. You’d been more than ready to leave this place since the minute you opened your eyes this morning.
“It’s not what you think,” she said. Her eyes flashed from him to you, as if pleading. There was so much desperation in her, so much that you felt it flooding into you. Whatever she wanted, it was serious.
“Doesn’t matter what I think. We’re outta here.” Daryl yanked the nightshirt he’d awoken in and stuffed it into the backpack he’d found on the boat. Looking at you from across the room, his gaze was firm. Unyielding. “C’mon,” he said. “Get your stuff. We’re goin’. Now.”
Before you could respond, the doors behind you rattled shut. Isabelle stood in front of the closed doors, blocking your only exit. You knew that you could probably push past her smaller frame if you needed to, and Daryl most certainly could, but her desperation seemed strong enough to put up a fight.
“You can’t leave. Not without us. We’ve been waiting for you.”
Isabelle’s eyes were locked onto Daryl as she spoke. You looked between the two of them, confused and getting increasingly irritated with Isabelle’s lack of detailed explanation.
“Waiting for Daryl?” you asked. “What do you mean waiting for him?”
Isabelle’s gaze shifted towards you. “He’s the messenger.” Her eyes were wide and her voice firm with confidence in this statement, as if it meant anything to you or him.
Daryl paused his hurried packing as he looked over to you. He was just as confused, and just as frustrated.
“The messenger?” he repeated.
“To deliver Laurent.”
You let out a huff. “Deliver him? Deliver him where?”
From her pocket she procured a folded piece of parchment. She hastily unfolded the paper as she approached Daryl. “He drew this.” With a low grumble, he took the picture into his hands.
You side-stepped to place yourself next to Daryl, looking over his shoulder to get a glimpse of whatever madness Isabelle was ranting about.
The parchment was faded and cracked, but the colored pencil outlined with graphite was new and crisp. The style was simple and childlike, of course, but clearly discernible. Depicted on the page was the body of a man engulfed in blue waves, with his head poking out and resting upon a yellow beach dotted with seashells. It looked as if he was washing onto the shore. The man sported sinuous hairs that reached his shoulder and a cross hatching of lines along his chin that you assumed represented facial hair.
Had the situation been different, you might’ve found this amusing. After all, the man in the picture was vague looking enough to resemble any man with slightly long hair and a beard. It could’ve been Jesus Christ himself, but Daryl? You would have laughed if you weren’t so conflicted about what to think. Was Isabelle just plain out of her right mind, or was this going to lead to an opportunity to get the two of you home?
Daryl, however, didn’t have as much of a nuanced reaction as you did. “Yeah, he should stick to math.”
“So, you think this guy in Laurent’s picture… is Daryl?”
Isabelle seemed to ignore your line of questioning, as if it was obvious. “Three weeks ago. Before you came.”
Daryl lifted a black wool coat over his shoulders. “He drew a guy on a beach. So what?”
Once again, Isabelle’s eyes were focused on Daryl. Whatever part you had in this, if any at all, was apparently nowhere near as important as his. You might’ve been slightly offended if you weren’t confused.
“I saw you fight the Guerrières,” she replied. “I know you can get him there safely.”
You inserted yourself once again, practically jumping in between Isabelle and Daryl. “Get him where?” you asked, or rather, demanded.
Daryl held up his hand as if to signal her to stop. “I have no idea what you’re talkin’ about,” Daryl said, his voice bordering on exhausted now, as if he was tired of even entertaining this. Daryl turned to you now as he slung one strap of his pack over his shoulder. “(Y/N),” he said, “get your stuff. Seriously.”
Despite your bewilderment laced with a heavy dose of irritation, you couldn’t help but be entranced by the nun’s words. Your curiosity, once again, had gotten the better of you. “Hold on, I want to hear this,” you said, half out of hope that perhaps it could somehow lead you to getting home, and half out of sheer entertainment value.
Daryl huffed as he shook his head, not ready to argue with you, but ready to move out of this stuffy room and get going, with you kicking and screaming if he had to.
“Our leader is a Buddhist monk,” Isabelle continued. “He came through on a pilgrimage some years ago. He recognized something in Laurent, an answer to a prophecy.”
“Prophecy?” you asked, but Isabelle once again did not directly indulge your curiosity. Meanwhile, Daryl pushed past you towards the door, though you and he both knew he wasn’t going anywhere without you.
Isabelle followed Daryl, and you followed swiftly behind. She spoke rapidly, trying to get every last word of context out as if somehow that would persuade him. But you knew Daryl, and you knew that the only way of persuading him to do anything in this situation was if Isabelle offered him some sort of lead regarding your journey home. For your part, you hoped that encouraging her to ramble like her life depended on it would do just that.
“L’Union has a base up north, a community that will raise and nurture him to be who he was born to be.”
“‘Who he was born to be?’” Daryl repeated, opening the doors into the corridor.
“Six months ago, Lama Rinpoche said it was time,” she sputtered as she hurried to match Daryl’s longer strides. “Pére Jean was supposed to escort him, but… Well, you saw.”
“Yeah, I did. You got him locked up, thinkin’ the prayers and poetry are gonna fix him.” Daryl turned the corner, into the foyer, and then the armory.
“Laurent is special,” continued Isabelle. “I think you see that.”
“Do I?”
“His mother died in childbirth,” Isabelle continued. You listened much more intently than Daryl seemed to, but she still spoke directly to him. “He shouldn’t have survived that. It’s a miracle he’s even alive.
You stood cross-armed, leaning against the wall as you watched Daryl pick through the weapons. The first thing he grabbed was a simple wooden crossbow. It wasn’t at all like his, but the likelihood of ever seeing that crossbow again was next to nothing. He picked up bolts, too, and a morningstar. You never could figure out how to use that thing, despite how many times Daryl had attempted to show you.
With the morningstar in his hand, he lifted it up to show it to Isabelle, while his eyes still focused on the rest of the weapons laid out before him. He was like a kid in a candy store, though much grumpier.
“Can I borrow this?” he asked, though he didn’t seem keen on receiving an answer.
“He’s shown abilities,” Isabelle continued, once again. “Perceptions. Compassion beyond any child.”
Daryl turned with his haul to focus his attention on the weapons behind him. Isabelle seemed to grow frustrated now too, but only just the slightest bit. That calm demeanor was hard to penetrate.
“He sees into people,” she said more firmly now. You recalled how Laurent had taken one look at you and known exactly what you were feeling. Granted, the rational explanation was that he had known you and Daryl were far from home from talking to Isabelle prior, so it wouldn’t have been a stretch for him to assume that you were, indeed, homesick.
Of course, you thought Robin was very perceptive and emotionally intelligent, too. Robin was special to you, but all mothers believe their children to be special. It was nothing more than a simple personality trait, as far as you were concerned.
“We used to have a kid like that in grade school,” Daryl remarked. “He used to get his ass kicked a lot.” Daryl unsheathed a dagger as he spoke, then held it up to Isabelle, once again feigning his need for permission. “I’m gonna borrow this too, all right?”
“He needs teaching. Guidance we cannot provide. He’ll be safer there, nurtured… Until he’s ready.”
In one last burst of energized curiosity, you stepped forward to garner Isabelle’s attention. “Ready for what?” you asked, and this time, if Isabelle wasn’t straightforward, you were sure you were about to scream.
Isabelle’s gaze found you, her eyes ice cold and alert. Circles of pale blue encapsulated sharp black pupils that penetrated your own until you felt like you could see inside her mind if you tried hard enough. She seemed crazed, in a way, but also perfectly sane. Maybe it’s because what she was about to say would sound crazy to you, but to her, it was just logic.
“To be the new Messiah.”
Your eyes blinked in quick succession, as if to somehow blink away whatever she had just said to you in complete seriousness. You had only mostly been joking with your theories about these nuns being religious wackos. In this particular instance, you hated being proven right.
“To lead the revival of humanity,” Isabelle added. It did not make you feel any less creeped out.
“Yep,” you said. “We’re out of here.”
The next several moments were a blur, but you soon found yourself watching Daryl yank the keychain from the frantic nun’s belt. He turned towards the door to Pére Jean’s study while she continued to rant about Laurent’s destiny. You couldn’t catch exactly what she was saying as you pushed past her behind Daryl to hurry into the office, your sights set on that radio.
“Don’t you see?” Isabelle continued, nearly out of breath at this point. “This is why you’re here. This is why you washed ashore. This is why I was on the road that day. This is why you were saved.”
Daryl ignored her, rummaging around the room for anything that might’ve been useful on your journey while you fiddled with a few of the buttons and dials. It didn’t seem to respond to your prodding.
“Everything happens for a reason,” she added, paying no mind to you and focusing solely on Daryl.
“Can you fire this thing up?” you asked.
She looked at you in slight confusion, as though she couldn’t fathom your inability to take what she said seriously. You knew she believed it with every fiber in her being, but that didn’t make it true.
“The tube broke a month ago.”
You paused your movements as you processed her words, bile rising up in your esophagus and burning your throat. As for Daryl, he turned with a sharpness that startled even you.
“What?” he asked.
Isabelle’s eyes sank so as not to capture the wrath of Daryl’s stare. “I’ve been trying to get a replacement,” she said, more quietly than before.
Your anger was quickly replaced with hopelessness as you stood up and sighed. Of course the one thing that might be of some immediate help in getting you home was not working.
But Daryl’s anger was potent, more like a searing sting than a raging maelstrom. Still, the storm wasn’t far off. One more inconvenience might tip him over the edge.
Daryl huffed a chuckle of disbelief, then pointed an accusatory finger at the nun. His voice lowered to a growl as he spoke. “You’ve been fuckin’ with us.”
Silence settled uncomfortably between the three of you. Looking between them, you felt the role of mediator begin to overcome you, whether you liked it or not. “Is there… Is there any way we could find a boat, or maybe some kind of settlement that has a boat? Someone who can get us home?”
You didn’t know what to make of Isabelle’s next period of silence. It was clear that she was thinking, but you could not make heads or tails of what. Perhaps she was thinking of a way for the two of you to get home, or perhaps she was concocting some kind of plan that would get the two of you to do whatever it was she wanted. You didn’t think she would let you go that easily, not with how passionately she spoke just moments ago.
“There’s a port up north that may still be active.”
Daryl jumped in before you could even respond. “Show me.” His arm raised towards the large map of France sprawled out on the wall.
“Le Havre,” replied Isabelle, and your eyes darted to where she pointed: a star demarcating a city in the north of France, only a stretch of sea separating it from Britain. The city’s name was written in slanted letters that were bigger than the myriad smaller names surrounding it, but less prominent than the not-too-distant PARIS. It must’ve been a rather major city in its heyday.
“We’ve heard rumors of ships that come and go. But it’s just rumors.”
Turning to look at Daryl, you noticed his focus was fixed on the map. His eyes moved quickly over the lines that stretched across the colored surface like veins. His hand floated up to his chin absentmindedly as his mind processed a dozen or so thoughts. You watched his index finger rub against the skin just under his bottom lip, back and forth. You found yourself holding your breath, waiting for him to speak.
Daryl’s thoughts collided into one, unified by a piece of red thread pinned to the map in a jagged line, surely demarcating some kind of important route. His finger wagged to trace the line in the air as he spoke, “What is this route that’s marked out right here?”
“That’s Pére Jean’s plan to get the boy up north,” replied Isabelle.
You moved closer, your eyes pinpointing various golden pushpins lodged into the thread, each matching up with a town or city noted on the map.
“What do these pins indicate?” you asked.
“They’re stops,” she answered. “Places where we have friends who can help to connect us, radio frequencies.”
A swell of hope rose up in you as you turned to Daryl with wide, bright eyes. Daryl’s attention was caught by your hand squeezing his forearm, further indicating your renewed vigor. “We can take that route up to the port, honey.”
Isabelle seemed to catch onto your enthusiasm. “It’s a treacherous path north,” she said. “Hard to find your way.” The nun turned to you and Daryl with something almost smug in her voice as she spoke. “Harder if you don’t speak French.”
Your heart sank at her discouragement, but Daryl was unmoving. “Get your stuff,” he said to you. This time, you would do so.
In the room you’d awoken in, you scrambled to compile whatever scraps of clothing you’d picked up on the way here, and whatever was left of the clothes you washed up in. Pivoting your head in all sorts of directions, you searched for the large denim vest you’d been wearing. It was nearly brand new when you’d left home weeks ago, its faded Levi’s tag still hanging on by a thread before you yanked it off. Now, it was torn in more than a few places and stained by blood and oil and God only knew what else.
But after a few more frantic turns, you spied it folded neatly on a chair across the room. It wasn’t the vest that mattered, though. It was the contents of its inner pocket.
You hadn’t found yourself the time to check if the photos were still tucked in where they’d been before, but you figured now was as good a time as any.
With a sigh of relief, you removed the Polaroids from the pocket, zipped up and sealed away from the sea water that had engulfed you in the chaos of that night.
Some water had come through, but not enough to mar the image of Robin holding baby Westley in her arms, or Dog and Robin playing in a pile of leaves as Daryl watched in amusement. Every photograph revived another memory as you flipped through them, until the images were clouded by your tears.
That was another reason you’d been dreading checking your pocket―the inevitable sadness that would overcome you if you saw what you’d so foolishly left behind.
It hadn’t been for nothing, of course. You’d never leave home for nothing. It was for Michonne, for Rick. That was the point of all this, and look where it had gotten you. And there was so much to scold yourself for.
For letting Daryl go.
For agreeing to go with him when he asked.
For wanting to be a better wife in the place of being a better mother.
Or at least, that’s what you saw it as now. Why couldn’t you let him go alone? After all, he’d gone out alone more times than you could count ever since the prison. You weren’t a stranger to the concept of Daryl leaving you for sometimes weeks at a time, but this time was different. Daryl had asked you to go. Wanted you to go. You’d joked that it was like a vacation, but it wasn’t. Both of you knew that.
But a part of you was glad you’d gone. If Daryl had gotten into this mess himself, you knew yourself enough to know that you would’ve gone after him anyway, leaving the children in Alexandria no matter what. It was inevitable, you supposed. You hated it. The idea of them alone terrified you, though you hadn’t let yourself dwell on it much until now.
And that’s when your breathing became rapid, your heart pounding while every hair on your body stood on end as you thought of every horrible thing that could possibly happen while you were gone. Each second you stood here was another moment in which the unthinkable could happen to everyone and everything you loved. Hot tears seemed to burn their way down your cheeks, despite how hard you tried to hold them back. A pointless endeavor.
Just as you began to let yourself cry, to let yourself fully feel the weight of what you’d let happen, you heard your name on Daryl’s voice, calling to you from outside. “Let’s go!” he called out.
You swiped your face with your sleeve, and swallowed the unborn tears.
Outside, you lugged your bag over your shoulder to meet up with Daryl, who stood outside near the front gate. Isabelle stood facing him, while the other nuns, perhaps a dozen or so of them, scattered about as if to watch the outsiders leave. Entertainment, you supposed. Or maybe a way to make sure the two of you were really gone.
Laurent was there, too, and you heard him say something to Daryl, but by the time you made it within earshot, he was quiet.
“It ain’t my problem,” Daryl said to Isabelle, and that was all you could catch of their conversation.
The nun’s face looked dejected, hopeless. Though you’d felt mostly annoyed with the woman throughout your stay thus far, even though the reasons weren’t very justified, you couldn’t help but feel sympathy. Perhaps you had no idea what she was going through, nor she you, but at least you could understand her sadness, for whatever it was worth.
“Thank you,” you said, trying to make up for Daryl’s lack of manners. “For helping us.”
Isabelle smiled softly, but there was still a great sadness in her eyes. Daryl made his way towards the heavy wooden door that separated the abbey from the outside world, expecting you to follow.
“And, um… good luck. With everything.”
She only nodded in response, which you took as your signal to leave.
A dirt road made by tire tracks in the ground led the two of you away from the abbey, into the surrounding woods. Maybe less than a mile or so had you walked in near silence, only the sound of gravel underfoot, until you spoke.
“You know, you could’ve at least said thank you.”
Daryl’s brows knit together as he looked at you. “What?”
“Back at the abbey. I don’t like the woman very much but she might’ve saved our lives, especially yours. She let us take weapons, food for the road…”
“Pfft,” he scoffed. “You on a high horse now?”
Smiling, you shook your head. “No, I just… I don’t know. They might be crazy but at least they helped us.”
“Yeah, helped us ‘cause they think I’m The Messenger.” Daryl’s voice rose as he mimicked Isabelle’s words. You snorted and lightly shoved his shoulder with yours.
“Mm, yeah. You notice how everyone there was super interested in you, but not in me?”
One corner of Daryl’s lips curled every so slightly as he looked at you with playful, but tired, eyes. “You jealous again?”
“No,” you laughed. “Well, I mean…”
Your voice trailed off as the sound of distant engines grew louder with each moment that passed. Daryl looked back towards the abbey, but it wasn’t coming from that direction. He turned the other way, and sure enough, it was coming closer—towards the two of you.
There were no words exchanged in this moment, only the feeling of Daryl’s hand grasping your wrist and pulling you to the side of the road, into the wild shrubbery.
Peering through the gently rustling leaves, you watched as a caravan of vehicles zoomed past, heading towards the abbey. You recognized the military-grade jeeps, their insignia painted in white flashing by fast but just enough that you could recognize it from yesterday. It must’ve been the same group that had attacked you, and if it was, then that would undoubtedly spell trouble for the nuns.
Daryl’s eyes were locked onto the caravan until it disappeared into the overgrown woods that shrouded the walls of the abbey. His mind was at war within itself, thoughts of making a break for it with you and leaving the nuns to their fate battling with the moral dilemma that would inevitably haunt him if he did so. And then there was you, of course, who he knew would be against the idea, tempting as it was.
But of course he couldn’t do that. The nuns were well-equipped thanks to the armory, but clearly not experienced in fighting living human beings with automatic weapons. Simple firearms and medieval weapons in the hands of even the most experienced fighter would still be challenged against such a militarized force.
“They’re heading for the abbey,” you said quietly, your voice barely rising above the now distant grumbling of engines. “If we start back now, we can catch up to them before―”
“Nah,” he replied. He looked at you for a moment, watching your face go from confused to annoyed very quickly. “You stay here, I’ll go.”
After over ten years together, you’d think he’d understand that that simply wasn’t how this was going to work, but he had to try.
You tilted your head in questioning. “You’re joking, right?”
He wasn’t.
After some whisper-bickering on the way back to the abbey, the two of you had come to an agreement that you’d wait just outside the front gate, ready to come to Daryl’s aid if he had been gone a suspiciously long time or if you heard something going awry. Daryl had managed to somehow convince you that only one of you going in made more sense than both of you risking your lives for the nuns, but you weren’t exactly happy about it. Any situation which alleviated Daryl’s stress was bound to send yours off the charts.
If you’d had a watch, you might’ve timed him, but alas. All you could do was count the seconds in your head, and keep your eyes and ears open. Leaning against the brick wall, you huffed out an exasperated breath as you squeezed the handle of your hammer with both hands. After a while, you had half a mind to go in there despite nothing particularly alarming happening, until the first gunshot.
Meanwhile, Daryl kept his back pressed against the wall beside the door to the room he’d awakened in. His eyes were focused on the pointed end of the bayonet that slowly inched its way through the doorway, but not very far.
He lifted an axe he’d “borrowed” from the armory and brought it down swiftly upon the bayonet, disarming and momentarily startling the young man who’d held it. Daryl quickly pinned him against the door, then from the corner of his eye, another figure caught his attention.
The man raised a handgun and pointed it in Daryl’s direction, but Daryl was quick enough to use the other man as a human shield, his back absorbing the bullets that were fired. Throwing the lifeless body to the side, Daryl lunged forwards to strike the man across the face and knock the gun loose from his hand. He threw another punch, this time propelling the man backwards until he landed upon a table. Daryl came forward to further incapacitate him, but he was able to kick Daryl back with great force.
Daryl stumbled back several feet, but did not fall. This man was strong, and wouldn’t go easily. That much was evident.
Now with the upper man, the man forced Daryl against the wall, delivering several hits to his stomach before turning him and throwing him hard against the floor. A few particularly frustrated kicks were administered to his abdomen, accompanied by loud grunts to further illustrate the Frenchman’s frustration.
Finally, the man let up, only to turn and retrieve his discarded handgun.
In the courtyard, you rushed past a bloodied scene of several nuns’ bodies, as well as those of most of the men from the caravan, strewn over the stones of the pathway. With your axe held firmly, you called out to Daryl, looking wide-eyed around the once peaceful abbey.
You did not find Daryl, but Isabelle, her flowing white figure turning to look at you as she processed the sound of your voice. You ran towards her, noticing the shock and distress upon her features. Coming closer, you took her wrist into a firm grasp, as if to not let her get away.
“Where’s Daryl? Did you see him?”
She did not speak for a moment, only nodding rapidly as she began to awaken from her shocked stupor.
“Yes… H-he went inside. This way.”
Daryl’s life flashed before his eyes, or so it seemed. Of course, that had happened many times before, but this time, he was sure it was the real thing as the Frenchman stood above him, the barrel of his gun perfectly aimed between Daryl’s widened eyes. In a knee-jerk reaction, he held up his hands as if to block the bullet, but it did not matter…
Rounding the corner and stumbling into the hall, you saw the scene for yourself. Without hesitation, you bolted towards the man, axe held high and all your strength channeled into that swing.
Bringing down the axe, you hit the hand that held the gun, causing the man to grunt in pain. The blade might’ve been too dull to cause any irreversible damage, but it was enough to disarm him and to send him backwards, away from Daryl.
The force of your attack sent even you spinning backwards, but you quickly oriented yourself with the intention of striking the man again, though he’d been quick enough to start making a run for the exit.
Daryl wasted no time in retrieving the gun, coming back up to his feet after the wind had been knocked out of him and into another dimension. Aiming the gun, he shot.
His aim, though, was less than stellar, given the state of his swimming head. The bullet struck the man only in the shoulder, sending him only slightly stumbling as he continued dashing towards the foyer.
As you both followed behind, you were met with a still bewildered Isabelle and a frantic older nun, who practically threw herself in front of Daryl as he tried to aim the gun towards the escapee once more.
“Please. Please. Please, please!” she repeated emphatically, her hands at one point grabbing Daryl with what little strength she had. “Show mercy!”
Daryl, of course, ignored these pleas. As far as he was concerned, these people were not deserving of something that even the most good-hearted of people were so rarely afforded in this world. He continued on to chase after the man, and you were set to follow, but suddenly, you saw the older nun begin to tremble, her legs seeming to fold underneath her.
Isabelle moved quickly to stabilize her, but gravity was beckoning her weak body. You hesitated for a moment, fighting the urge to help the nun as well as the urge to follow Daryl and make sure he didn’t get himself in trouble again. Your heart, however, kept your eyes glued to Isabelle and the older woman as she struggled to keep her steady.
Dropping your axe, you moved to the shaky nun’s other side to hold her weight, taking some burden off Isabelle. Looking around, your eyes fixed onto the nearest perch—the stone steps at the base of the staircase.
“There,” you said, nudging your head towards the stairs. “She needs to sit down.”
The two of you helped the nun to the steps, sitting her down gently between you. She naturally leaned herself against Isabelle, who wrapped her arm around her. You took a moment to look her over, noticing blood pooling in her abdomen. Isabelle moved her hand over the wound, but both of you knew there was nothing that could be done. It was too deep, and too much blood had already been lost. Even now, you could see the color of the older woman’s face, which once might’ve been so full of life, draining to a ghastly pallor.
Still, you had to try.
Taking off your jacket, you were about to press it to the wound, but the nun shook her head and looked at you, her eyes with a familiar dullness that you’d seen before in those near death.
“No,” she said. “It is my time… There is no use.”
Just then, Daryl returned, appearing slightly defeated after the man he’d given chase to had escaped. He came closer, kneeling next to you. The nun reached out a shaky hand towards him. He hesitated for just a moment, then reached his own hand out to meet hers.
“You don’t believe,” she said. “Maybe you never saw a reason to. But one thing I know… reasons are everywhere.”
You watched night fall from your room, the same one you’d awoken in. Daryl had insisted you rest after burying the nuns that had fallen, of which only two remained: Isabelle, of course, and Sylvie. Laurent had been spared, too, much to your relief. But it seemed yours and Daryl’s fates were tied much closer to these new acquaintances than you’d realized. The events of that day had proven as much.
As you watched the flame of a nearby candle dance with languid melancholy, the door to the room creaked open slowly. You turned on your side to face the door to be met with Daryl, his tired face illuminated by a gold flicker. He looked defeated, as he had been, but with a nearly imperceptible glimmer of hope in his eyes. You might not have noticed if you hadn’t seen it before, but you had, and it intrigued you.
“What is it?”
He sat on the edge of the small bed where you laid, his hand resting on your thigh over the threadbare blanket that covered you. He took a deep breath, which spoke of conflicted emotions, followed by his hoarse, tired voice.
“We’re takin’ them to the port.”
You sat up slightly, intrigued by this news. “We are?”
“Yeah… Figured we ain’t got much of a choice.”
You nodded, agreeing that taking Laurent to this “sanctuary” that Isabelle spoke of was probably your best bet for getting home, even if it wasn’t ideal to have to worry about three other people.
“I guess it’s sort of a win-win situation. We help them get to where they want to go, and they help us get to where we want to go.”
“Guess so.”
Silence settled in between you, its presence heavy and filled with words unspoken. You sat up fully, reaching out to touch his shoulders. They were as strong as always, but slumped over slightly. This all weighed so heavily on him, the responsibility. It always does. You knew that he’d never forgive himself, but you could try to reassure him, like you always did.
“None of this is your fault,” you said, knowing that it was what he needed to hear. You leaned closer, pressing yourself against his back and resting your chin upon his shoulder. Your arms wrap around his waist as tightly as they can. This might have been the most intimate you’ve been with him since washing ashore here. It was certainly the closest you’ve felt to him since.
And he felt an immense weight lift off his shoulders, one which he knows will inevitably return, but in this moment, it’s dissipated completely. His body sunk into your embrace, and the tightness in his chest is relieved by a long, deep breath. It’s not just your touch that eased his mind, but your words. Every part of him wanted to object because he knew deep down that it was his fault. It was hard for him to even imagine that it wasn’t. Still, to know that you didn’t blame him, that you still loved him… It made the load he will always carry feel lighter.
“We will get home. I know it.”
You punctuated your statement with a firm kiss to his cheek. His head turned slowly towards yours, his lips meeting yours in a more urgent kiss, one that felt like a promise. Daryl could always say more with his body than with his words, and that’s what he did now—he pulled you closer, now locked in his embrace. His mouth did not separate from yours even for a moment. There was devotion in his kiss, in his hands as they crept up your back and moved up and down in slow, firm caresses. Words couldn’t communicate what he told you with one embrace, but you knew that no matter what fate had in store for you, Daryl would rearrange the stars to change the course of destiny as long as it meant the two of you would make it home. Together.
When your lips separated, you were lost in his eyes, so familiar, like they were windows through which you could see Robin and Wes, waiting patiently in the living room for their parents’ return. If you looked long enough, you were sure you could see yourself and Daryl coming in through the front door to be greeted with open arms.
~
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#begin again series#begin again#the walking dead#the walking dead: daryl dixon#daryl dixon#daryl dixon spin-off#the walking dead fanfiction#the walking dead: daryl dixon fanfiction#the walking dead fanfic#daryl dixon fanfiction#daryl dixon fanfic#norman reedus#norman reedus fanfiction#norman reedus fanfic#twd fanfiction#twd fanfic#daryl dixon x reader#daryl dixon x female reader#daryl dixon x you
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Demonstober Day 13 Elf
A supernatural creature of folk tales, typically represented as a small, elusive figure in human form with pointed ears, magical powers, and a capricious nature.
Tagging: @lavenderdropp @six-eyed-samurai @trancylovecraft @shadyd3ar @cherrysuzaku
@nousija @mspurpl3
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If someone had told him a couple months ago that he would fall in love with the MOST unusual girl that had ever graced his workshop..He'd have told you to never speak such nonsense to him again, probably would have scoffed, told them they were insane, and dismissed it from memory bank forever. Him, a proud master blacksmith of the arts, with a girl like her?? HA! What nonsense...
Or was it?
Not to him right now it wasn't as she kissed him and held his hands and he found himself not fighting against it. What was wrong with him!?
Oh right. ..It started with her walking into his shop.
The sounds of metal clashing against metal rang out loud and clear in the air. The inside of the shop was hot enough to even send a dragon out to drink cold water. Sweat dripped down his body and his lungs heaved from the excessive force of the hammer that he brought up only to bring it back down repeatedly. Hammering the burning orange iron into submission. To be molded and crafted into a perfect halberd for a dwarf client of his. He would've continued to mind his own business if it hadn't been for the beautiful woman who walked in with a smile on her face.
He stopped mid swing hammer in the air as she walked through the opening of his shop and looked at you. Your eyes wondered around the shop and all his tools set up everywhere before looking at him and smiling.
"Good evening. I'm looking for an elvan man by the name of Hatoro Haganezuka?"
"You're looking at him." He grunted lowering his hammer and eyeing you. Noticing the small cloth you carried in your hands. "What do you want?"
"I heard you fixed blades?"
"Yes. What of it?"
"I was hoping you could fix something for me."
You should have been as beautiful as you were when you smiled and unraveled the cloth in your hands. Revealing a rather puny dagger that was not only rusted but broken in half. Obviously not cared for at all. He felt disgusted at the mistreatment of his and his disgusted face reflected that. Eyeing it before the beautiful maiden who held it up to him.
"What a disgrace. What do you intend for me to do about it?"
"It used to belong to my grandfather but he passed away. This is the only thing I have left of him. Could you please fix this for me?"
He still stared at her beautiful face before scoffing. "I craft actual important things. Weapons for warriors. Beautiful objects that are supposed to be used to defend, hunt, help survive life. Why should I waste my time on a simple dagger?!"
"Please. I'm willing to pay whatever price you want."
Dam her cute face. In the end he reluctantly accepted her request and she gratefully hugged him despite the sweat rolling down his body before leaving him with it.
He felt like he was going crazy wasting his time fixing the puny little thing.
It felt like a two part problem in his mind. On one hand it was as if he was betraying his loyalty to his duty and everything that it stood for by accepting such a measly thing to fix..for falling for such a girl. While on the other hand it was a betrayal of his own emotions for denying his affection for her in the first place. He grew weaker by the day, losing sleep over his inner turmoil. It wasn't long before people started to notice, dark circles appearing under his eyes and his usual scowl deepening as his mood worsened. No one dared to actually ask him what was the matter, but he could feel their concerned stares and worried glances. Even so, he held out, pushing thoughts of her away as he tried to go on with his life. Just ignore her, he told himself. He would feel better once he forgot about her. Just get this job done and you'll get over her!
But no matter what she wouldn't leave his mind or him alone. Oh WHY did he have to be plagued his existence? Even AFTER you had returned after a month or two with various check ups to see the progress and then FINALLY getting it done with him shoving it into your awaiting hands.
You STILL plauged his mind.
How beautiful you smiled. How soft you were when you hugged him. How tight his chest was when you kissed his cheek in thanks.
HE COULDN'T WORK IN THESE CONDITIONS!!
He once told her to leave him alone because she didn't need to be anywhere near him....It ended up with him breaking down in the middle of the day crying and all those sleepless nights catching up to him finally. His work performance was slipping, he was acting like a baby, and it was ALL her fault. She wouldn't listen and go away like some stalker. After that he had passed out from his yelling fit and woken up insidd due to exhaustion.....And to her crying and holding his hand. Ironic wasn't it.
And he made a noble effort to forget about that incident, but it was all for naught.
He reached his tipping point about a month into his rejection to the monster. He was exhausted, eyes sore and bloodshot, and his performance still wavering concerning all their neighbors. Lost in his thoughts while working. he heard a single word. His name. That made him stop in his tracks. His head snapping up in recognition, eyes widening. No! Not her! Not now! The last thing he wanted was the she demon to back him against the wall and talk her pretty little head off. He felt like he was suffocating. He barely slept for days. He couldn't take it- The voices were becoming so much his head was going to explode-
"Haganezuka? You don't look so good."
That was the last thing he heard before he passed out for a second time that month. She had carried him. CARRIED HIM!! HIM!! All the way back inside filled with worry. Don't ask him why she didn't just leave him there. If the resident blacksmith was just found passed out against the ground it would've been less humiliating than a girl to carry him all the way to his bed where he remained when he woke up and numbly laid there as she went off chattering again. He didn't know what he was thinking when he suddenly exploded at her letting everything out. Maybe it was his frustration? The stress and strain he was feeling from her relentless presence? Maybe the days of little to no sleep? His mind zoned out as he mindlessly yelled at her but he certainly wasn't expecting it to end up with her kissing him and him being compliant to her affections. Leaning into her warmth and all around easing the stress he was always. Good grief what did he say? At one point she pulled away and he attempted to kiss her again which ended embarrassingly thanks to his lesser height which ended up with himself missing her lips and pecking her jawline which sent her beautiful face into giggles and the soft hands cupping his already crying and red face rubbed away at the stressful tears.
"You shouldn't beat yourself over like a little crush. I would've been happy to know either way. Oh. Please don't cry."
He wasn't sure why he felt so assured or comforted right now, but for now he leaned into those soft hands holding him up with the pretty angelic face of his relief
#demon slayer#kimetsu no yaiba#kny#Demonstober#haganezuka#haganezuka hotaru#haganezuka x reader#demon slayer haganezuka#hotaru haganezuka#kny haganezuka
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Some Sokkla family headcannons because this ship has been stuck in my head for a good week
They live in the Southern Water Tribes (STW) and Sokka has eventually succeeded his father as chief.
They have two children: A son named Haku (Spirited away reference? I don't know what you're talking about...) and a daughter named Lykka.
Haku is a waterbender and Lykka a firebender.
Haku looks very similar to his father. Though, his eyes and facial expressions are all Azula'.
Lykka's skin is darker than Azula's but still a bit lighter than her father's. Her hair is black but wavy (same hair texture than Katara). Her eyes shape is round like Sokka but the colour is gold.
Azula's favorite cloth from the STW is the Amauti. I just know that she is the kind of mother who would carry her children everywhere with her until they can walk, so she would absolutely adore these.
Ironically for a man who loves his sleep, Sokka insisted to be the one who wake up when the kids were babies. He would only bring them to Azula if it was because they wanted to eat. Because of his responsabillities, especially at the beginning of his chiefhood, it was his moment to be able to solely focus on bonding with and taking care of his children. Plus, Azula wakes up very early in the morning, so it let her rest and sleep.
To no one's surprise, considering who their parents are, the siblings favorite pass time is to prank their uncle Zuzu when they see him. They are sillies in general.
Sokka insisted they learn, at least the basics of, weilding weapons. In case something happens and they can't rely on their bending. Haku can be frequently seen fighting or hunting with an ice-coated halberd. Lykka, on the other hand, preferred dual broadswords. Thing is, in good uncle fashion, Zuko taught her some fun tricks combining the swords and firebending. She once almost burned her hair and the house while juggling fire with the swords. Oops....
Sokka taught them a lot of manual skills in general. I just know it in my bones that, in a Modern AU, he would be the kind of dad to put a mechanical drill in his toddler's hands.
At each of the kid's first full moon, Sokka took them outside to present them to Yue. They're the only kids in the world that can brag about having the Moon Spirit as their godmother.
#avatar the last airbender#atla#sokkla#sokka/azula#steambabies#headcannons#headcanon#sokka#atla sokka#azula#atla azula#oc child
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Every time I need to find a Hetalia doujinshi that Spain is so fcking doom, I can always count on ''BLOOD WEDDING'' by Aogiri 😭
What France wanted was beyond Spain's ability, and for this reason, pushed Spain into a series of later tragedies. But after all the terrible misfortunes that France had inflicted on Spain, he somehow still behaved affectionately towards France. And this was no different from the torture on England's mind.
When Spain restored all his memories [Volume 3], he not only regained all his good memories with France but also remembered the feeling of having his eyes completely blinded by France. His betrayal was a shock that burned all of Spain's reason and emotions. He sat on the throne that France built for him and forgot who he was [Volume 1].
When recalling these events, Spain had to be honest that although he would definitely remember France's brutality, he knew that even after this there would never be anyone like France in his life (if this happens then it's actually good, Spain).
And France knew this.
FRANCE FREAKING KNEW SPAIN'S HEART ALWAYS HAS A PLACE FOR HIM.
There is an ''interesting'' point in this doujinshi series, where instead of Spain using a sword or halberd to finish off France, he uses a gun. In terms of risk, obviously using a gun is quicker and requires less force. But because it was so quick, ending him with a gun would make "temporary death" easier for France.
When we look at England's perspective, we completely understand why he has a big hatred with France in this situation. England shouted directly at France: ''You betrayed him''; to exclaim that the cruelty of France is not limited to facing enemies, but also to those closest to him.
(England is not a good man at all, but we need to admit France is wild throughout this doujinshi series)
You can also see France came to Austria's house to talk about Spain (well, both of them have ''a deep relationship'' with you, Spain 😭). France thinks Austria will sympathize with his actions towards Spain due to Austria is also full of calculations in his relationship with Spain. But Austria thought that France's move was too extreme.
This difference is clearly shown in the motives of both. When Austria wanted to have a ''happy family'' and of course powerful with Spain (very Habsburg way). France wanted Spain to be his protectorate.
Spain is someone who England has known all his life that it is difficult to win affection both politically and personally, but when France has that from Spain, he brutally tramples it.
It's really ironic for England when he can only gain Spain's affection when Spain completely loses everything.
And that is precisely why England delayed so long in making Spain regain his memory.
#aph#hetalia#hetalia doujinshi#aph spain#aph england#aph france#aph austria#engspa#frain#spaus#Spain's therapists must make a fortune 😭😭😭#This doujinshi series is such a masterpiece to the point I can't stop yapping about it
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Meta Knight lives on the Halberd, but after it sank to the bottom of the ocean he, ironically, crashed at Castle Dedede.
In return Dedede got to train with him for his own revenge plot.
#meta knight#kirby#gethoce#meta Knight's mojo dojo case house (he doesn't have one)#old headcanon i think i never shared lol#also this is how Dark Nebula's chest ended up at the castle#I HC that Axe Knight brought it from Yomi (the Underworld)
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making a necromancy system for Iron Halberd
i've been mulling over ideas for a whole necromancy subsystem, separate from spells (bringing the total number of different magic systems in this game up to 4). mostly for self-indulgent reasons - it's a way to codify a lot of stuff about necromancy that i've used in my worldbuilding before, but always struggled to work into the mechanics.
Necromancy is easy. why? because i want it to have a seductive-power-of-the-dark-side thing going on. if you meet a necromancer, they can teach you to reanimate undead in a few minutes. anyone can do it. it's a temptation - one that's easy to say yes to, but hard to go back on. accepting these teachings and applying them in an easy ritual grants you the power to reanimate undead, but costs a point of your stamina or vitality - and you can't undo that without some sort of holy magic cleansing you of it. you're a necromancer now.
Necromancy is powerful, and unreliable. when you reanimate an undead, you always succeed. there's a roll involved, but that roll determines whether you control the resulting undead, not whether it's animated in the first place. the difficulty for this roll goes up every time you reanimate something, and goes down a little bit each time you rest; it also can't go lower than the total hit dice of all undead under your control.
Necromancy fills the world with dangerous undead. undead created that you don't control are a problem. they'll usually try and eat you, and if you leave them wandering, they'll probably eat someone else instead. using necromancy brings these hideous monsters into the world and your control over them is fragile. even if you're determined to use your powers for good, your mistakes could cost innocent lives. and i love necromancy working like that. it's much more interesting to me than it just being ontologically evil for objective reasons.
i ended up removing the roll-to-cast system from iron halberd a while ago in place of way more reliable spells, because we didn't find roll-to-cast all that fun, but for necromancy it feels too appropriate to pass up. i want it to be something even the necromancer themselves is afraid of. here's the rules i drafted up:
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if you're not busy maybe a request with yandere claude frollo with a darling who are from the modern days and somehow got trapped into the movie/world the film takes place in.
any prns
You are my story
warning : obsession, some angst, yandere Frollo
Info : I kinda like this idea the confussion and obsession was fun writing it have fun reading dear anon and thanks for the request
~~~~~~~~~~~~~~~~~~~~~~~
How did it happen? It was just a free day evening, an evening alone in front of her TV and the old DVD she had found. A few memories of her childhood when she had watched the movie over and over again with her grandma and grandpa. She knew every song and wanted to go to Paris herself.
But not like this, not in the Middle Ages and not in a scene she knew what it would mean. She was scared when she saw the huge old buildings, the people watching her as she came out of the alley. The clothes so different from the humans no dress, no covering under fabric.
She almost screamed when she saw that her image had changed despite her modern clothes, she was not realistic. It felt like her body yes, but when she saw that she looked like she had been painted in a puddle, she almost screamed out of confusion and fear.
It was sinful. It was fear that coursed through her body as she tried to run away from the city herasu wanted to escape the events that would make VParis burn. Get out of Paris, there must be an exit, she thought, looking around hurriedly, but there was hardly a blind spot in this city.
There were people everywhere, people who almost brought the city to a standstill, guards who patrolled and, as she herself soon learned, guards at the gate who kept her from perhaps finding an exit with their halberds raised.
,,And I'm supposed to believe you, traveler?" he asked again, the iron key still locked in his ringed hands. She knew him and had tried to explain to the judge that she didn't want anything here, that she just wanted to go back.
But unfortunately she had to realize that it was only because the story here deviated from the movie that his justice dragged on. That his curiosity and excitement flashed in his eyes as he walked around her.
She felt his gaze on her clothes, on her Jean's, which clung to her legs and on the T-shirt under which her bra was slightly visible. He hasn't changed…he's getting worse, she realized with horror as she still felt the heavy metal on her wrists as if she didn't stand a chance. But Frollo the judge had actually believed her words.
He wasn't stupid, the clothes she was wearing weren't from here, weren't from anywhere in the world, weren't from any books he'd read. Her language and the way she talked to him was "different", it wasn't like something had been changed over time.
,,I can't let you go…darling you see people would want to see you burn" he murmured looking out of the small window seeing in reflection how she was thinking. Her knowledge probably went up to a certain point, but something was different.
She didn't seem to have thought about this story here, didn't pay attention to the knowledge of time. ,,And-and what should I do, Frollo, you have to let me go, this isn't my story," she protested, wanting to reach for him but he grabbed her hand instead.
Seeing the desire flash as the chains rattled he restrained himself from attacking her it was obsession she saw. His grip was firm in a surprising way and she wanted to leave, wanted to go back to her world, to her time.
Didn't want to live in the past of a movie where she lived with an insane righteous murderer. ,,But you're my story," he said with a smile, taking hold of her chains and pulling her close, running his fingers almost cautiously over her shirt.
He saw her shudder as he traced the hem of her bra, fascinated by the clothes on her shoulders and what was underneath. Seemed completely interested in her entire appearance and something told her that she wouldn't just feel the metal on her.
That she would never get out of the city, let alone his house. That he would lock her away, study her, watch her, make her his. She would become another hidden detail of a story.
~~~~~~~~~~~~~~
@ria-coolgirl , @aliensthegreat , @nunezs-stuff , @magmabayvi , @cedric-my-beloved
#disney#the hunchback of notre dame#judge claude frollo#judge frollo#frollo x reader#judge claude frollo x reader
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Do you have any pantherlily headcanons? I really enjoy how you write him
You got it boss😎👍
Had to constantly remind everyone in the first few months of his time at the guild that despite his appearance he is quite literally a grown ass man, older than a good chunk of the guild members who keep babying him.
It took a while for it to sink in properly. Mirajane especially had a hard time remembering. She refused to serve him drinks at the bar for the longest time, thinking he was the same age as Happy n co.
Despite sticking with Erza due to her being a familiar face initially (lookin like Kinghtwalker) , he does eventually build up a genuine friendship with her. They spar and go on missions fairly often, and Erza also expands his horizons by introducing him different types of magical weapons and armours.
Apart from swords, he has good proficiency with knives and halberds. He has good hand to hand combat skills but largely stuck with weapons most of his life. It wasn't until afterwards when he came to the guild that he started to appreciate it more into how he fights. No one can resist a good brawl :]
Loves Happy, really he does, and he knows that customs on earthland are wildly different from back in Extalia, but he's still so fucking horrified that Happy doesnt wear clothes. He just wants him to put on some pants, please, he's not asking much.
Refused to spar with Gajeel until would accept a few pointers from him on how to use the iron dragon sword like an actual sword instead of just swinging it around.
Won't visibly show it but is deeply fascinated by the fact that magic is naturally occuring in people on earthland. He studies up on history and the different types of magic whenever he encounters a new one.
He's sorta a big deal still with the exceeds. Hailed as a hero for his efforts all those years. If he's out traveling and encounters another exceed they usually treat with deep respect or just straight up awe. Happy and Carla dont get it. It's just Lily? Yeah he's cool but again. It's just Lily.
Has relaxed considerably since coming to earthland. In his mind he's retired from his old life and was given a chance to start fresh, so allows himself to take it easy as much as possible.
Realized that it jumpscares new people when he talks in his small form. No one looks at a 3ft tall cat and expect a deep grown ass mans voice to come out of it. Its super funny to him to throw people off like that and he tries to do it as much as possible when he gets the chance.
If he was human he'd be black what
#fairy tail#fairy tail headcanon#pantherlily#fairy tail pantherlily#ft pantherlily#hey how obvious is it that lilys my fave exceed lol#its actually very funny to do this hc list with my current icon lmak#also forgot to say but ty for the love!#nice to know peeps enjoy my hcs and character interpretations :]
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Unraveling Princess Fischl
So I recently finished studying Princess Fischl in a lab and the results I got were kinda crazy.
As a disclaimer, I do this just for fun. I like connecting dots and solving puzzles. But I'd rather you draw your own conclusions. In this post I will try to dissect the mysteries surrounding the Prinzessin. And you really can't talk about Fischl without including Kaeya. I've even got a surprise guest star for you.
WARNING: this post is VERY long, click on that Read More at your own risk, otherwise you'll be stuck scrolling forever.
For simplicity's sake Princess Fischl will be referred to as Fischl while playable Fischl will be demoted to F.
PART 1: MIDSUMMMER NIGHT'S DREAM
Most of this will use the books Legend of the Shattered Halberd and Flowers for Princess Fischl as a source. These books are authored by someone named Mr. Nine. The books are published by Yae Publishing House. So keep in mind there's a non-zero percent chance Mr. Nine is actually just a certain Nine-Tailed Fox.
F's alternate outfit is called Immernachtstraum. This is a reference to Shakespeare's play Midsummer Night's Dream. In German the play is called Ein Sommernachtstraum. So you can see the similarities (Immernachtstraum means Eternal Night's Dream.)
Kaeya is in part based on the Indian changeling prince from the same play. The character Oberon, the Fairy King, is the french derivative of Alberich. The play itself is basically about people getting into Shenanigans so absurd it might as well be a dream. Oberon and his wife Titania are actually key players in quite a bit of different media… But as much as I want to delve into that, this isn't a Kaeya post.
Just remember for now that Titania is the Fairy Queen.
In the book Flowers for Princess Fischl, there is a mention of a Sommernachtgarten. It is described as a Domain possessed by someone highly skilled in the magical arts. Sommernachtgarten seems to have existed in Teyvat. The domain Midsummer Courtyard, which has the Thundering Fury set, tells us the Sommernachtgarten was buried underground.
The domain is located in Starfell Valley. It's nearby Starfell Lake and Starsnatch Cliff. Starfell Lake is said to have been formed by a fallen star.
Fischl is also equated to a star that fell down. Notably, in F's birthday letters, and in Legend of the Shattered Halberd.
Birthday Letter: Day of Destiny… On the day of a sacred star's descent from the depths of the night sky into this realm, I, the Prinzessin der Verurteilung, have asked Oz to cross the ocean and bring, me exotic treasure.
LotSH Vol. 1 The story was that an iron meteorite had fallen from the sky five or six years ago, and convention dictated that as nature's treasure it belonged to the imperial family.
Starsnatch Cliff is the only place where Cecilia flowers grow. These flowers have a triquetra shape, which is similar to Kaeya's passive talent Glacial Heart. Kaeya has been featured with these flowers in his birthday arts, and even invites the Traveler to go see the flowers with him.
Alice: With enough bombs placed in proper positions, even huge cliffs like Starsnatch would crumble into dust in a second. With flatter terrain, Mondstadt would surely look much nicer. But that unctuous Cavalry Captain rejected my proposal instantly. He even asked me to stay away from Starsnatch Cliff.
Furthermore, when Alice proposed to blow Starsnatch Cliff up, Kaeya denied her request and warned her to never go near there again… Starsnatch Cliff also overlooks the Nameless Island which is shrouded in mist and invisible on the map.
菲谢尔 = Fischer = Fischl
Fischl's name might be a reference to the Fisher King from Arthurian legends. One name of the Fisher King is Amfortas. In the game Anfortas is the name of the Knight Marshal of the Schwanenritter; he's thee Alberich who stepped up as Regent King when Irmin was indisposed.
Perhaps Fischl was the original "Fisher King" and the kings who came after her, like Irmin and Anfortas, fulfilled her role. …But this would imply Fischl was once the ruler of Khaenri'ah. That would be crazy, right? Right, guys?
PART 2: THE PRINCESS OF JUDGEMENT
When I was analyzing the 8-pointed star, I discovered these 8 points could actually correspond to the Guardians of the Eight Directions in Hinduism.
For some reason, ascension gem stones are named after Hindu gods (with the exception of Electro). This isn't the case in the original Chinese naming however.
Still, I tried to mix and match the gemstones to a direction.
North: Kubera, The God of Fortune -> GEO
South: Yama, The God of Justice and Death -> ???
East: Indra, The Lord of Heaven and God of the Weather, Sky, Rain, and Storms -> ELECTRO
West: Varuna, God of the Seas, Oceans, and Rain -> HYDRO
Northeast: Ishana, God of Birth, Death, Resurrection, and Time -> DENDRO
Southeast: Agni, God of Fire -> PYRO
Northwest: Vayu, God of the Winds and Air -> ANEMO
Southwest: Nirṛta, God of Death, Sorrow, and Decay -> CRYO
Hydro (Varunada), Pyro (Agnidus) and Anemo (Vayuda) gems already have the same names as the Hindu gods so that was easy. The Electro gemstone Vajrada is named after a sword but it belongs to Indra, God of Weather, Rain and Storms.
That just left me with Cryo (Shivada), Geo (Prithiva) and Dendro (Nagadus). Ishana is the God of Birth, so I'll assign him Dendro. Kubera is the God of Fortune which is Geo because Mora.
Now Cryo is a bit puzzling, because it's named after Shiva, who in Java and Bali Hinduism is actually the direction in the center. Some crazy implications here for our buddy the Tsaritsa because Shiva is the God of Destruction within the Trimurti, a trinity of deities. The other two are Brahma, God of Creation and Vishnu, God of Preservation.
In Java Hinduism, Brahma and Vishnu would correspond to the directions Zenith (South) and Nadir (North). Whether this is hinting at something about the nature of the Tsaritsa is unclear. When you see Three Deities you think Moon Sisters, right? However, we can't rule out the possibility that Genshin decided to mix these deities up. Let's just spare ourselves the headache for now and forget about this. This is a Fischl analysis after all.
So instead, let's have a look at the Cryo gemstone's original name in Chinese. The stone is simply called Grieving Ice.
哀叙冰玉: Grieving Ice
Since Nirriti is the God of Sorrow, I decided to assign them Cryo. Now we are left with one deity, Yama: The God of Justice and Death. Well, it can't be Hydro, because we already assigned them to a God. So it has to be someone else.
Fischl's title is the Prinzessin der Verurteilung. Which translates into Princess of Judgement. According to Legend of the Shattered Halberd and F's voicelines, Fischl's role was to act as a judge.
More About Fischl: I To condemn the guilty, to sanctify the just, and to draw all castaway dreams into the embrace of the infinite Immernachtreich. This is the birthright of the Prinzessin der Verurteilung, and her burden. None may gainsay it.
What's interesting is that Fischl uses magical arrows to shoot down the "enemies of fate".
About Us: Shooting Down the World Beast Should this world, like a beast prowling in the night, covet your dreams, then I, Prinzessin der Verurteilung, shall fell it with my ensorcelled arrows of judgment!
Feelings About Ascension: Intro My magic arrow cries out my holy name as it streaks through the night, praying that the violet lightning of retribution shall strike the enemies of fate down from the skies!
On the 8-pointed star, there's an arrow pointing upwards. Kaeya, Clothar and Halfdan's stars on their outfits and even F herself have the arrow pointing downwards.
The achievement you get when you find this door is called "Abandon All Hope Ye Who Enter Here". Which is a reference to the entrance to Hell in Dante's Inferno.
The Immernachtreich is described as a place where all things will eventually flow into. Immernachtreich literally translates into Eternal Night Realm…
Flowers for Princess Fischl: Phantasmagoria Every good, bright and noble thing must eventually fall to inexorable entropic destruction, and the final destination of the universe is the realm-in-waiting of the Prinzessin, Immernachtreich. This is the fate of all worlds, of the universe, and all who live in it.
In the Immernachtreich Apokalypse, Leon calls Fischl the Soteria.
Soteria means salvation, preservation. It's used as an epithet for Persephone and Hecate. Persephone was forcibly made Queen of the Underworld, and Hecate is also known as the Goddess of the Underworld and Witchcraft…
Look, I don't want to claim Fischl was the secret 8th Archon or anything, because lest we forget Khaenri'ah was a godless nation who would've been Fischl's enemies. But why then would Khaenri'ah have this giant star referencing the 8 deities as their emblem in the first place? Seems a bit counterintuitive. I don't have the answers for now, and perhaps the 8th "archon" was simply Irmin. Or maybe it's not even representing a god but an element or a direction.
Regarding Oz, he is a not so subtle reference to Odin/Irmin but is also a reference to the Wizard of Oz. In the first book, it was revealed this wizard was literally just some guy pretending to be powerful. Eventually Oz starts working as an advisor for the true ruler of Oz, Princess Ozma, who is the inspiration behind Fischl. We'll get back to that later.
This Oz's full name is Oscar Zoroaster Phadrig Isaac Norman Henkle Emmannuel Ambroise Diggs. OZ is actually short for Oscar Zoroaster. Zoroaster is referenced in Flowers for Princess Fischl.
In a distant causality, if the philosopher Zarathustra was not chosen, then the opera writer would have gained victory in the contest over the will of the world.
This does make you wonder if Irmin really was the true ruler of Khaenri'ah and if he even existed the way we believe he did. Perhaps Fischl got Irminsnapped and now everyone believes Irmin was always the One-Eyed King.
Of course this is all my personal speculation and I could be way off here.
Wait, before we move on to next section, I want to point out something that always gets ignored:
Kaeya and Mona, when they cast their bursts, summon the same 8-pointed star. This is unique to them alone. Could there be a connection between Khaenri'ah and witchcraft? Or is either Kaeya or Mona an outlier?
PART 3: HEXENZIRKEL
In the trailer Mage's Teaparty, there are eight witches shown. However, we only know the names of six witches, and there is a chair missing at the table.
There is a slideshow where the figures of the eight witches are shown, minus Andersdottir who is represented by the book The Boar Princess.
Observe the witch on the broom and the little witch. The design of the little witch is similar to the design of a famous fictional character who got pulled into another world: Dorothy Gale from The Wizard of Oz books.
Dorothy is illustrated as having twin tails and wearing a farm girl dress. Dorothy's character was influenced by the character Alice, from the Wonderland books.
Originally I assumed Alice Genshin might be based on book Alice. However, it's the Narzissenkreuz quest that's based on the Wonderland books and Mary-Ann who takes the role of Alice.
With that in mind, could Alice Genshin actually be more of a Dorothy inspired character instead?
Now, Dorothy had a very good friend, called Princess Ozma. Ozma seems to be the inspiration behind Fischl.
So who is Ozma? I only have the Wiki to go on because I'm not about to read 40 books, but by the sound of it, Ozma is the current ruler of the realm of Oz. She is the daughter of a human king and a Fairy Queen. Her mother Lurline was the one who created Oz and turned it into a Fairy country.
Ozma took it one step further and separated Oz entirely from the outer realms making it invisible to outsiders. Everyone who enters Oz never ages.
If you're an F main I'm sure you know by now Fischl created another universe and founded paradise.
Now I want you to take a look at the witches portrayed in these circles. There are two witches holding a sphere. In F's cutscene from the Summertime Odyssey event, she is also holding a sphere which contains the Immernachtreich which you can see in the header image of this post and below.
You might think a glowing sphere represents a crystal ball to scry in, but that poses a problem since known prophet Barbeloth is probably represented by the witch holding a waterdrop, which is Hydromancy. So the glowing sphere might not necessarily mean a prophetess.
As for the identity of the other witch with the globe, I believe this could be Alice, since she was the one who created the domain/dreamscape of the Veluriyam Mirage. It could also be Rhinedottir who is creating something in a flask.
So Orb = Domain/Realm/Creation
Furthermore F's specialty food is Die Heilige Sinfonie, which has a Magic Hexagram painted on top… (Die Heilige Sinfonie translates into The Holy Symphony.) As mentioned before, the Sommernachtgarten could only be created by someone with great magical powers…
Magic Circles is Ceremonial or Arcane Magic, and according to a note left by Master Ruggiero in Bravais' study, Arcane Arts originated from a pre-Remurian civilization.
So someone must have taught humans magic. Might sound obvious, but it begs the question of WHO?
PART 4: FREYJA
To answer this question we need to dip our toes into Norse mythology. As you know, Odin is Irmin.
There was a war between two groups of gods: the Aesir and the Vanir.
Eventually they had enough and decided to exchange hostages as a peace offering. The goddess Freyja, originally part of the Vanir, joined the Aesir which would be Odin's group. As a sacrificial priestess, she was the one who taught the Aesir dark magic, which included seeing into the future. The implication here then is that Odin was taught black magic by Freyja.
This magic is known as seiðr. Seiðr is derived from *soi-to- which means rope/string. The distaff, a tool used for spinning wool, is associated with dark magic. There are images of women riding distaffs as a broom, similar to a witch riding a broomstick. To quote the Wiki: "In any case, the string relates to the "threads of fate", that the Nornir spin, measure, and cut. " Wait, that sounds familiar:
F, joining the party voice line: The threads of your fate lie in my hands!
Scholars suspect Freyja is the same person as Gullveig who was involved in the Aesir-Vanir war. Gullveig was attacked by the Aesir with spears; she died and was reborn three times. When Fischl tried to visit the Kingdom of Eternal Twilight she was also attacked by its people and "shed her blood on the sacred emblem" whatever that means. It was Oz who saved her, pledging his loyalty to her.
Freyja sometimes is conflated with another goddess named Frigg. There has been much debate whether or not these two goddesses stem from the same deity. Frigg is part of the Aesir and usually Odin's wife.
I mention this because in the book Hex and Hound, one of the characters is named after Frigg: Nottfrigga. This book is about two twin witches sharing the same body. In the book we find out that they were the daughters of a powerful witch, but witches are unable to keep more than one offspring of the same generation. This led to Nottfrigga's twin sister Magdalene eventually dying, and her using magic to sustain her sister inside a magic bracelet.
In Norse mythology, Nott is the personification of night. Nott's father is named Narfi. This really got my attention, because Fischl's full name is Fischl von Luftschloss Narfidort. (Fischl of the Castle in the Sky Narfidort.)
In the Hexenzirkel teaser, every witch is represented by a teacup (or in the case of Andersdottir, an inkbottle) but the saucer next to Nicole's teacup is empty. Since this saucer belongs to the same teaset this could mean one of the missing witches is Nicole's twin sister or a relative.
So what could Fischl's role be in all this? Perhaps she's one of the twin sisters, or their mother. Perhaps she's even an ancestor. ...Or completely unrelated to them and I'm full of shit.
PART 5: THE HARBINGERS
F's theme shares a leitmotief with the Fatui Harbingers theme.
F's theme: Sieh an, mein Sommernachtgarten! Signora's theme: Saltatio Favillae
Obviously this means Fischl is Capitano.
Composers don't do these things by accident. This is hinting at something. Either Fischl is connected to the Harbingers, was/is one of the Harbingers, or she is indeed the Tsaritsa.
Which is not as crazy as it sounds.
In Legend of the Shattered Halberd, Fischl possessed someone else's body. And if she is Freyja's equivalent, who died three times, then it's possible she could've been reborn as someone else. In the book, it was Mir who summoned Fischl into Weiyang's body and sacrificed his eye to appease her. Pierro is working for the Tsaritsa and has his right eye covered for reasons unknown. Having been a royal mage who would have had access to Khaenri'ah's restricted library, perhaps it was Pierro who summoned Fischl into the Tsaritsa's body.
The Tsaritsa is collecting the seven Gnoses, Fischl had to collect seven of the nine Ominous Swords to repair the Divine Halberd, which would be herself. She already had two of them in her possession… Could also be that the Tsaritsa is trying to revive her. This would imply Fischl is the Third Descender. Since she came from another world, this is not impossible.
The Fisher King, Fischl's possible namesake, was struck with a wound that could only be healed by a "pure fool" who would ask him the right question. ...Fatui is Latin for fools. If the Tsaritsa really is/is possessed by Fischl, then creating an organization of fools starts to make sense: the fools are her saviors.
This could also connect to the empty 10th seat within the Harbingers. The vacant spot could be a reference to the Siege Perilous, which was an empty seat reserved for the one successful in obtaining the Holy Grail by way of saving the Fisher King.
Usually this is accomplished by Percival, who later finds out his mother is the sister of the Fisher King. In the story, Percival keeps failing to return to the kingdom of the Holy Grail since it is an otherworldly place. Does that not remind you of Kaeya trying to find Khaenri'ah but failing halfway through?
Going back to Princess Ozma, an evil witch cast a spell on her that turned her into a little boy named Tippetarius. This was done to prevent Ozma from ascending to the throne. Tip was unaware of his true identity until he was transformed back into Ozma.
tippet /tĭp′ĭt/ noun A covering for the shoulders, as of fur, with long ends that hang in front.
As noted in The Marvelous Land of Oz, Chapter 23, Tip has brown colored skin.
…Kaeya, blink twice if you need help.
As a staunch hater of things that don't make sense, I highly doubt this means Kaeya is Fischl; the game would never go there. Perhaps being "Fischl" is simply hinting towards the fact that he will become one of the Fisher Kings.
That would certainly explain this random hangout ending.
Now, here's where things get really crazy.
Remember Anfortas? The Knight Marshal of the Schwanenritter who took over as regent after Irmin became indisposed? At the time of writing, Anfortas's fate remains unknown.
As said before, Anfortas is the name of the Fisher King in Arthurian legends. Fischl's name might've been a nod to that.
But it gets weirder.
T.S. Eliot's poem The Waste Land combines Arthurian legends with the legend of the Fisher King. In it, he associates the Fisher King with the tarot card Three of Staves.
The Man with Three Staves (an authentic member of the Tarot pack) I associate, quite arbitrarily, with the Fisher King himself.
…We have seen this symbol somewhere before. On the constellation wheel of the Fatui Harbingers. By process of elimination this constellation belongs to Il Capitano.
👏🏽👏🏽CONGRATULATIONS CAPITANO YOU ARE KAEYA'S NEXT TOP GRANDPA 🎉
Kidding of course, but I doubt this is a coincidence. This doesn't necessarily mean they are the same person, maybe Capitano simply mindmelded with Anfortas. It's a fantasy game, everything is possible at this point.
Wait a minute… three nails, three deaths… Uhhh maybe Fischl really did turn into Capitano.
👏🏽👏🏽CONGRATULATIONS CAPITANO YOU ARE PRINCESS DIANA'S NEXT REINCARNATION 👸🏼
PART 6: THE THIEF AND THE MAGE
Alright, for this section I want us to keep in mind the following things:
Fischl is a fallen star
Fischl may have been a mage
Fischl could be connected to Irmin and thus Khaenri'ah
The play of the Veluriyam Mirage is written by Zosimos. This play stars Kaeya as a Thief, Klee as a Mage and Idyia as a last minute heroine added to the story.
You see, Zosimos originally wanted to write a story based on rumors he'd heard about a thief and a mage. This means the play might not be entirely fictional. The problem is that Zosimos combined Idyia's backstory with the story of the Thief and the Mage, making it hard to tell which bits belong to Thief's story.
We know at least that Alice was the mage who helped Idyia. But what about the Mage who helped the Thief? Who was she? Could it have been Alice or someone else?
For that we need to consider the character Kaeya was playing. It's unknown who he is, but if Klee was playing her mom then it stands to reason Kaeya must've been playing someone connected to him. Before you get excited, this does not necessarily mean someone related to him by blood. Could also just be someone from Khaenri'ah. Heck, we don't even know the gender of the mage, for all we know they could've been a man.
Now, the soundtrack that plays during Kaeya's part is called Towers of Afrasiab. This name has come up before. In the play of Kaeya's hangout, the character he plays opposite of is called Frasiyav. The location of the Khaenri'ahn door is called Hangeh Afrasiyab.
I personally suspect Afrasiyab is either Irmin or the founder of Khaenri'ah.
Afrasiyab is a character from the Persian epic, the Shahnameh. Afrasiyab lived in an underground iron palace held up by hundreds of columns. (If you look at the architecture in Hangeh Afrasiyab, you'll see little reliefs of men holding up a ceiling above them.) Afrasiyab lacked the divine royal glory known as Khvarena and was obsessed with obtaining it. In the play they say Frasiyav lost because he lacked the blessing of god…
I mean it can't get any more obvious than that. So this could mean the dude from Kaeya's hangout was Irmin. Which does raise a bunch of questions, such as who is the identity of the Prince in this play? And why were they at war?
Should be noted in the hangout's play, Frasiyav offered hostages as a peace offering. Kind of reminds me of the war between the Aesir and Vanir… Also, Kaeya's character Prince Qubad is based on Siyavash who eventually married into Afrasiyab's family…
Towers of Afrasiyab then could refer to Khaenri'ah. In the Veluriyam play, the Thief is also from a dark realm. I hesitate making the assumption that this guy is Irmin or Kaeya's pirate grandpa so I will refer to him as simply the Thief.
In the play, the Thief witnesses a shooting star falling from the sky and follows it. However, what he finds is not a star but a young woman. Well, we know Fischl was also a star that fell down. And we know Fischl visited the Kingdom of Eternal Twilight and got bodied for her efforts. Oz took her under his wings and saved her life.
If the Thief encountered the Mage this way it would explain why the Mage helped him as a way to repay him. Perhaps the Mage taught him Arcane arts or helped him protect the "Dark Realm", who knows?
If this Mage really was Fischl and the Thief someone connected or related to Kaeya it would explain why Fischl and Kaeya seem to be connected.
About Kaeya F: His nature is obscure, his fate a mystery, and his speech a vexing tapestry woven of both fact and fiction… Perhaps he and I share the burden of mystical sight…
About Fischl Kaeya: Hmm? You think Fischl having one eye covered is very fitting given her title of Prinzessin der Verurteilung. Hahaha, if that's the case, that must also make me a descendant of some kind of former royal lineage, no?
Furthermore, in Legend of the Shattered Halberd, Fischl's partner in crime, the man who summoned her, is named Mir. This is a reference to Mimir, the severed head from Norse mythology who acted as an advisor to Odin.
Mr. Nine states Fischl was attracted to Mir… and that Oz was more of a familiar of Fischl.
In Wagner's opera Der Ring des Nibelungen, Mimir is known as Mime, the brother of Alberich.
....😮💨
Well, I have to say, even after all of that, I am completely stumped. If anyone knows what's going on, let me know, because I for one would love to know WHAT'S GOING ON FOR ONCE. GIVE IT UP FOR KNOWING WHAT'S GOING ON
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Sinner Adam Character Sheet
HP: 143 MP: Can go all night!! LV: 17 AC: 16
Stats:
Strength: Average - 15
Dexterity: High - 19
Constitution: Average - 16
Intelligence: Low - 8
Wisdom: Surprising - 18
Charisma: Dick master - 20
Skills:
-Soul Grenade: Adam rips off a piece of his sinner soul and throws it at the target area where it explodes (20 feet Radius). On hit target takes 2 damage and is stunned for their next turn.
-This Sinner shit kicks ass!: Demonic chains wrap around target upon a successful hit roll causing them to attempt getting out for the next two turns. Each turn the target can attempt to get free by rolling a number higher than the successful hit number. (If hit was a crit then target cannot attempt to break free.)
-Look at me when I'm screaming at you!: Adam does what he knows best and talks trash at a target. Hit determination is made by the target rolling higher than Adam's attack roll. (Can effect target even if under the AC requirement) Upon hit, the target can only target Adam for 2 turns.
-We're gonna need a bigger Weapon: Rolling a D4 allows Adam to change his weapon into a larger one, however bigger isn't better and can change into a size that he cannot handle. (See Table for weapon options) 1. Longsword 2. Axe Guitar (+1 to hit) 3. Halberd (Unbalanced -1 to hit) 4. The Chosen Ones Hammer (Immovable)
-Perish Song: Adam "sings" a deathly tune for 2 turns and is Vulnerable (-5 to AC) Upon completion of the song, both Adam and the target perish, if interrupted the spell fails causing disadvantage for Adam on his next turn.
Weaknesses:
-Lute. -Easily manipulated.
Gear:
-A tire iron -Sinner Robes with a hole in the back.
Passive: I've seen scarier shit- Adam cannot be feared.
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