#Your fun fact for today: the original working title for Open Seas was 'Connections'
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Grab Bag Doodles
Nothing really feels "right" anymore. I dunno, I just feel creatively bankrupt as of late. But nonetheless, I still find some occasions to put the pen nib to the tablet.
Notes under the cut.
1-2) A few attempts at some different "mini Kun3h0s." I'd like her mini form to look fairly consistent across appearances, some I'm trying to work out a good simplified look for her.
3-5) Misc. Kun3h0 Sketches. Still getting a feel for drawing her more consistently. I keep drifting back towards her original proportions. Also the rare semi-x-ray view. I've done a lot more recently, but I just wanted to post a small sampling since they're all essentially the same.
6) Sweetie & Katrina doodle. Going through the old posts made me a little nostalgic, so I drew a couple of the girlies from TPS. No, the show really hasn't aged that well, but it's always gonna a special place in my heart.
7) Mini!Kul Fyra + Young Kliff. Silly doodle trying to solidify their young designs. You can still see the original sketch underneath the new one, so you can probably tell that originally Fyra was supposed to be picking up Kliff by his shirt collar. It's my headcanon that at some point she just started carrying him around like luggage because it was more convenient.
8) Puppet Party. A call back to this doodle from a while back. I originally joked that how sinister the image was depended on how you interpreted Kliff as a character, so here's that more sinister take on the idea. But I'm not that into it, so I doubt I'm gonna come back for it.
9-12) Animal Crossing Open Seas character sketches. Some terribly rough sketches of a few NPCs from Open Seas. I'm not happy with any of them yet, but I hope that I'll find the motivation to put more work into them.
First are "The Katz," the potential cover band that teaches you how to play different instruments in exchange for food. I don't have names for any of them yet and I'm not even sold on them being cats.
The Faraway Museum Curator. This sketch really isn't close to what I want for them. I'd like something more "wise" and imposing looking to contrast with the kind of bumbling Blathers. I'm thinking that they're a stoic looking character that nonetheless gets really giddy when you show a genuine interest in the museum. Kind of like a tsundere, but they're old.
Brewster's Apprentice. I think they're supposed to be a budgie, but I honestly can't remember XP. I haven't developed them at all~
Castaway Creature. Implied to be the mayor that got lost during "the incident". They got washed up on a small neighboring island and have been living there ever since. The idea was to completely obscure what kind of animal they originally were, so their fur has grown out and matted so much that most of their features have been obscured. I need to refine it, but I think they're really cute. I have a distinct mental image of them waddling around and wagging their tail when you give them something nice. I'll try to detail exactly what they do in the "Boats" post for Open Seas.
Snowman Seal Villager. An idea for a potential seal villager. I think the seal lends itself to a snowman-esque design, so I made one. The name isn't set in stone, but I've taken to calling them "Snowbert" for the time being. Alternative name suggestions are welcome~
I have a few more sketches of both seal and ferret designs, but this one is the most complete right now.
#gbunny draws#OCs#kun3h0#the problem solverz#nsr#animal crossing: open seas#kliff#tatiana#sweetie creamy#katrina radd#Your fun fact for today: the original working title for Open Seas was 'Connections'#because the original idea was to put an emphasis on the connections you make with your villagers#and the connections between the villagers and each other#the nautical theme didn't come until much later and that working title was 'Set Sail'#after some brainstorming i eventually settled on 'Open Seas" for the time being#to refer to the emphasis on boat travel#and it's kind of a play on the phrase 'open season'
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Darren Criss acts as playwright when he writes songs. Heâs far more confident, and certainly more vulnerable, when he allows himself to play the part. In such a way, songwriting opens up a whole new world that pulses with untapped potential. So much of what he has accomplished in 15 years resides in his willingness to expose himself to what his imagination and intuition have in store. He steps into a playwrightâs shoes with considerable ease (just look at his resume), and always one to put on plenty of bravado, especially during our Zoom face-to-face, itâs the natural order of things.
âAs I get older and write more and more songs, I really recognize that Iâve always preferred to write for another context other than my own,â Criss tells American Songwriter. He speaks with a cool intensity, gesturing emphatically to accentuate a sentence, and when you let him go, heâs like the Energizer Bunny ä¸ âI can tell by just how quiet you already are that youâre fucked,â he jokes at the start of our video chat. But he remains just as engaged and focused when listening.
He soaks in the world, taking astute notes about behavior and emotional traits he can later use in song. His storytelling, though, arrives already in character, fully formed portraits he can then relay to the world. Itâs not that he canât be vulnerable, like such greats as Randy Newman, Tom Waits, and Rufus Wainwright, who have all embroidered their work with deeply personal observations, it just doesnât feel as comfortable. âIâve always really admired the great songwriters of the world who are extremely introspective and can put their heart and soul on the chopping block,â he muses. âThatâs a vulnerability that I think is so majestic. Iâve never had access to it. Iâm not mad about it. Itâs just good to know what your deal is.â
Crissâ strengths lie in his ability to braid his own experiences, as charmed as they might be, into wild, goofy fantasies. In the case of his new series âRoyalties,â now streaming on Quibi, he walks a fine line between pointed commentary on the music industry, from menial songwriting sessions to constantly chasing down the next smash, and oddball comedy that is unequivocally fun. Plotted with long-standing friends and collaborators Matt and Nick Lang, co-founders of Team StarKid, created during their University of Michigan days (circa 2009), the showâs conceptual nucleus dates back more than a decade.
If âRoyaltiesâ (starring Criss and Kether Donohue) feels familiar, thatâs because it is. The 10-episode show â boasting a smorgasbord of delightful guest stars, including Mark Hammill, Georgia King, Julianna Hough, Sabrina Carpenter, and Lil Rel Howery â captures the very essence of a little known web series called âLittle White Lie.â Mid-summer 2009, Team StarKid uploaded the shoddy, low budget production onto YouTube, and its scrappy tale of amateur musicians seeking fame and fortune quickly found its audience, coming on the heels of âA Very Potter Musical,â co-written with and starring Criss. Little did the trio know, those initial endeavors laid the groundwork for a lifetime of creative genius.
âItâs a full circle moment,â says Criss, 33, zooming from his Los Angeles home, which he shares with his wife Mia. Heâs fresh-faced and zestful in talking about the new project. 11 years separate the two series, but their connective thematic tissues remain striking. âRoyaltiesâ is far more polished, the obvious natural progression in so much time, and where âLittle White Lieâ soaked in soapy melodrama, the former analyzes the ins and outs of the music world through more thoughtful writing, better defined (and performed) characters, and hookier original tunes.
âRoyaltiesâ follows Sara (Donohue) and Pierce (Criss), two struggling songwriters in Los Angeles, through various career exploits and pursuits. The pilot, titled âJust That Good,â features an outlandish performance from Rufus Wainwright as a major player in dance-pop music, kickstarting the absurdity of Crissâ perfectly-heightened reality. As our two main characters stumble their way between songwriting sessions, finally uncovering hit single potential while eating a hot dog, Criss offers a glimpse into the oft-unappreciated art of songwriting.
In his own songwriting career â from 2010âs self-released Human EP and a deal with Columbia Records (with whom a project never materialized) to 2017âs Homework EP and Computer Gamesâ debut, Lost Boys Life, (a collaboration with his brother Chuck) â heâs learned a thing or two about the process. Something about sitting in a room with someone youâve never met before always rang a little funny to him.
âYou meet a stranger, and you have to be creative, vulnerable, and open. Itâs speed-dating, essentially. Itâs a different episode every time you pull it off or not. All the big songwriters will tell you all these crazy war stories. Everyone has a wacky story from songwriting,â he says. âI slowly realized I may â I canât flatter myself, there are tons of creative people who are songwriters â have prerequisites to just put the two together [TV and music]. Iâve worked enough in television as an actor and creator. I can connect the dots. I had dual citizenship where I felt like it was really time for me to go forth with this show.â
But a packed professional life pushed the idea to the backburner.
Between six seasons of âGleeâ (playing Blaine Anderson, a Warbler and lover to Chris Colferâs Kurt Hummel), starring in âHedwig and the Angry Inchâ on Broadway, and creating Elsie Fest, a one-day outdoor festival celebrating songs of the stage and screen, he never had the time. âI was lucky enough to be busy,â he says. âAs Team StarKidâs star was continuing to rise with me being separate from it, I was trying to think of a way to get involved again with songwriting.â
At one point, âGleeâ had officially wrapped and his Broadway run was finished. It appeared âRoyaltiesâ may finally get its day in the sun. âI went to Chicago for a work pilgrimage with the Langs. We had a few days, and we put all our ideas on the map: every musical, feature film, show, graphic novel, and animated series weâve ever thought of,â he says. âA lot of them were from the Langs; they were just things I was interested in as a producer or actor. We looked at all of them and made a top three.â
âRoyaltiesâ obviously made the cut.
Fast forward several years, Gail Bermanâs SideCar, a production company under FOX Entertainment, was looking to produce a music show. Those early conversations, beginning at an otherwise random LA party, showed great promise in airlifting the concept from novel idea to discernible reality. Things quickly stalled, however, as they often do in Hollywood, but Criss had at least spoken his dreams into the universe.
âI finally had an outlet to put it into gear. It wasnât until two to three years after that that things really locked in. We eventually made shorts and made a pilot presentation. We showed it to people, and it wasnât until Quibi started making their presence known that making something seemed really appealing,â he says. âAs a creator, theyâre very creator-centric. Theyâre not a studio. Theyâre a platform. They are licensing IP much like when a label licenses an indie bandâs album after the fact.â
Quibi has drawn severe ire over the last few months, perhaps because there is a âWild Westnessâ to it, Criss says. âI think that makes some people nervous. Being my first foray into something of this kind, Quibi felt like a natural partner for us. If this had been a network or cable show, we wouldâve molded it to be whatever it was.â
Format-wise, âRoyaltiesâ works best as bite-sized vignettes, charming hijinks through the boardroom and beyond, and serves as a direct response to a sea of music shows, from âNashvilleâ and âEmpireâ to âSmash.â âThose shows were bigger, more melodramatic looks at the inside base of our world. Iâve always been a goofball, and I just wanted to take the piss out of it,â he says. âThis show isnât about songwriting. Itâs about songwriters⌠but a very wacky look at them.â
â30 Rock,â a scripted comedy loosely based around âSaturday Night Live,â in which the focus predominantly resides around the characters, rather than the business itself, was also on his mind. âItâs about the interconnectivity of the people and characters. As much of the insider knowledge that I wanted to put into our show, at the end of the day, you just want to make a fun, funny show thatâs relatable to people who know nothing about songwriting and who shouldnât have to know anything.â
Throughout 10 episodes, Criss culls the âmusicality, fun, and humorâ of Fountains of Wayneâs Adam Schlesinger and Max Martin, two of his biggest songwriting heroes, and covers as many genres as possible, from K-Pop to rap-caviar and classic country. While zip-lining between formats, the songs fully rely on a sturdy storytelling foundation â only then can Criss drape the music around the characters and their respective trajectories. âI wanted to do something where I could use all the muscles I like to flex at once, instead of compartmentalizing them,â he says. âI really love writing songs for a narrative, not necessarily for myself. I thrive a little more when I have parameters, characters, and a story to tell.â
Bonnie McKee, one of todayâs greatest pop architects, takes centerstage, too, with an episode called âKick Your Shoes Off,â in which she plays a bizarro version of herself. âShe has her own story, and Iâve always been fascinated by it,â says Criss, who took her out to lunch one day to tell her about it. Initially, the singer-songwriter, known for penning hits for Katy Perry, Taio Cruz, and Britney Spears, would anchor the entire show, but it soon became apparent she would simply star in her own gloriously zany episode.
In one of the showâs standout scenes, Pierce and Sara sit in on a label meeting with McKeeâs character and are tasked with writing a future hit. But they quickly learn how many cooks are in the kitchen at any given moment. Everyone from senior level executives to publicists and contracted consultants have an opinion about the artistâs music. One individual urges her to experiment, while another begs not to alienate her loyal fanbase, and then a third advises her to chronicle the entire history of music itself â all within three minutes or so. Itâs absurd, and thatâs the point. âEveryoneâs been in that meeting, whether youâre in marketing or any creative discussion that has to be made on a corporate level by committee. Itâs the inevitable, comedic contradictions and dissociations from not only rationality but feasibility.â
Criss also draws upon his own major label days, having signed with Sony/Columbia right off the set of âGlee,â as well as second-hand accounts from close friends. âThere are so many artists, particularly young artists, who famously get chewed up and spat out by the label system,â he says. âThereâs a lot of sour tastes in a lot of peopleâs mouths from being âmistreatedâ by a label. I have a lot of friends whoâve had very unfortunate experiences.â
âI was really lucky. I didnât have that. I have nothing but wonderful things to say,â he quickly adds.âIt wasnât a full-on drop or anything. I was acting, and I was spreading myself really thin. Itâs a record labelâs job to make product, and I was doing it piecemeal here and there. I would shoot a season [of âGleeâ] and then do a play. I was doing too many things. I didnât have it in me at the time to do music. I had written a few songs I thought were⌠fine.â
Both Criss and the label came to the same conclusion: perhaps this professional relationship just wasnât a good fit. They parted ways, and he harbors no ill-will. In fact, he remains close friends with many folks from that time. So, it seems, a show like âRoyaltiesâ satisfies his deep hunger to make music and write songs â and do it totally on his own terms.
âI still say I want to put out music, and fans have been very vocal about that. I feel very fortunate theyâre still interested at all,â he says. âThat passion for making music really does come out in stuff like [this show].â
âRoyaltiesâ is Darren Criss at his most playful, daring, and offbeat. Itâs the culmination of everything he has tirelessly worked toward over the last decade and a half. Under pressure with a limited filming schedule, he hits on all cylinders with a soundtrack, released on Republic Records, that sticks in the brain like all good pop music should do. And it would not have been the same had he, alongside Matt and Nick Lang, not formed Team StarKid 11 years ago.
Truth be told, it all began with a âLittle White Lie.â
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References for âA Portrait in Synesthesiaâ
This fic is COMPLETE now, so anyone who might have been hesitant to follow a wip, here you go! The whole synesthetic package, wrapped up with a nice lil bow on top. :3
For those who might have missed the masterpost: the fic was my contribution to the good omens big bang and is a sweeping, canon-compliant romp through history, told in (almost) all original scenes, with lots of nature imagery and T.S. Eliot. Kind of my own cold open, but with way more feelings and flowers. Also the sea. And an emotionally significant comet.
I had the opportunity to throw all of myself at this project and really enjoyed making it an intense focus for a while. In a way, it was an experiment to see how much I was capable of, which as it turns out, is more than I thought! (thereâs a lesson here, probably...). Going this deep with the research and worldbuilding is not something I will likely be doing often for fic writing, but since I did with this one, I figured Iâd share a bit of the process.
Under the cut are major spoilers for the timeline, story, and historic events in my recent fic, A Portrait in Synesthesia. I had originally planned to post this information in the end notes of the fic, but at some point, the list got way too long and posting it here became the sensible choice. There is a link to this post in the end notes of the fic, so it will be easy to find your way back here if you get to the end and want to know a bit more about the writing and research process.Â
The Title:
Putting this bit at the top because I donât know where else to put it: The working title for this fic throughout the entire writing process was âIn Synesthesia.â I almost changed the final title in the eleventh hour to âThe Still Point of the Turning Worldâ because of what a prevalent theme Eliot became (that line was also slipped into the story three times at important moments â once for each POV character). I also briefly considered âAlways, We Were Enoughâ as a title, since the conversation with Adrielle at the lighthouse kind of... accidentally became the thesis of the whole story, but that was a bit too sappy even for me, a Confirmed Sap.Â
And while Iâll be questioning my choice of title for the rest of forever (titling things is hard, yâall), I ultimately thought the more descriptive title was best, and wanted to keep the nod to the song that inspired it all.
Speaking of the song... have you listened to it yet?? Itâs great, I promise!
youtube
Synesthesia:
This was my research starting point. Before I dug into any of the historical or astronomical research or even started any serious plotting, I started reading about synesthesia, or, as Psychology Today defines it: the neurological condition in which the stimulation of one sensory or cognitive pathway (for example, hearing) leads to automatic, involuntary experiences in a second sensory or cognitive pathway (such as vision).
Full disclosure: I do not have synesthesia. I spent a LOT of time researching it for this fic and did my best to portray it accurately, in spite of the fantastical elements I added. If Iâve overstepped or gotten something wrong and there are any synesthetes out there who would like to talk about it, I am very open to those discussions. The AO3 comments are always open to that, or you can message me/send me an ask here if you would like a less public forum.
I probably read r/Synesthesia in its entirety, but this thread of first-hand accounts was one of the most interesting to me and provided a lot of the inspiration for how I used the emotional synesthesia imagery.Â
Besides everyoneâs favorite research staring point of Wikipedia, this link is one I got from Boston Universityâs Synesthesia Project, and it is a pretty exhaustive list of research and books, as well as art and poetry about synesthesia. I have also been working my way through The Man Who Mistook His Wife for a Hat and Other Clinical Tales, by Oliver Sacks which is the book that came most frequently recommended to me in my search. Itâs an extremely approachable and interesting look at neurological conditions, synesthesia among them.
As it appears in the fic:
In a broad, generalized sense, Aziraphale and Crowley have a few types of synesthesia in this story. Obviously, I gave it a supernatural/celestial twist and a healthy glug of magical realism, but I did try to keep it firmly rooted in the actual condition. The types of synesthesia they have are:
Chromesthesia: they both have this. Sounds, specifically each otherâs voices, have a color association
Lexical-gustatory synesthesia/emotion-flavor synesthesia: Aziraphale has this. Words (in this case, emotions, specifically Crowleyâs emotional state) have a taste.
Odor-color synesthesia/emotion-odor synesthesia: Crowley has this. Words (again, emotions, specifically Aziraphaleâs emotional state) have a smell.
One of the defining characteristics of synesthesia is that it is constant. If a synesthete connects the number 9 with the color blue, for example, then they will always connect them in this way. This was the major difference between real synesthesia and the fantasy synesthesia in this fic. The sensory/emotion connections for Aziraphale and Crowley changed in subtle ways as their relationship evolved through the ages.
The âbinding threadâ also had nothing to do with synesthesia. That was me wanting to make the spool analogy work for the body swap, baking it into the entire fic because I liked how the imagery fit with the synesthesia, and then leaning into the magic and the soul memory so hard that I fell flat on my face into magical realism. (A True Fact: I have spent a fair amount of time lying on the floor in the past 6 months, shaking my fist at the cute little plot bunny who grew fangs and claws and dragged me down a rabbit hole that ended up being 100k words deep).Â
Anyway! Research!
Before I get into space and history and flowers... Yes, I admit to absolutely making up some wacky shit about Europa for the sake of fun banter and making a metaphor work. All those pre-Fall scenes on abandoned Earths are 100% a fantasy setting and I exercised the super fun right of a fantasy writer and embraced the worldbuilding (moonbuilding?). I also just thought Crowley would have delighted in tying a moonâs guts in knots, and Aziraphale would have delighted in the idea of whimsy-for-whimsyâs-sake. Please donât lose sleep over the scientific inaccuracies.
Halleyâs comet:
I promise not to bog this down with a billion comet facts, but there were a few particular things about Halleyâs comet that had me gasping dramatically about how itâs âA.J. Crowley, but a comet!!â Specifically, itâs orbit and itâs structure.Â
Halleyâs retrograde orbit gives it one of the fastest velocities (relative to Earth) of any object in the solar system. I never explicitly worked the âyou go too fast for meâ line into the fic because I was trying to do original scenes (this particular story lived between the lines), but... just know that tidbit is there and join me in these emotional dire straits. If you like.
The cometâs structure is what is known as a ârubble pileâ, meaning itâs made up of a bunch of smaller rocks held together by gravity (read: a hot god damn mess held together by stubbornness).Â
As it appears in the fic:
The nucleus of Halleyâs comet is shaped like a weird lopsided peanut. In fact, one could almost look at it and say it resembles a contact binary star, if such a thing could be a shriveled, misshapen pile of rubble.
Officially, Halleyâs comet might have been recorded as early as 467 BC (a comet was recorded in Greece that yearâ unclear if it was Halleyâs, but the timing and the fact that it was visible to the naked eye suggests that it probably was). This was the year I had Aziraphale making the scroll that causes Crowleyâs panic in Athens (390 BC). I like to think that some human, at some point, caught a glimpse of it and tried to bring it to light, only to be written off as a crazed conspiracy theorist.
The apocalyptic depiction of Halleyâs comet in chapter 9 (Bithynia) is actually based in fact. The comet made its closest approach to Earth (in human memory) in 837 AD, passing within 5 million kilometers. Its tail stretched halfway across the sky and it appeared as bright as Venus to the naked eye.
1910 Halleyâs Comet panic. Bonus: c o m e t  p i l l s
Where 1910â˛s appearance was a spectacular sight and one of the closest approaches on record (coming within 22 million kilometers of Earth), 1986â˛s was the worst viewing conditions in 2,000 years. The comet passed within 63 million kilometers at its closest approach, and had the sun positioned between it and Earth, making it impossible to see from areas with any amount of light pollution, and almost invisible to all of the northern hemisphere.Â
Historic events and settings:
Chapter 6 (Ostia): This was one of the chapters that I did a bunch of arguably unnecessary research for, since the history and the meat of the setting faded into the backdrop as the scene itself focused on dialogue and train of thought. The port town of Ostia was incredibly engrossing to read about, and between wikipediaâs ever-branching paths, ostia-antica.org, and ancient history encyclopediaâs entry, it ended up being one of the deeper rabbit holes I went down. My original intent for Aziraphale being in town was as a response to pirates sacking Ostia in 68 BC. I had him stationed there to guard against further attacks as the town rebuilt, and had him lingering because he was swept away by the romanticism of the art and the sea and the constant ebb & flow of people. I never found a way to work this in that didnât feel super awkward and expository since the chapter was Crowley POV, so it was just left it as background noise.
Chapter 6 (pyramid of Cestius): Beyond being a magistrate of one of the four great religious corporations in ancient Rome (the Septemviri Epulonum), little is known about who Gaius Cestius actually was. As the city expanded, his lavish tomb was absorbed into the city walls (circa 3rd century AD), where it remains what he is remembered for to this day. I took most of my information from here (cross referenced with our lord and savior, Wikipedia) and had a chuckle at this poem by Thomas Hardy.
Chapter 8 (Plague of Justinian):Â The Yersinia pestis bacterium leaves no indicator on skeletal remains, meaning we rely on written records to track its path through history. The 6th century plague pandemic is the first recorded outbreak of bubonic plague, and for the purpose of our story, a certain distraught chronicler was the one on site, writing that history.
A note/cw: I wrote chapters 8 and 12 in October and November, respectively, and did much of my research for them over the summer. I imagine, given the current covid-19 pandemic, these sources would be less fun to follow up on now. Please be aware that the podcast episodes linked here, and the book cited in the miscellaneous refs section, get into pretty grisly details about illness and pandemics.
Chapters 8 and 12 (bubonic plague/The Black Death): I took a fair amount of my notes on bubonic/pnuemonic plague, specifically itâs path of destruction through Europe in the 14th century, from the two plague episodes of This Podcast Will Kill You. Itâs pretty fascinating stuff and the Erins are great hosts, so check it out if youâre into delightful nerds bantering about epidemiology!Â
Chapter 9 (the death of Peter of Atroa):Â Peter of Atroa was an abbot whose fame as a miracle-worker landed him in a scandal accusing him of exorcising demons by the power of Beelzebub, rather than God. Theodore the Studiteâs letter cleared his name enough to avoid execution, but his reputation didnât fully recover until after his death in 837 AD, when he was canonized as a saint. Peter and Theodore were tough to find extensive information on without passing through a paywall, so I took these scraps and ran a mile with them.
Chapter 13 (Tlatelolco, the Aztec Empire, the Feast of the Dead): I used this site as the source and starting point on much of my research on the Aztec Empire. And listen⌠I know it looks like a website for babies, and yes, Iâm aware that a lot of the articles are literally written for a pre-teen audience, but itâs also one of the most concise, thorough, well-researched, and â perhaps most importantly â easily-searchable sources I found. Most of the pages cite papers and archaeological journals and I was able to jump to SO many other great sources of information. Mexicolore has my undying love and devotion for making my research process easy and fun and also having lots of pretty pictures.
Most of the physical descriptions for Tenochtitlan and Tlatelolco (surrounding landscape, canals and causeways, chinampas, etc.) started here.
Tenochtitlan and Tlatelolco were independent cities, but shared a border (kind of like a city and a suburb) and the small island on Lake Texcoco (located where present day Mexico City is). Tenochtitlan was the capital city of the Aztec Empire, and besides cross-referencing Mexicorlore, the link in the previous bullet point, and Wikipedia, I got a fair bit of information from these essays.Â
Tlatelolcoâs market was the major hub of trade and commerce, and saw 20-40,000 people trading PER DAY. Research on the market started here.
Chapter 14 (Terschelling and the Brandaris lighthouse):Â While I strove for historical accuracy as much as possible in this fic, I did take some libertiesâ especially with the island of Terschelling and the Brandaris lighthouse (yes, itâs real!) circa 1350-1435.Â
The village of Brandarius is based on present day West Terschellingâ a settlement founded as a direct result of the lighthouse. In the middle ages, both the village and the lighthouse were named after Saint Brandarius (or Brendan of Clonfert: âThe Navigatorâ, âThe Voyagerâ, âThe Anchoriteâ, âThe Boldâ; patron saint of divers, mariners, and travellers). Itâs still a relatively small village today, and it was a surprisingly difficult task to find historical records for Brandarius/West Terschelling dating back to the 14th century that say much beyond âit existed.â I loosely based the village off information found here, and named it âBrandariusâ instead of âWest Terschellingâ based on the information found here.Â
The original lighthouse was built in 1323, destroyed by the sea in 1570, and rebuilt in 1594. Since there were no records (that I could find) of what the original lighthouse looked like, I loosely based the height and floor plan on the current tower, and made up everything everything else about the interior. The interior was based on information about other live-in lighthouses, specifically this one which is roughly the same height as the Brandaris.
The present day Brandaris lighthouse sits directly in the middle of West Terschelling. For the sake of that sweet Self-Imposed Exile + Cryptid Lighthouse Keeper drama, I took the liberty of making my fictional village of Brandarius teeny tiny and setting it slightly apart from the lighthouse.Â
Miscellaneous references:
In addition to the podcast, details about plague in chapters 8 and 12 were gleaned from the book The Great Mortality by John Kelly. Itâs a cool read if youâre into nonfiction that reads like fiction, but does have some rather graphic passages so proceed with caution.
Yaretziâs maquizcĂłatl/Aziraphaleâs memento. To clarify, they were NOT the same item. I pictured Aziraphale cherishing the memory of the day by the lake with Yaretzi so much, that once he acquired the bookshop and had a place for all his kitsch, he hunted down a bad luck dragon of his own.
Here is the Aztec creation story about sun cycles and Earthâs rebirths that Yaretzi told Aziraphale. Another version of it.
In the scene in Mexico where Aziraphale briefly remembers, I used an analogy about a moment that hovers and flits away as âquick as a hummingbird.â Besides just liking the words, this was a nod to the legend of the cempasuchil flower. I originally had Yaretzi telling Aziraphale that story too, but the chapter was just way too long and something had to go.
In my very first outline, I had Aziraphaleâs grief and personal growth chapter taking place at a DĂa de Muertos festival in Mexico. When the plot and the timeline finally got ironed out and I realized only half of that story was going to take place on Earth, I ended up focusing on Aziraphaleâs brief relationship with Yaretzi instead of the festival itself (she was always the important bit). I also found myself married to the idea of that chapter happening in the 14th and 15th centuries, which meant the scenes in Mexico take place before Spain invaded and the festival was based solely on its Aztec roots. Because the plot shifted in this way, a lot of research went on behind the scenes that never made it into the fic, but for anyone interested in the Aztec Feast of the Dead, Mexicolore was my starting place again. From there, I found my way to reading about MictecacĂhuatl, the Aztec goddess of death, who was the main focus of the festival.
This isnât research, but it might interest, like⌠three of you, so here you go. The scenes in Heaven (Aziraphaleâs solo chapter in general tbh) were hard to write. One of those walls you hit with writing where you kick and punch and bang your head against it for months (literal months, I started wrestling with it in August and it didnât come together until the end of January) but canât seem to make any breakthroughs. Inspiration truly comes from unexpected places though, and when @gottagobuycheese sent me this Gregorian chant generator it actually⌠worked? I cranked that hum slider up to 100 and left it there for a few days (to the chagrin of my spouse) and loâ Zophiel.
Thereâs a cool legend about Saint Brendan of Clonfertâs sea-faring journey in search of the Garden of Eden that has nothing to do with this fic beyond being neat parallel. If that happens to be anyoneâs cup of tea, the story is here. The tl;dr version is here. My original vision for the lighthouse included carved whales (St Brendanâs attribute) over the front door, and images from this story (the island of sheep, the Christmas island, the paradise island of birds) drawn on the walls of one of the bedrooms used by previous keepersâ children. Continuing the theme of âhow stories echoâ if you will. It felt really awkward and out of place once I wrote it in though, and that chapter was already so long once I got through all the plot bits I wanted, so it was left on the cutting room floor.Â
Speaking of taking liberties with the 14th century, I did fudge the timing a bit on the art created by Crowley and Adrielle. Drawings, especially pencil sketches, have their historical roots in the late 15th century, and Iâm chalking this one up to the fantastical setting of the Good Omens universe. In a fantasy world where angels and demons walk among us and the earth is literally 6,000 years old, I feel like inventing pencils 100 years early is small potatoes. ÂŻ\_(ă)_/ÂŻÂ
This is the edition of A Midsummer Nightâs Dream that Crowley nicked in Norwich. There are some really wonderful illustrations and scans of full pages under that link. I may or may not have lost a few hours down that research rabbit hole for a few throwaway lines (no regrets, I fall like Crowley).Â
One last rabbit hole...
I saved this bit for the end of the post since itâs not really research and I donât know how interested people will be in this kind of thing. Also... this is a lot more emotional and personal than the historical aspects of the fic. This is just what I was feeling and thinking while I was writing, and this story is absolutely the kind of thing I expect everyone to take something different away from. If you read the fic, took your own meaning from it, and want to keep that meaning without me tarnishing it by babbling about symbolism (first of all, high five, I love you, thank you for hanging out with me and my stories), then feel free to skip the rest of this post. <3
But! For anyone who wants to know more about what I had in mind with the flowers and nature metaphors I worked into the story, read on!
The tag âitâs an OT3 where Earth is the thirdâ is something I really worked to pull to center stage. In my mind, Earth was a fully formed character who also spent the pre-Fall storyline being jerked around by God and having its memory wiped. It experienced transformations, pain, heartbreak, joy, and love just like Aziraphale and Crowley did, and I wrote it as falling in love with the two of them over the course of the Earth Project, then remaining very much in love for the entirety of iteration 23 (the current iteration). âMemories that are buried in places deeper than the mindâ referred to the soul imprints being formed, but also Earthâs buried memoriesâ seeping through the cracks to connect them via synesthesia in emotionally charged moments, allowing them to find each other from orbit in iterations 20 and 21 (music and the sea), and pulling them together in moments of distress like Constantinople and Barcelona.
In the vein of âEarth as a character,â I used plants (mainly flowers), topography, and weather as Earthâs âvoiceâ in the grief chapters when Crowley and Aziraphale were separated from each other and going through their individual arcs. Iâm not sure it technically counts as flower language, since all the flowers featured in the fic were wild and growing in nature, but (almost) all of them served a metaphorical purpose.
Flowers:
Jasmine (for the moon): Aziraphaleâs flower. Love, beauty, sensuality, good luck, purity. The rational hedonist.
Marigolds (for the sun): Crowleyâs flower. Grief and remembrance of the dead, lost love, the fragility of life, creativity, winning the affections of someone through hard work. The fallen artist.
Purple Hyacinth: Earthâs flower. Regret, sorrow, a desire for forgiveness. The witness. These were the wildflowers that grew in the orchard/vineyard on the penultimate Earth, where Aziraphale and Crowley managed to work out the differences they couldnât by the sea. Hyacinths are also the hazy images they would see in those moments of vulnerability, compassion, and compromise.Â
A fun aside! In very early drafts, the placeholder name I was using for angel Crowley was Jacinto, which is a Spanish/Portuguese name meaning âHyacinth.â It was meant to be a reference to both the flower and the Greek myth of Apollo and Hyacinth, but my brain absolutely could not disconnect it from Manny Jacinto (and kept insisting on imagining Crowley calling Aziraphale homie and calling everything dope). Eventually I leaned into the Latin and landed on Joriel, then attached my banner to the Achilles and Patroclus myth instead of Apollo and Hyacinth, but the name Jacinto still makes me think of starmakers.
Honeysuckle & morning glory, climbing the oak tree: Aziraphale + Crowley + Earth. Seen in chapter 10, when Aziraphale and Crowley shake hands on the Arrangement. Two plants whose vines grow in opposing spirals. In nature, they have a symbiotic relationship, twining around each other in order to climb trees, walls, and fences, allowing both of them to grow higher than they could alone.Â
Or: local woman sees this tweet, hasnât known peace since.
The deasilwise / widdershins (clockwise / anticlockwise) thing got sprinkled throughout the story, with deasilwise being the âangel directionâ and widdershins being the âdemon direction.â Halleyâs comet, with its backwards orbit, orbits the sun deasilwise, even after Crowley becomes widdershins.
Amaranth: Immortality, unfading affection, finding beauty in inaccessible places.Â
The garden in the dunes and Petyaâs travelling garden:
Where Aziraphale took a methodical, Kubler-Ross approach to dealing with loss, Crowleyâs process was meandering and chaotic. The garden in the dunes was where it all came to a headâ his way of throwing all of his emotions on the ground like a big jumbled pile of pick-up sticks, then slowly sorting through them and putting himself back together. There was a whole lot of Earth/flower speech going on in those scenes.
With the exception of zinnias, the garden was made up of perennials or self-sowing flowers. This happened âoff-screenâ as I could never find a decent way to work it in, but... the zinnias which Crowley bullied into being perennials returned to being annuals and died off after he left Terschelling and sometimes I still cry in the shower about it.Â
Zinnias: Adrielleâs flower. Endurance, lasting friendship (especially friendships lasting through absence), goodness, daily remembrance. This one is also a small self-indulgence on my part since Adrielle was something of a self-insert. My mother loves zinnias and, growing up, our house was absolutely surrounded by them in the summer. Anywhere there was a free patch of dirt, Mom planted zinnias. Theyâre a scrappy, weird looking flower that doesnât have a smell and a lot of people find rather ugly... and I love them with my entire heart. There is no flower on this earth that fills me with more whimsy, nostalgia, or childlike contentment. Also butterflies love them.
Chamomile: Patience. Fresh chamomile flowers are very aromatic and smell like apples.
Daisies: Transformation. Also simplicity, loyalty, and new beginnings.
Poppies: Restful sleep or recovery, peace in death, remembrance.
Tulips: Each tulip color has its own meaning, but the most common thing they symbolize is deep love. That said, I mainly chose this one for their prevalence in the Netherlands, as well as being very colorful perennials.
Pansies: The love or admiration that one person holds for another, free thinking, remembrance.
Lily of the valley: Rebirth, the return of happiness. They also have a very strong, very sweet smell and can grow in cool climates. These were the main reasons I chose it, rather than any of the religious connotations.
Lavender: Silence, devotion, serenity, grace.
Orchids: Thereâs... actually no deep symbolism with this one. Nothing intended anyway. Orchids, lavender, and cranberries are the dominant native plants on the island of Terschelling. I thought theyâd be pretty in the dunes.
I am also a music-must-be-playing-at-all-times kind of person and I came out the other end of this project with FIFTEEN (15) playlists. Some of them are all instrumental playlists that I used to set the mood while I wrote certain scenes/segments, others are lyrical and tell a story or helped me sort out the story, some chapters got entire playlists all to themselves (looking at you, 14th century). The main playlists are linked in the notes on AO3, but I may collect them all in a tumblr post at some point if thereâs an interest.
This entire project was an enormous labor of love that took up pretty much all of my free time for six months. So, if you read this far... thank you for coming on such a long journey with me!! Truly, deeply, and from every corner of my heart, thank you for reading. <3
#good omens#good omens fic#my fic#writing#writing research#i'm sure i'm forgetting things#might update later#listen i truly loved writing this story and it was a very fulfilling experience#working with kat#meeting the beta of my dreams#the FRIENDS i made#y'all... i made such incredible friends in this bang ;__;#i will cherish all of this forever#but holy moly i am ready to have my life back#my master outline for this beast was 39 pages#which included research and notes and maps and lists of what emotion was what color but STILL#THIRTY NINE PAGES#21 chapters and each one involved delving into new research or deep feelings for a week or more#the grief chapters especially wrung me out#but wow i sure know a lot about the aztec empire and 15th century lighthouses now
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Zwei: The Ilvard Insurrection - Localization Blog #4
Can you hear it? A voice, booming and boisterous, blowing in upon the cool winds of autumn. A voice that beckons you to come sit a spell and play a good olâ videogame. âThey donât make âem like this no more,â it says. âWell...most donât. Thatâs why we need to sell a bunchâa copies, so theyâll get right to making Zwei 3! Yes siree, with Falcomâs storied lineage of action RPGs, itâd be a slam dunk! Ghahahaha!â That voice...is my voice, broad as the sea and hearty as a meal that consists solely of potatoes and slabs of meat.
Thatâs right, true believers, itâs Nick, here once again to share with you the myriad fascinations of working in videogame localization. If youâve been keeping up, this is the fourth blog Iâve written about the upcoming release of Zwei: The Ilvard Insurrection. The first entry gave a basic rundown of what the game is like and what you can expect from it, while the second entry went into more depth about the localization work and the nuances of character writing. The third entry was a progress report, detailing where we were in the QA cycle and why weâd be missing our summer release date.
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Today, Iâd like to tell you a story: the tale of how Zwei: II ended up with the expanded English voice acting it now boasts. Although this news has been known ever since we officially announced the game, I havenât seen much discussion surrounding it, but the process of how âletâs add voice actingâ went from pie-in-the-sky thought to reality is one I think youâll find fascinating.
See, the interesting thing isnât that we added English dubbing to Zwei: II. We werenât able to secure the rights for the original Japanese voices, so it was pretty much a given we were going to do a dub. No, the most interesting part is that the dub adds a LOT more voicework than was present in the original. Why did we do that? How did we decide what to dub? And how much more is there, exactly? This and more I shall unfold for you, dear reader!
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Zwei: II was designed without voice acting in its story scenes, and it holds up perfectly well that way, as classic RPGs do. But, that said, Zweiâs story is very driven by its outsized personalities. The characters really sell the scenes, and while I wrote for each of the characters in such a way as to accomplish that without the need for voice acting, their sometimes-cartoonish gusto and theatricality seemed like theyâd be even more colorful when brought to life by VAs. I talked with the big boss, Ken, about the prospect, and he told me to put together a script so we could have the studio price out how much it would cost us.
To be honest, Iâm still kind of surprised Ken was open to it. After all, Zwei: II isnât a console release of a modern title â itâs a PC release of an older title. Maybe that goes to show how well-received Japanese games have been on PC in the last several years. Personally, I think a well-received game like Cold Steel leading the charge as far as âadding additional voice acting to a PC portâ did a lot to open the door for a more modest title like Zwei to get a significant bump in voice acting. But success here provided my first challenge: putting together a script.
Now that adding more voice acting was on the table, the question then became, âOkay, so what do we actually voice?â All the battle stuff was covered at a bare minimum due to the fact that it was in the Japanese voice script, so the natural answer was, âLetâs just voice all the main story.â Thatâs a reasonable target, and not exceedingly difficult to pull from the full game script, since many of the main story scenes are positioned just before and after the gameâs major boss battles. I began to assemble a âstory scenesâ voice script with all the scenes I thought most essential to conveying the gameâs narrative, breaking it down scene by scene. After handing off a first draft to the studio and getting their estimate, I was given the green light, since it had apparently come in under what we were expecting.
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But of course, ever being one to press my luck, I said, âWellllll...actually there are a couple more scenes I COULD include!â And with a resigned sigh from Ken, I went back in and added a few scenes I had opted to leave on the cutting room floor during my first draft. As things stand, the new voice scriptâs coverage of story events isnât perfect â thereâs still one boss battle that has its before/after scenes unvoiced (I chose that one to drop because I felt that what was expressed there is also expressed in other voiced scenes well enough), but such are the choices one has to make at the crossroads of idealism and budgetary limitations.
The whole âvoicing scenes before and after boss battlesâ approach worked well because it set up a good amount of consistency as to when players could expect to hear something voiced. It also, by the very nature of the scenes chosen, is really good at building the personalities of the gameâs antagonists â which is helpful since they do a lot to spur Ragna and Alwenâs growth.
The unfortunate downside to my scene-selecting methodology is that I didnât get to include many scenes outside of those. There are only two voiced scenes that arenât tied to before/after boss encounters â one in which Ragna talks about his past (which I thought gave good insight into his character), and a key one at the very start of the game in which Ragna discovers that Alwen is, in fact, a vampire, and they have their first long discussion about their blood contract and how Ragna wants to be equal partners. Thatâs such a defining scene that sets up both protagonists perfectly for everything that is to come that there was never any doubt in my mind that I wanted that one voiced.
At this point, letâs stop for a moment and examine the script. The original Japanese script was 808 lines. The number of lines in the new voice script, however, clocked in at 2807. Thatâs basically 2000 newly voiced lines, all story. And while it may not seem gigantic in light of a game like Trails of Cold Steel, youâll certainly be able to feel the presence of the voice acting as you play through the game. Ragna and Alwen in particular saw massive increases: from 88 and 89 to 724 and 548, respectively. We even picked up an entirely new character who had no lines in the original Japanese voice script but did factor into several of the story scenes I had selected!
When casting, I conferred with both Tom and Kris to get their general impressions, and to solicit suggestions in cases where I didnât have any particular VA in mind. Zwei: II is a game that wears its heart on its sleeve, so I was casting with an ear toward a âSaturday Morning Cartoonâ feel â expressive voices that have a touch of exaggeration in them. It was a different feel than weâd chased when casting for Trails of Cold Steel, but it got us the sound we were looking for.
Recording took six days, with a stream of VAs coming in to lend us their talent. John accompanied me for the first couple days, while Tom helped in the latter half, both lending some much-welcomed aid by helping me keep track of any changes we made to lines during recording while I was focusing on the line deliveries. To level with you a bit here, Iâve never been the most organized person, so the voice recording process, with its focus on having everything triple-checked and accounted for, has always felt pretty daunting to me. After all, thereâs always that cold dread that youâll have an actor in the booth and suddenly, some problem with the script files will pop up, costing you precious time when every minute has value. Thankfully, there were no complications with Zweiâs recording â it was actually a pretty smooth, pleasant time (though very busy). Some of our VAs I had worked with before, so seeing them again and trying them in different-sounding roles was fun. Other VAs I was meeting for the first time, and I enjoyed getting to see them at work, as well as seeing what kind of vocal ranges they could pull off (always helpful when weâre brainstorming voice casts for future projects).
Our voice director was someone Iâd met before, and in fact someone I requested by name after discerning how deep his knowledge ran concerning things of the nerdy persuasion. For Zwei, I didnât want to take a chance on a director that only had a surface-level understanding of anime â I wanted to be able to throw out oddly specific requests like âPlay it more like X from the series Y!â and have them understand the voicing intent behind that and translate it into instructions the VAs could make sense of.
Talking with him over the course of the project was a mile-a-minute ride, but among all the really nerdy stuff we talked about, one common thread that really stuck with me is his identification of Zwei as a âpulp story.â Before then, Iâd approached Zwei in my mind from that anime-centric perspective it so clearly embodies, but our conversations got me wondering how, as a fan of pulp-style stuff, Iâd never consciously made that connection before. In another universe where Zwei wasnât a Japanese videogame, it feels like itâd be a natural fit as a weekly radio serial. The character influences I mentioned in my second blog post all led to âpulpâ too, when I followed the strings back.
Back at work, I reviewed all the voice files and marked the ones that needed filters applied, as you do when, for instance, someone is talking to a character telepathically or is possessed by a demon (yâknow, your general RPG happenings), and we got them into the game. Thereâs something of a sense of trepidation that comes when you finally drop all those voices into the game proper. You hold your breath, thinking, âThat was so much work... I reeeeeeally hope this sounds good!â Fortunately, our VAs didnât disappoint, and hearing some of my favorite scenes brought to life through performance really helped sell the emotion of the scenes, just as Iâd hoped at the outset.
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Now, maybe youâre not fond of dubs. Or maybe youâre a purist, wanting to experience the game without the addition of a bunch of voice acting that wasnât in the original. Believe me, I totally understand you. Thankfully, the voice volume is on a separate slider, so you can crank it down and read through at your own pace, with the voices you imagine the characters to have. That kind of experience is fun too, I think, and Iâm interested in what those of you who play it both ways think about the ways in which the dub shapes how one perceives the story and characters.
Of course, for you fans of RPG dubs, Iâm also interested to discover which characters will become fan-favorites and which lines will be the most entertaining and memorable. Our programmer, Sara, has even gone above and beyond with filled-out lip flap for the dubbed scenes! In the original game, thereâs a brief lip-flap thatâs tied to the scroll-out speed of text in a characterâs text box. What that means in practice is that their mouths move for about a second while the text is displaying, then once itâs all there on screen, their mouth doesnât move anymore. Itâs a perfectly sensible setup for a game without voiced story lines, but in the cases where lines were voiced, I wanted the lip flap to continue as long as the voiced line was still playing. From the sound of it, it took some real doing, but the lip flap does indeed now track to the length of the voice clip in cases where story lines are voiced. It might seem to be a minor detail, but I think itâs details like this that help make the experience feel well integrated and authentic.
In any case, you wonât have to wonder too much longer what the game sounds like, because itâs finally out in less than a week, with a Trueblood vampire-approved release date of October 31st. I hope youâll enjoy playing it as much as I enjoyed working on it. After all...everyone could use a little more PASSION in their souls!
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