#and unity taking away people's ability to do that is so evil
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PSA: if you've ever wanted to play an indie game made with unity, download it before january 1st 2024 or risk losing your chance! (for a list of unity games, i found this. can't say if it's completely comprehensive but it's a start)
if you're a game dev or aspiring game dev, i would check out unreal engine. it's widely documented, pretty easy to jump into, and free until you make over $1 million and then they take 5% above that- so if you made $1,000,001, epic games takes 5 cents. epic is a big corporation so they could pull some bullshit but it's less likely. and they have protection from future bullshittery if you stay with the current or older versions. beyond that, there are a ton of other free game engines out there or engines that are on the cheaper side (game maker for ex, only requires payment on export and is the game engine used for undertale/deltarune). so if you can help it, don't waste your time on unity!
and above all: fuck unity. indie games are so important and don't deserve to be fucked over by corporate greed
#failog#unity#game dev#indie games are the heart and soul of game dev as an art imo (even the bad ones) since they aren't held back by AAA suits#you make what you want to make how you want to make it to tell whatever story you want to tell (or no story who cares)#and unity taking away people's ability to do that is so evil
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“Honor, Justice, Strength, Integrity” - Why Wufei’s 'Honor' is Different
Here’s an analogy:
Someone stands up proudly in the debate club. They say “Today I’m going to be arguing strenuously for a topic I know almost nothing about and can barely articulate my stance on, but I’m going to opine about it at length and with great authority.”
And you’re like: …Why?
Do you enjoy being humiliated? Do you like losing? Is this something you do often?
Why? Why stand up at all when you have absolutely no chance of making your point?
This is how Wufei feels about fighting. Wufei, after all, IS a debate kid.
People who have no way of defending their argument should stay seated. They shouldn��t be here in the first place. If you’re too weak to win, you’re only a detriment to your own cause; when you’re weak, you make your cause look weak, when you lose, your cause loses.
So sit down. You’re in the way. You’re embarrassing yourself.
--If most of us look in our hearts and think of something that we would, honestly, truly, stand up and throw a punch / take a punch for, our ability to WIN the fight isn’t necessarily part of our criteria for doing it. If you gotta punch a bully, you gotta punch a bully. We view that as having integrity.
Wufei would not agree– if you punch the bully and the bully wipes the floor with you, does it mean anything to anyone but you? And does your feeling of validation make it worthwhile to participate in a conflict that hands your enemy an easy victory? The bully is still Evil, he wouldn’t say otherwise. But you didn’t change that by getting your ass kicked; the bully lives to bully another day.
Why throw your life away for something you can't change? If the only thing you can do for you cause is die for it, then you need to get your priorities in order-- you should get better at fighting so you can WIN for what you believe in, or get out of the way of those who can, so you don't become a liability.
If a cause is worth fighting for, then as its champion you'd better commit to being strong enough not only to achieve victory, but to defend and enforce it– or don't you believe in your stance firmly enough to follow it through? If you can't bring yourself to implement it without hesitation, then your cause is not a worthy one. If you don't fully believe in the cause you're fighting for, then indecision will make you weak, and you will fail.
And it will be right that you fail. Because fighting without a unity of both commitment and moral authority is how you lose your way. It’s how unnecessary conflict and Evil are born: from the disorder left in the wake of those who fight without understanding of what they're trying to achieve or lack the resolve to implement it without compromise. To him, that internal unity of purpose is the measure of integrity. Never go to war without it.
“Honor” for Wufei is different from the “aretḗ” of Zechs and Treize. For Wufei, honor is a score you’re keeping with yourself and your family and your clan and your ancestors and your dead wife who’s spirit you idolize. It’s not glory, it’s not chivalry– honor is your reputation. It’s a designation of value assigned by your community; it keeps you accountable to them. If you are humiliated in battle, it disgraces you AND your community, and it is therefore their right to ostracize you. Honor is something you can lose-- not just by failing to meet your personal standards, but by by failure in general.
A circumstantial loss is one you can strengthen yourself against and bounce back from-- but a true defeat, one that ends with you knowing you've been bested by a far superior opponent? That is a failure. A deep and bruising mark of dishonor that makes you unfit to wield a weapon.
There’s an interesting, if perhaps cynical, description of “honor culture” that identifies it as a response to living in impoverished, tenuous, often remote conditions where there is minimal or no law enforcement. Your mileage may vary on that assessment, but one thing’s for sure, Wufei’s colony, the A0206 colony of the L5 cluster, fits all of those criteria.
The Long clan’s reputation for great strength led them to be exiled by an insecure government to a decrepit, 200 year old relic of a colony teetering on the brink of extinction at the very edge of civilization. They have no money and few resources, their population is dwindling, the life support systems grow more tenuous by the year. The Alliance / OZ think of the people still living in L5 as vermin skittering around space trash. The Barton Foundation’s original plan for Operation Meteor designated A0206 as the colony destined for earth drop. Both Earth and Space seem in agreement that his home is scrap metal waiting to be disposed of. The only resources of value Wufei's clan have are the few young people like him who are capable of fighting, and their honor as a people. (…And one Gundam with no ammunition.)
The Long Clan is depicted as being very strict, proud, and extremely conservative. They adhere to a Confucian tradition that values obedience to social hierarchies, and the acceptance of one’s social role within that hierarchy. It is understood that those with superior standing should maintain virtuous and moral conduct, and that those who are subordinate should obey them as long as this remains true. Civil order and peace is the expected result of maintaining this propriety. It is also expected that people strive for perfection and harmony in every aspect of life, with the understanding that perfection is a state that can be achieved. It’s very likely that the strict adherence to these very traditional precepts is what helps A0206’s small, endangered population maintain cohesion in the face of constant peril, and it would explain why these traditions have close to a religious significance for those living there, including Wufei.
The hierarchies of this system are fundamentally patriarchal. Meilan is considered the “strongest in her clan”, but this seems to be something of a ceremonial designation, as she is repeatedly told not to fight in real battles on account of being a woman. In fact, it she seems to be the only woman with a visible presence in the colony. It’s possible that women are a rarity in the declining state of A0206, thus giving her increased value and status and making the rest of the clan overprotective of her-- but whatever the case, she must take on the spiritual mantle of Nataku to transcend her status as a woman and fight.
This is partly why Meilan finds Wufei so deeply infuriating when they first meet: she and Wufei are the strongest and perhaps ONLY members of their generation who are able to fight, and he (the one allowed and expected to fight by virtue of being male) refused to do so. Wufei did not see the point in fighting for a subjective concept– “Justice” lacks an absolute, universal definition, and therefore could not be defended.
--Like I said before: debate kid.
Besides being an infuriating nerd, Wufei risks his whole clan’s reputation by refusing to commit to the fight against the Evil. (…Also, they were about to be exterminated by the Alliance, so choosing to let everyone die rather than be rhetorically incorrect was a bit of a dick move– as his mentor Doctor O astutely observed). When Meilan shames him, it is specifically for being a failure as her husband, as well as for shirking his duties as the most capable member of the Long clan. For both of them, propriety is of key importance.
But unlike Wufei, Meilan has no trouble reconciling her conviction to fight with her sense of justice. To her, it’s obvious that the universality of justice is infinitely less important than making one’s own idea of justice a reality.
She isn’t having any of that what-about-ism bullshit– she is unhesitatingly ready to fight for what she understands to be true: that those who kill indiscriminately and oppress others for gain are Evil, and must be stopped so they cannot continue to do harm. And she fights also because… that is their way. The last and most enduring thing her people have is their identity, as ones who fight to uphold justice.
Ultimately, Meilan is killed while protecting the colony and Wufei. She is strong enough to win, but not strong enough to survive the victory. Their colony, their clan, and one the last few beautiful things they have managed to cultivate in spite of dereliction– their field of flowers, are safe for another day. If she hadn’t leapt to their defense first, Wufei would not have followed in the Gundam, and the population of the colony would likely have been killed en-masse by the Alliance, or decimated by OZ. She was directly responsible for their survival. Evil did not win, and yet, she died. She was strong, and yet she died. She was weak, and yet she was Justice embodied. Such a contradiction meant the universe had gone insane. It lost its way, it stood in need of correction.
Wufei does not handle contradictions well. His ideology consists of absolutes and has no room for failure or extenuation. When the weak fight, they die, or they get in the way, so they shouldn’t fight. But Meilan– Nataku, was strong, and so, her spirit must live on in the Gundam, undying. It is her strength, her justice, which carries HIM to victory by lending him the strength of the mobile suit she died protecting. He must believe this, not only to honor her memory, but to preserve the structure of his ideology.
When he encounters women in combat who remind him of her, he reacts with outbursts of sublimated anger and grief that is redirected into misogynistic vitriol. Women who fight will die, don’t they understand? They continue to pick up arms and fight anyway, even when they’re weak, even when they cannot possibly win. They’ll foolishly rush ahead because they believe in what they fight for, and it will kill them. But he will not be the reason for it. He will make them understand that they are weak, so they will stop fighting.
--But they don’t. And he has no idea how to deal with it. Just as he has no idea how to deal with his own defeat, until once again, a woman finds it worthwhile to help him regain his conviction and sense of justice, by demonstrating her own.
He is a trad-i-tional boy, living in a trad-i-tional world.
<-Back! —————————- Onward!->
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A Look At November 2023
November finds things in a bit of upheaval. Revolutionary energy rises, and aspects of strife and failure rise onto the surface. This can have lots of twists and turns in it, and a lot of confusing layers for people. The upheaval comes from those that are still standing in influential positions. They know that they are the ones that are failing. This leads them to use deflection tactics.
Because they are losing their power, they call for violence and division upon those that will not support them in their corruption. They do things that are unfair, unjust, and illegal; specifically, to cause those that oppose them to react, and when they do, they label their opponents as the violent ones merely for speaking up. We must be careful of this energy; because this is a time where we could see attempts to jail and seize the property of those who are doing nothing more than standing up for truth, integrity, and freedom.
As a result of this energy, we will do best to stay out of crowds, protests, or riots. Instead, it will be important for people to make their voice count and heard, in any peaceful and appropriate way that they can. This means getting involved at the polls, attending board meetings, getting onto city and community boards, and being active where they can. Everyone has a role to play, and must decide what they can do. Some will sit on boards and committees, others will need to have businesses that stand strong for rights and freedoms and offer parallel economies, others will be healers. It is through participation that we will be able to uphold command over our own life, and in our world.
Our focus is to learn how to balance this energy, and to stay out of the battles that are not going to end up doing anything for us. This can take some creativity, but it will also take some unity of opposing forces. It is likely that more people will be coming to realize that those creating the chaos, are also the ones that are trying to create an unfavorable future. This can lead more people to come together in harmony and balance, even where they have different views on things.
We must not allow ourselves to be silenced at this time; because it is through speaking up, and sharing our insights in appropriate and peaceful ways, that we will open the door to learning from each other. This is a time where we want to understand and learn why those that have different views, have them. We want to understand what they are basing their thoughts on, and where their information is coming from. This is about creating more of an open discourse, so that we are able to get a stronger perspective of the whole picture on things.
It is likely, that we will see more happening with parallel economies. This will give people an option for existing outside of corrupt systems. It will give people an option to hold the opinion that they want, without being penalized for it. We will see options emerging that are rooted in freedom. The key is that we do not give into things out of fear and urgency. Nothing of the Divine requires us to be in fear and urgency.
I welcome you to be careful of deflection tactics. What if those that are being called evil, are not; and those claiming to be good, are not?
I welcome you to act instead of react where people are operating or calling for things that are unfair, unjust, and illegal. What if you can stand up for what is right, without being in battle or aggression with those that are corrupt?
I welcome you to stay away from large crowds, protests, or riots. What if getting involved in your community or on committees will have a bigger impact at this time?
I welcome you to find ways to come together in harmony and balance, even with those that have different views. What if we really want the same things, and are blocking our ability to have them by fighting each other?
I welcome you to have open discourse with those that have opposing views. What if this helps you and others to get a stronger perspective of the whole picture on things?
I welcome you to embrace parallel economies and systems that are not attached to corruption, urgency, and fear. What if nothing of the Divine requires us to accept corruption, or be in fear and urgency?
From November 1st through November 22nd, there are likely to be blocks and obstacles on those that are operating corruptly, with hatred, and calling for violence. We are likely to see stronger attempts to create disorder, confusion, and chaos. There are likely to be attempts to get people to turn against each other, and to cause great difficulty for those that will not comply or submit to the orders that they are being given. We could see freedoms and rights removed, and censorship measures increased. However, it is important that we don’t comply; for these abuses will only get worse if we do. We must stand up for those that cannot stand up for themselves, and to help people come out of their victim spaces. This is about bringing things into Divine Alignment, and a way that we work in Divine Service. Nothing can move forward until that is done.
We are likely to see strong aspects of competition surface as well. Those that are calling to compete with others have little to no real power, and are rooted in deep insecurities. When we compete, we learn nothing; and that leads us to have to repeat things under harsher conditions. This is a time where we need to remain focused on the future, and providing for that instead of participating in trying to prove we are superior to others. Instead, we need to realize that titles and awards are just superficial things that have no real meaning, and we want to simply focus on doing our best in any given time or situation. Competing with others only keeps us divided, and holds us back. Instead, we are called to look to those true partnerships and relationships to help us draw on creativity, and to hold our focus on creating a strong and favorable future.
This time shows that competition and the drive for power could turn deadly. We need to stay alert to what we are doing, and what is happening around us. We need to stay focused on transforming and transmuting the past and our current circumstances. Many things may be put forth to try to break us down, but we must stand strong and push through until we make the breakthroughs. It is in the breakthroughs that we will be given second chances, and be able to lay the foundations of a strong and favorable future. The biggest key is to learn from our past; and let our past experiences, past points in history, and ancestral wisdom guide us in how to make those breakthroughs. Some things will need to end; and it is important that we bring those endings through love and compassion, instead of hate and rebellion.
We have great opportunities to learn from each other at this time. Everyone has had incredible experiences in their lives which have led them to where they are now. It is when we share our experiences, and the wisdom we gained from them; that we are able to learn more about the different pieces that need to be considered. We can then use that wisdom to implement our own ideas and plans, in ways that will lead to greater success and benefit for all.
I welcome you to stand strong where others are trying to create difficulties for you. What if this is not only about standing up for yourself, but about standing up for others?
I welcome you to realize that competitions only feed and nourish insecurities. What if no one is superior to another; and competing only keeps you divided with others, and holds you back?
I welcome you to stand strong and push through to make breakthroughs. What if breakthroughs will provide us second chances, and will lay the foundations for a strong and favorable future?
I welcome you to take the time to learn the experiences that others have had, and what they have gained from them. What if this helps you to realize that there are more pieces that need to be considered in things?
From November 23rd through the end of the month, we are called to stand in Divine Abundance. While others may try to destroy our Spirit; it is important to realize that with patience, perseverance, and putting forth the necessary effort that we will be successful in things. It is important that we do not let others pull us out of our Soul Self just because they are bitter, jealous, and rooted heavy in materialism. This is a time to celebrate successes with healthy things that delight the senses. This will settle down the materialistic energy from others, but still hold us in Divine Alignment.
This is a good time to meet responsibilities and obligations. It favors tackling big projects, but we probably want to keep that to things that we can handle on our own. Others are likely to be unreliable. It is important to keep things practical, simple, and reasonable. Stick to doing things your way, and work with the resources that you already have available to you, and not what should be coming to you.
Power battles between those in authority positions are likely to surface at this time. We could see battles between world leaders; and between those seeking control and trying to push forth tyrannical structures, and those that are fighting for people’s rights. This is a good time for us to look at more options and ways for us to be in command of our own self and our own life. Self-sufficiency will give us far more than restrictions and centralized structures of command. Remember, it is not up to others to take care of you, but it is up to you to take care of yourself.
This can be a great time for a personal retreat, and giving yourself a break from others. It is a time that calls us to give extra attention to our health, and what we need to be doing for ourselves. The body will be more susceptible to catching things if we are not honoring good nutrition, rest, and dealing with our own processes. Some may also have financial challenges at this time; and if this is the case for you, then you want to really do some deep spiritual work, and disconnect from electronics and outside influences to deal with it. This often indicates a transition from work or a lifestyle that is unfavorable, rooted in corruption, and materialism; into work or a lifestyle that is in greater connection with the Soul Self.
I welcome you to stand in your Soul Self no matter how much others try to break your Spirit. What if instead of worrying about them, you take some time to enjoy healthy things that delight the senses to help settle down the materialistic energy from others?
I welcome you to keep things practical, simple, and reasonable. What if this allows you to make strong accomplishments on things?
I welcome you to look at more options and ways to be in command of your own life. What if self-sufficiency will give you much more than restrictions and centralized structures of command?
I welcome you to make your health and yourself a priority. What if this helps you to stay healthy when your body is more vulnerable?
In Summary, stay out of crowds, protests, and riots. Get involved on boards, committees, your community, and polling places where you can. Realize that those who create the chaos, are also the ones creating an unfavorable future. Find ways to create an open discourse with those of opposing views. Embrace parallel economies, and options for existing outside of corruption. Do not allow others to silence you, and help others to step out of victim spaces. See how competing only holds us back, and keeps us divided.
Stay alert to what you are doing, and what is happening around you; while continuing to focus on breakthroughs. Learn about many different experiences to the same situation. Remain in your Soul Self and Divine Abundance, no matter how much others try to break your Spirit. Keep things practical, simple, and reasonable. Look at more options and ways to be in command of your own self and your life. Disconnect from electronics and outside influences, and focus on your own well-being and processes.
What To Focus Our Actions On
From November 1st through November 24th, we want to focus on supporting decentralized systems and freedom. This is a time that calls to discover new options and ways for us to be in command of our own life, and to be more self-sufficient in how we are living. It is a call to find ways that will create a favorable future, without turning our power over to others in the process. Those that are in spaces of corruption, and trying to have total control over others; want people to believe that they are working for their benefit, when in reality they are working for their destruction. These people may easily become exposed as their desperation to gain control leads to making mistakes, and having others around them bring out the truth.
It is likely that we will see turbulent weather patterns. Some will be nature trying to balance itself, and some will be the result of HAARP. Either way we want to make certain that we are able to get to safety quickly and easily if need be. Storms can come in suddenly, and can become much worse than expected. It will also be wise to have some extra supplies on hand in order to handle being without power or access to things. Unexpected things may also happen that create upheaval and uncertainty. The key is to remain calm, and take things one step at a time. It is likely to be hard to get any work done due to frequent interruptions. The key is to break things into small pieces, and to make it easy to leave things if necessary. This allows for some accomplishment, while remaining flexible to handle things that come up.
Success and advancement with our own ideas and plans is favored during this time. It is a time where we can break through the challenges, and the things that have held us back. We are favored for letting go of addictions, and freeing ourselves from unfulfilling cycles. Challenges that arise are simply a test of our devotion and commitment to God, Divine Presence, and the Soul Self. It is through that devotion and commitment that we are able to unfold successes and victory.
We will need to be careful of those that try to tempt us out of standing in integrity. This is a time where many are still working through lies, deception, and manipulation. However, this is also a time where what has been hidden can be seen. The more truth we are standing in, the easier it is to see the lies. It may be hard to deal with the treachery of those that we thought that we could trust; but also, important to let go of unreliable connections, which put us in danger instead of holding us in the light.
I welcome you to find ways to create a favorable future, without turning your power over to others. What if those that want to restrict your freedom and rights are working for your destruction, and not to your benefit?
I welcome you to use extra caution with storms, and stay where you can get to safety easily. What if you kept some extra supplies with you, so that you can handle anything that comes up?
I welcome you to free yourself from unfulfilling cycles. What if this is easily done when you are devoted and committed to God, Divine Presence, and the Soul Self?
I welcome you to realize that the more truth you are standing in, the easier it is to see the lies. What if you let go of unreliable connections that are putting you in danger instead of holding you in the light?
From November 25th through the end of the month, we are called to draw on the Soul’s Wisdom, and to find ways to let go of the material excesses in our life. It is a time to start placing things of real value as a priority. It will be a good time to get out and explore new things, and to release yourself from restrictive situations. The choices that we make have a powerful impact on all existences that we are connected with; so, it is important that we choose wisely. Wise choices include keeping things simple, authentic, and natural.
Those that are trying to exert heavy control on others, and working with tactics of fear and threats; are likely to find their own plans brought to a halt. It is in this energy that we are seeing dual timelines happening. This are where two existences are running side by side, and each one is hoping that it can outlast the other. One places people into systems that are abusive and victimize them; and where everything is owned, operated, and ruled by a centralized power source which creates great suffering for those that are in it. The other provides people the opportunity to be on their own, live freely, and to live through Divine Service with each other. It has no concern about material aspects, and helps others because it is the right thing to do.
The key is for us to use this time to correct things that have gotten off course. Those that are focused on status, success, and recognition will want to compete with others to prove their worth. Those that know their worth will simply focus on doing things with quality and integrity. They have no need to be glorified for what they do, and simply do their best without worrying about if they are the best. As a result, they end up receiving actual success and recognition for their efforts.
Abundance is flowing through our lives at this time. It is important that we acknowledge the things we have brought to fruition, and embrace our successes. However, it is also important that we find ways to share our successes with those less fortunate. Sure, you could go out for a really nice dinner to celebrate, or you could us part or all of that money to help someone that is struggling to help themselves. I assure you that the latter will be much more satisfying, and the fulfillment will last longer if that is what you choose.
I welcome you to explore new things and release yourself from restrictive situations. What if these choices impact more than just this existence?
I welcome you to choose existences that are rooted in Divine Service and living freely. What if this is about choosing to live in the Soul Self instead of disconnecting from it?
I welcome you to focus on doing things with quality and integrity. What if this is one of the ways that you can know your worth?
I welcome you to consider helping someone that is struggling to help themselves, instead of doing something fancy or expensive for yourself. What if you can embrace your successes, and still help others?
What To Focus Our thoughts On
From November 1st through November 9th, we want focus on bringing things into completion. This especially includes completing our ideas of things that we are doing or considering doing. It can be a great time for doing some reflection work; and looking at those cycles that are coming to completion, as well as where we would like to go in new cycles that will soon be starting.
We are favored for meeting responsibilities and obligations. One of our biggest responsibilities at this time, is to consider what will create a more peaceful environment and world for us. This calls us to consider ways that we can work in unconditional love for people; and to practice really feeling that in our hearts, and not having it only as a concept in our heads. It reminds us to meet our obligations to our Soul Self, and to keep it nourished since it is what brings us through the difficulties that we face in life.
Where rebellion energy surfaces, we are likely to find a connection to our past or childhood. It is connected to aspects where we have felt that life was unfair and unjust in some way. It is worth finding ways to heal these patterns of unfairness. For as we do this, we then will have the strength to face the injustices that we see in the world. Remember that fighting injustices starts with our own life, and in our own choices. We need to choose those things where fairness and integrity exist, instead of choosing things that support the corruption. It is through our own choices that we set forth the energy that creates a favorable future.
It is important to find ways to have fun and be spontaneous without being impulsive. We will benefit from learning and knowing when someone is in integrity with us, and when they are not. A big key is that those that are in integrity will not push you into anything, and do not use fear or urgency to control your actions. They simply present things to you, and then let you decide for yourself.
I welcome you to reflect on cycles that are ending, and what you want to do in your new cycles. What if this helps to plant the seeds to generate positive cycles in your life?
I welcome you to practice feeling unconditional love in your heart. What if its true power is released when we feel it and act on it, and is not just a concept in our head?
I welcome you to see how current rebellion patterns are connected to earlier experiences in your life. What if healing patterns of unfairness gives you the strength to face the injustices in the world through your own choices?
I welcome you to know when someone is in integrity with you, and when they are not. What if those who are in integrity will not push you into anything, and do not use fear or urgency to control your actions?
From November 10th through the end of the month, people are likely to still be dealing with rebellion where things are not fair and seem unjust. It is important to allow this energy to motivate you into action instead of getting caught up in the reaction of being provoked. We must use great caution around those that are trying to create a revolution; and are calling for hate, division, and violence. Stick to finding ethical and legal ways to stand up for what is right.
This is a time that favors learning how to express ourselves in the world. You may want to talk with others, or to connect with aspects of the arts to find your motivation. We all have things to share, and they are usually rooted in the lessons that we have learned from our life experiences. Those things that have challenged us have taught us great lessons and wisdom, and that is a wisdom that we can share and help others with. It is about using that wisdom as a launching point to create from, and allowing it to be your muse.
We need to pay attention to where people are trying to gain control over us. It is likely that they are sneaking it in through things that seem charming and appealing to us. This is the Trojan Horse method. So, use extra caution with those that are charismatic. Step away from them and what they are offering, and come back to it another day. These same people will use urgency and fear to try to drive you into action; so, have the strength to step away from them, and what they are offering so that you can look at things with a clear mind.
This is a great time to honor our own well-being and processes. We are called to find ways to take better care of ourselves through food, rest, hydration. Wellness is not about all kinds of supplements, but about working with things in their pure and raw state. It is about allowing yourself time to process the things that are happening in your life, and to consider options that will allow your life to be in greater alignment with your Soul Self. It is important that we embrace our physical and material challenges as opportunities to transform and to grow. While we do not want to keep them lingering in our life, they are always about helping us to having a stronger relationship between the human self and the Soul Self. I have dealt with many of them, as did Jesse; and it has provided a lot of wisdom about how the body works, how to heal it, and learning what it is trying to show me. We often do not learn these things until we don’t have the resources to run out and buy a quick fix; and must listen, really listen to what we need to know.
I welcome you to let your desires to rebel motivate you into action instead of being caught up in the reaction. What if you stick to finding ethical and legal ways to stand up for what is right?
I welcome you to learn how to express yourself in the world. What if the pieces that you have to share are rooted in the lessons that you have learned from life experiences?
I welcome you to pay attention to where people are trying to control you. What if this often comes through ways that are charming, charismatic, and are appealing to you?
I welcome you to embrace physical and material challenges as opportunities to transform and grow. What if they are there to help you build a stronger relationship between your human self and the Soul Self, and are not meant to linger or reside with you permanently?
Connecting To Our Soul Self
From November 1st – November 7th our Soul Self is reminding us to consider the path that we are on very carefully. It is letting us know that it is important to stay true to what is best for us, and don’t do things just because others suggest them. We want to realize that even those with good intentions can lead us down an unfavorable path. So, we are best to work practically and responsibly in our choices. We can listen to what others have to say, but at the end of the day we have to honor our own path.
We must be careful with the choices that we are making at this time. It is important that we bring an end to those things that are no longer serving us, and that are unable to transform and move forward with us. This is all part of Conscious Creation. Some of those things may have been fine for our past and youth, but are not what we need to create a stable and favorable future. You will need to go deep within to know what deserves a second chance, what has changed and transformed, and what will be best left in the past. It is through all of this that we will reclaim a part of ourselves.
This is a time where are called to bring out more of our own self into the things that we are doing. It is a time that we want to learn more about who we are, and what is truly important to us. If you have a message to get out to the world, or even to others; then this will be a good time to do it, since others will be listening to what you have to say. This is not about telling others what they want to hear; but about speaking from your heart, and sharing your experiences with others so that they can learn and be inspired by them.
This will also be a great time to reclaim your own power through taking time for your own processes. It is in taking the time for some self-evaluation, and honoring our own well-being; so that we are able to see where we have been giving too much of ourselves to the demands and commands of others, instead of living for ourselves. Take the time to simply make yourself a priority, and to take back command of your own life. There are times where others are of value to us, and times where we really need to just forge our own way.
I welcome you to consider the path you are taking very carefully. What if you only need to implement those things that work for you, and don’t have to do something just because someone suggests it?
I welcome you to work in Conscious Creation. What if we do this when we can see what does and does not fit into our life, and then let go of what does not serve us as we move forward?
I welcome you to bring out more of your own self in the things that you are doing. What if this is not about telling others what they want to hear; but about speakking from your heart, and sharing your own experiences so that others can learn and be inspired by them?
I welcome you to reclaim your own power. What if this comes from honoring your own well-being, and living for yourself instead of working to meet the demands and commands of others?
From November 8th through the rest of the month we are favored for understanding how experiences of our past were necessary to bring us to where we are. It is a time for seeing what has and has not worked along the way, and then use that wisdom to help us shape a favorable future. We may have people from our past resurface, or we may find things that we thought that we lost come back to us in some way. This can be people, situations, objects, or even a piece of our own self. You will then have to see if it has a place in your life now and going forward. Only you can decide this.
It is during this time that we are likely to find great advancements, and make rapid progression where we are doing things that further support Divine Presence in the world. Those that are working for the betterment of humanity are favored, and are likely to see successes. However, we must also be alert and use caution, since successes can also trigger enemies of Divine Presence to lash out and attack. We are likely to see proverbial and literal assassinations happening. The corrupt wants to remove the Warriors of the Light, and keep them from making future or additional successes. We can also see this in simpler forms, such as through threats and verbal attacks that are designed to scare people into backing off. This is a time where our military is likely to be present and active in the world due to the dangers that are present.
It is important that we don’t get involved in other people’s battles. Most battles will be between those that are in positions of power and influence in our world; as well as with those that seek control, and those that are standing up for freedom and humanity. However, we can also see battles where there are corrupt business deals happening; and while business can be favorable, it can also bring dangerous or illegal deals. All business aspects must be kept professional and in integrity, and with others that are operating that way; otherwise, bad deals can turn deadly, as corrupt people will take what they want, and get rid of the evidence or those that they don’t want talking.
We must put an extra emphasis on our own self-care, and make ourselves a priority. This is a time where we are more vulnerable to getting sick; and if we have physical or material challenges going on, then that can break our health down even further. Stick with the basics and disconnect from electronics, spend time in nature, let pure and healthy food give you strength, get plenty of rest, and embrace and move through the personal processes that you are experiencing. This can be a great time for a personal retreat, and for understanding the Spiritual Processes that are playing out in our lives.
I welcome you to understand how your past experiences were necessary to bring you to where you are now. What if this helps you to see what does and does not work for you?
I welcome you to stand strong where others try to diminish and destroy the successes that you are having. What if they feel threatened by the progression that is happening for you?
I welcome you to keep business dealings professional, in integrity, and with honest people. What if doing shady deals brings danger to yourself and others?
I welcome you to understand the Spiritual Processes that are playing out in your life. What if one of the biggest pieces you can get from the Soul Self is to humbly make yourself a priority?
The Code Journey ~ 2023 Edition
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#15: Aphrodite, Goddess of Beauty
Umm... I, uh... t-this... ughhh...
You know what, let's just move on! (>///<)
Next Time: The true king of music comes in to bring the heat!
Now that we've got that embarrassing thing out of the way, let's... uh... see what we need to play as Aphrodite in D&D:
Soulmate Bond: While the concept itself is exploited to its core by fanfiction writers, here we need to focus our attention on our party members. We're the ultimate support. If we're close, they are better at doing... well... D&D things.
Sustainability: We might be offering our heart and soul to help our teammates, but we can't forget about ourselves. We won't be much help if we cannot survive.
The Power of Love Protects You: Aphrodite is a very good healer. Her Ultimate also grants temporary invulnerability to her soulmate. #LoveWins.
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Despite being often viewed as "just a goddess of love", Aphrodite is an immensely powerful Elder Deity. Born directly from the Primordial being Ouranos, she is love and desire and passion; some of the most powerful forces that can drive a person to accomplish their goals... or to make them completely mad.
In D&D, however, we're going to make her a Protector Aasimar. We get +2 Charisma and +1 Wisdom, 60 feet of Darkvision, Celestial Resistance (which grants us resistance to radiant and necrotic damage), and we know how to speak Common and Celestial. Thanks to the Light Bearer feature, we know the Light cantrip, and because of Healing Hands, we can touch a creature and make them recover Hit Points equal to our overall level (once per long rest).
I think we can all agree that if Aphrodite was a character in D&D, she would be a total socialite. For that, let's modify the Noble background slightly, by swapping out History for Insight, keep the Persuasion proficiency, swap the proficiency with a gaming set into another language of our choice, and let's replace the Position of Privilege feature with a similar yet bit more useful Kept In Style from Sword Coast: Adventurer's Guide. This feature makes sure that whatever city we're in (it does say Waterdeep, but work with your DM on that one), our needs and desires are catered to and most expenses are sent to our family to deal with. Our name and family symbol might grand us (and our party members) discounts or straight-up free lodging and meals at a high-class festhall, and general approval from the middle class.
ABILITY SCORES
There is no doubt about it, Charisma is our top ability; we're the Goddess of Love and Desire, we need to flaunt it and charm people left and right. Wisdom is next, we may not look like it, but we're actually pretty resourceful and can read people quite well. Constitution is after that, all casters need Hit Points and yes, we're going to be a caster.
Dexterity is a little lower than I would like it to be (especially since SMITE Aphrodite doesn't use any armour), but we'll make it work later. Follow that up with Intelligence, we might seem like an occasional ditz and books are Athena's thing anyway. Finally, we'll dump Strength.
CLASS
Although there were several ways to make this build work (I was considering another Sorcerer multiclass), I've decided to use the recently-released stuff. We're going Cleric start-to-finish.
Clerics have a d8 for their Hit Dice, and they start with [8 + our Constitution modifier] initial Hit Points. They gain proficiency with light armour, medium armour, shields, and simple weapon. For Aphrodite, I would go with a quarterstaff (with a holy symbol attached to it) and studded leather armour. Clerics' saving throws are Wisdom and Charisma, and they get to pick two class skills (Medicine and Religion).
Level 1: Clerics start their D&D adventure by picking their subclass, their Divine Domain. There once was a leaked playtest material with the Love Domain subclass (which was later rebranded as Unity Domain), but with the release of Tasha's Cauldron of Everything it became the Peace Domain, and that's what we're using.
With the Implement of Peace feature, we gain proficiency in Performance. The Emboldening Bond feature lets us choose a number of creatures within 30 feet of us (including ourselves) equal to our proficiency bonus. For 10 minutes, all bonded creatures can roll a 1d4 and add the result to any attack roll, ability check, or saving throw they make... okay, so this is basically the Bless spell, but lasts longer and targets more creatures... Aphrodite, why are you so broken OP from the start?
Clerics also gain some Domain Spells, when they hit certain levels. Those spells do not count against the number of spells Clerics can prepare per day, and are always prepared:
Heroism imbues one creature we touch with bravery for 1 minute (concentration). For the duration, the creature is immune to being frightened and gains Temporary Hit Points equal to our casting ability modifier at the start of each of their turn. When the spell ends, all of the remaining THP are lost.
Sanctuary wards one creature within 30 feet of us against attacks for 1 minute. Any creature that attacks the spell's recipient must make a Wisdom saving throw. On a failed save, they must choose a different target or lose the attack (or spell). If the protected creature initiates an attack, a spell, or deals damage to anybody, the spell ends.
Besides those spells, we also get some from the Spellcasting feature. Clerics know cantrips, regular spells, and rituals. We start by picking three cantrips:
Guidance is a must-have for support players. It lasts for 1 minute (concentration), and it gives the creature we touch a 1d4 to add to their next ability check. The spell then ends.
Sacred Flame is probably the best source of radiant damage in the game. Target within 60 feet of us must make a Dexterity saving throw or suffer 1d8 radiant damage (damage increases as we level up).
Word of Radiance is a great way to handle swarms and multiple enemies. Each creature of our choice within 5 feet of us must make a Constitution saving throw or suffer 1d6 radiant damage (damage increases as we level up).
Clerics have access to their full spell list and prepare spells every day. The number of spells we can is [our Wisdom modifier + our Cleric level]. We are only restricted by the number and amount of spell slots. At the 1st level, we get two 1st-level spell slots:
Guiding Bolt creates a flash of light that targets one creature within 120 feet of us. On a successful hit, the target suffers 4d6 radiant damage, and the next attack roll made against it until the end of its next turn has an advantage.
Healing Word uses a bonus action to target one creature we can see within 60 feet of us and let them recover [1d4 + our spellcasting modifier] Hit Points. The healing increases by 1d4 for each spell slot higher than 1st-level.
Shield of Faith grants us (or a creature within 60 feet of us) a +2 AC bonus for 10 minutes (concentration).
Level 2: We gain one of the Cleric's signature skills - Channel Divinity. Once per short or long rest, we can become a conduit for the divine powers and perform one of the following effects:
Turn Undead: Each undead creature within 30 feet of us must make a Wisdom saving throw or be turned for 1 minute. A turned creature must spend its turn trying to move as far away as possible from us and cannot willingly move closer than 30 feet towards us.
Balm of Peace: CD effect granted to us by our Domain. As an action, we can move our full movement speed without provoking attacks of opportunity and when we move within 5 feet of any other creature while doing that, we can restore [2d6 + our Wisdom modifier] Hit Points to that creature.
We also get to learn one more spell: Protection from Evil and Good last for 10 minutes (concentration). Until the spell ends, one target we touch is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have a disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them.
Level 3: We unlock 2nd-level spell slots here. Spiritual Weapon creates a manifestation of our deity's power (it can be a sceptre, a weapon, or even a comb or a giant lollipop). We can summon it as a bonus action within 60 feet and make melee attacks with it. On a successful hit, the target takes [1d8 + our spellcasting modifier] force damage.
Our Divine Domain also grants us two spells at this level:
Aid bolsters our allies' toughness and resolve. We choose up to three creatures within 30 feet of us. For the next 8 hours, each target's Hit Points and Hit Points Maximum increase by 5.
Warding Bond creates a connection between us and one creature within 60 feet of us for 1 hour. While the bonded target is within 60 feet of us, it gains a +1 to their AC and saving throws, and resistance to all damage. Unfortunately, if they take damage we suffer the same amount.
We also get a new racial feature: Radiant Soul. We can use our action to sprout a pair of luminous wings, which give us flying speed of 30 feet for 1 minute. Once per turn, we can also deal extra radiant damage (equal to our level) to an attack or a spell. This feature can be used once per long rest.
Level 4: Time for our first Ability Score Improvement. Let's raise our Wisdom and Constitution, to start rounding up those odd numbers.
Because we've increased our spellcasting ability, we can pick two spells here:
Hold Person forces a Constitution saving throw onto one (humanoid) target within 60 feet. On a failed save, the target is paralysed for 1 minute (concentration).
Calm Emotions does the opposite of what Aphrodite stands for, but it's nonetheless useful. The spell forces a Charisma saving throw onto all creatures within 20-foot-radius sphere (creatures can also choose to fail this throw). On a failed save, we get to select one of two effect: suppress the charmed or frightened status for 1 minute (concentration), or suppress a creature's hostile feelings for 1 minute (concentration).
We also learn a new cantrip: Spare the Dying helps a creature with 0 Hit Points to remain stable; the player doesn't have to make Death Saving Throws, but the character is still unconscious.
Level 5: Our Turn Undead gets an upgrade and becomes Destroy Undead. Starting at this level, when an undead of CR 1/2 or lower (skeletons, shadows, zombies, etc.) fails the saving throw against our Turn Undead, it gets destroyed instead.
We also unlock 3rd-level spell slots: Spirit Guardians create a flock of spectral protectors in a 15-foot radius centred on ourselves for 10 minutes (concentration). Creatures within the area have their speed halved and must make a Wisdom saving throw or take 3d8 damage (radiant if we're good or neutral, necrotic if we're evil; half damage on a successful save). We can select which creatures are unaffected by the spirits, and we can choose the form they appear as. For Aphrodite, I'd suggest doves since those are her sacred animals.
Our Divine Domain grants us two spells at this level:
Beacon of Hope lets us grant a number of creatures within 30 feet of us an advantage on Wisdom saving throws and Death Saving Throws for 1 minute (concentration). We also receive maximum healing from spells.
Sending allows us to put a telepathic message in the mind of a creature we've previously met (or seen, like in a photo). The message must be of 25 words or less, and the receiver is able to reply.
Level 6: Our Channel Divinity feature can now be used twice per short or long rest. We also gain a subclass feature: Protective Bond. The bonds we create help people protect each other. If a creature affected by our Emboldening Bond is about to take damage, any other bonded creature within 30 feet of them can use a reaction to teleport to their location and take all the damage instead.
For this level's spell, we'll go with Fast Friends. Using her divine beauty, Aphrodite can ensure people do her biddings without question.
Fast Friends lets us charm one humanoid within 30 feet of us that can hear and understand us. The target must succeed on a Wisdom saving throw or become charmed for 1 hour (concentration). While charmed, the creature will carry out any task and provide any service we ask if we do so in a friendly manner. Any task that might harm the target or conflicts with their morals requires another Wisdom saving throw. When the spell ends, the target realizes they were under a spell.
Level 7: We don't get anything class-related, but we do unlock 4th-level spells:
Death Ward grants one creature we touch immunity to death for 8 hours. When the target's Hit Points get reduced to 0, they come back to life with 1 Hit Point instead and the spell ends. The spell also protects from instant-kill effects, such as Power Word: Kill.
We also get more spells from our Divine Domain:
Aura of Purity creates an energy surge spreading 30 feet from us. Until the spell ends (10 minutes, concentration), non-hostile creatures within the aura cannot succumb to diseases, have resistance to poison damage, and gain an advantage against the following conditions: blindness, deafness, charmed, frightened, paralysed, poisoned, and stunned.
Otiluke's Resilient Sphere is our another attempt at Aphrodite's Invulnerability ability. The spell creates a bubble of force that surrounds a target within 30 feet of us. For 1 minute (concentration), nothing – spells, physical objects, or energy – cannot pass through the bubble, and the target inside cannot be harmed by anything. They can use their action to move the bubble up to half of their speed, a'la giant hamster ball.
Level 8: A lot happens to Clerics here. First off, we get another ASI; let's boost our Charisma and Dexterity. Next, our Destroy Undead now works against the undead with a CR of 1 or lower (spectres, ghouls, boneless, husks, etc.). We also learn another 4th-level spell: Banishment sends a creature within 60 feet of us into another plane of existence, provided the target fails its Charisma saving throw. The spell lasts for 1 minute (concentration) and has two outcomes, depending on where the banished target is from:
If the banished target is native to the plane of existence we're banishing it from, it gets transported to a demiplane prison and reappears in the same spot when the spell ends.
If the banished target is not native to the plane of existence we're banishing it from, we must keep the spell active for 1 minute for the banishment to be permanent.
Finally, we get another Divine Domain feature: Potent Spellcasting allows us to add our Wisdom modifier to the damage dealt by our Cleric cantrips.
Level 9: Once again, we don't get any new class upgrades, but we do unlock 5th-level spells:
Holy Weapon enchants a weapon we touch with divine energy. Until the spell ends (1 hour, concentration), the weapon emits a bright light for 30 feet and a dim one for another 30. Attacks made with the now blessed weapon deal extra 2d6 radiant damage and if the weapon is not magical, it becomes so for the duration.
We also receive our final Divine Domain spells:
Greater Restoration is a high-level healing spell that cures serious ailments, such as curses, status effects (charmed, exhaustion, petrification), loss of Maximum Hit Points, etc.
Rary's Telepathic Bond links together the minds of up to eight willing creatures for 1 hour. Until the spell ends, the creatures can communicate telepathically freely, regardless of distance (although they must be on the same plane of existence).
Level 10: We learn our last cantrip: Mending repairs some minor breaks and tears in objects we touch, such as broken key or a severed rope. The spell can mend a damage of up to 1 foot.
We learn Divine Intervention from our Domain. We call our deity for direct help, and roll percentile dice. If the result is equal to our Cleric level (or lower), the plea is successful and we receive help from our god (DM's interpretation. It can be a vision, a direct manifestation, a spell or an item useful for the request we make, etc.). If we do not succeed, we can try again after taking a long rest. If we succeed, we can try again after 7 days.
We also learn another 5th-level spells: Mass Cure Wounds creates a wave of healing energy that affects up to six creatures in a 30-foot-radius sphere appearing at a point of our choice within 60 feet of us. Each target regains Hit Points equal do [3d8 + our spellcasting ability].
Level 11: Our Destroy Undead now affects the undead with the CR of 2 and lower (ghasts, poltergeists, will-o'-wisps, etc.).
We unlock 6th-level spells here. Word of Recall allows us to teleport us and up to five willing creatures within 5 feet of us to a pre-established sanctuary to our deity.
Level 12: Time for another ASI! This time, let's raise our Dexterity and Constitution.
Planar Ally allows us to summon an otherworldly helper directly from our deity's entourage. The creature can be a celestial, a fey, or a fiend loyal to us, although it is under no compulsion to carry out orders. It will also demand payment for its services.
Level 13: We unlock 7th-level spells at this level.
Temple of the Gods is the divine version of Mordenkeinen's Magnificent Mansion, but with less furnishings. We create a temple within 120 cubic feet space for 24 hours, and designate creatures who can freely enter it. Undesignated creatures may try to breach the temple, but have to succeed on a Charisma saving throw. If they manage to enter the temple, they are hindered by divine magic; each attack roll and saving throw carries a 1d4 penalty to their overall result. The spell cannot be cancelled by Dispel Magic or Antimagic Field.
Level 14: Our Destroy Undead feature now affects the undead with the CR of 3 and lower (wights, vampiric mists, mummies, etc.)
Since we've skipped Revivify, now is a good chance to have a resurrection-type spell. Resurrection brings back a target that's been dead for no more than a century (that isn't undead and didn't die of old age). The spell neutralizes poisons and diseases, closes wounds and regenerates missing body parts; it does not, however, remove curses. The resurrected character takes a -4 penalty to all of their attack rolls, skill checks, and saving throws; each long rest reduces the penalty by 1.
Level 15: We don't get anything here, just 8th-level spells:
Antimagic Field creates a zone (10-foot-radius sphere) in which no magic can exist for 1 hour (concentration). Summoned creatures disappear, magical items become mundane, spells cannot be cast. Magical effects (charmed and frightened conditions, etc.) except ones coming from artefacts and/or deities are suppressed.
Level 16: Time for an ASI! Let's put one point into Constitution and one into Dexterity.
Holy Aura radiates from our body up to 30 feet for 1 minute (concentration). Any creature within range that we choose is also sheds the same light in 5 feet radius of them and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. If by chance a fiend or an undead attacks us, it has to make a Constitution saving throw or be blinded until the spell ends.
Level 17: Our Destroy Undead reaches its peak potential and now affects the undead with the CR of 4 or lower (ghosts, banshees, flameskulls, etc.)
We also get our final Domain feature: Expansive Bond. The benefits of our previous Bonds now work for creatures within 60 feet of each other. Moreover, if a creature uses Protective Bond to take somebody else's damage, they have a resistance to that attack.
We finally unlock 9th-level spells. Mass Heal affects any number of creatures within 60 feet of us and restores up to 700 Hit Points, divided as we choose. The creatures are also healed of all diseases and blindness and deafness effects are removed.
Level 18: We can now use our Channel Divinity feature three times per rest.
We take a few step back with spells and take the 7th-level Divine Word. We choose any number of creatures within 30 feet of us and force a Charisma saving throw on them. On a failed save, the creatures suffer an effect based on their current number of Hit Points:
50 or fewer: deafened for 1 minute
40 or fewer: deafened and blinded for 10 minutes
30 or fewer: deafened, blinded, and stunned for 1 hour
20 or fewer: killed instantly
Regardless of their Hit Points, a celestial, a fiend, or a fey is additionally sent back to its native plane of existence and cannot return for 24 hours (unless via Wish spell).
Level 19: Time for our final ASI. Let's get that Dexterity up again and... I dunno, maybe Strength? Doesn't change much, but it's better than having an odd number for more important stats.
Now... in case the theme of this build hadn't been clear before
And the 9th-level healing spells are absolute monsters. Power Word: Heal restores all Hit Points of one creature we touch. It removes charmed, frightened, paralysed, and stunned conditions, and if the creature is knocked prone, it doesn't waste its movement to get up.
Level 20: Our capstone is Cleric 20, which grants us probably one of the strongest endgame abilities: Divine Intervention Improvement. From this point onwards, our Divine Intervention always succeeds. We don't need to roll for it, although the 7-days limit is still present.
For our final spell of the build, we get True Resurrection. We can bring back a creature that's been dead for no more than 200 years and hadn't died of old age. The spell restores all of their Hit Points, closes wounds, removes poisons and diseases, and even lifts curses. It can even make a new body for the willing soul, if the old one's gone.
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And that is it. Aphrodite, the protective Goddess of Beauty. Let's see how well (or not) we've made her:
First off, and this should come as no surprise, we're a support character. We have a plethora of healing and protection options, and our charms could help us and our party members to avoid conflict. We have the AC of 15, 133 Hit Points on average, and a +3 to our initiative.
Unfortunately, this build has a few downsides: we're don't have many damage-dealing abilities, with the most prominent being our cantrips. Also, we're pretty useless against creatures immune to being charmed. Our Intelligence is also not great, so those saving throws could be trouble.
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Anyway, another deity off the list. I hope you guys enjoy yourselves with these builds. I'll see you next time!
- Nerdy out!
#smite gods#dnd#d&d 5e#dungeons and dragons#character building#aphrodite#cleric#aasimar#peace domain
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Entry 53: Home Sweet Abusive Home
I unlocked the Conquest version of My Castle at the end of the last chapter. It’s basically the same; there are different building styles, Lilith attacks instead of heals, the shops sell Nohrian weapons instead of Hoshidan ones, etc. I’m going to be ignoring castle stuff this time and instead analyzing classes.
Class Profile - Nohr Prince/Princess
Corrin and Kana’s default class, wields swords and dragon stones. Balanced with good HP and Strength. The class’s first skill, Nobility, boosts EXP gained. The other skill, Dragon Fang, gives a skill stat determined chance to do a special attack that does 1.5 damage. Dragon Fang also has unique animations that have Corrin attacking with dragon arms. Design wise, the black and white stripes are nice but a bit busy. The cape is nice, but the random slits over the princess version’s thighs are dumb.
Class Profile - Hoshido Noble
Nohr Prince/Princess’s promotion in Birthright and an optional promotion in Revelation. Stat wise, it has better Strength, Skill, and Defense than its Nohrian counterpart, as well as the ability to use staves. It’s first ability, Dragon Ward, gives nearby allies a luck based chance to half damage taken. This fits with its more supportive role. On the other hand, its second ability Hoshidan Unity gives a 10% boost to the activation rate of all skills. Design wise, it’s a silver and gold version of Corrin’s normal design with a few details that make it look more Hoshidan. It’s a great design, assuming you ignore the fact that the female version isn’t wearing pants.
Class Profile - Nohr Noble
The Conquest version of Hoshido Noble. Has slightly better Speed, Magic, and Resistance, as well as the ability to use tomes. Its first skill, Draconic Hex, lowers the stats of enemies after combat. The other skill, Nohrian Trust, is really interesting, allowing Corrin to use the battle skills of supporting allies. I love the black coloring with hints of magenta and the tattered cape, but I have to groan at the cleavage and continued lack of pants for female units. Also something I noticed: Nohr Nobles have a shield on their left shoulder, while Hoshidans have a shield on their right shoulder. It’s a nice little detail.
Also, you know how I stole Rinkah and Sakura’s weapons? The damn game gave them back!
Conquest Chapter 7: A Dragon’s Decree
Moron and his Nohrian siblings return to Castle Krakenburg. Garon praises Xander for invading Hoshido. Xander brings up Moron, who Garon apparently can’t see from ten feet away, and Garon is shocked that Moron isn’t dead. Garon yells at Moron for coming home and accuses him of being a spy. Xander insists Moron is loyal and brings up the fight with Ryoma. Iago believes this to be a ruse, which makes sense. He did that shit in Birthright.
Moron asks about the exploding sword. Garon very convincingly pretends to know nothing. Garon uses the fact that Moron is suspicious of the repeated attempts on his life as evidence that Moron is a traitor and orders Xander to execute him. So glad we came back.
Camilla and Elise beg for mercy and Xander refuses to kill his brother. Iago says that makes Xander a traitor, too. Moron says he’ll kill himself to protect Xander. Garon, overjoyed at the idea of suicide, decides to leave it up to Anankos, the dragon god who was mentioned like once in Birthright. Anankos whispers to Garon to spare Moron, if he passes a test. Moron must suppress a rebellion in the ice tribe to prove his loyalty, without any help from his siblings or the Nohrian military. Something about Moron going off alone to enemy territory to prove his loyalty feels oddly familiar...hope this isn’t secretly a ploy to kill Moron again.
Xander says that taking out an entire army singlehandedly is impossible. Moron agrees to the mission. After Moron leaves, Garon monologues about how Moron is going to lose all hope and wish for death. Real glad we chose to side with Nohr, this truly was the right decision.
Xander, hearing Garon say evil shit out loud, does not decide to stop working for Garon. He says he knows what he has to do, but spoiler alert, it isn’t overthrow his evil father.
Moron goes through the woods of the Forlorn, where you fight Leo in Birthright, with only Lilith accompanying him. Faceless show up and attack, surrounding Moron. Felicia shows up and takes one out with a dagger. Moron points out that he had to destroy Felicia’s friends and family without help, but shrugs it off because they aren’t technically at the Ice Village yet.
This battle is actually pretty good, taking on a ton of enemies with only two units. At the start of turn three, Silas and Elise show up to rescue Corrin. At the start of turn four, Elise’s retainers Arthur and Effie join them. Arthur mentions that he’s late because a bird stole his map and Effie’s late because her armor made her sink into the swamp. Elise mentions that Xander planned out this rescue behind Garon’s back.
Arthur
Arthur is Talitu's rude Wind Mage son...wait, wrong Arthur. Arthur is a Monk who...okay, once more time. Arthur is Elise’s unlucky but heroic Fighter retainer. I love Arthur as a character, this boisterous, cheesy, superhero fighting for justice. His design has this massive lantern jaw and he wears a superhero costume with a cape. His personal skill, Misfortune, makes critical hits more likely on both him and his enemies. This is fitting for the running gag of him being supernaturally unlucky, something reflected in gameplay by him having an abysmal luck stat.
Effie
Elise’s other retainer, a Knight. She seems to be a protective warrior. Honestly, I didn’t pick up too much about her personality because I was distracted by her utterly monstrous strength star. Effie is buff. Her personal skill, Puissance, pairs well with this by boosting her damage if she’s far stronger than an enemy. Personally, I’m not too fond of Effie’s design. Her face feels to girly and looks like she’s wearing make-up, which doesn’t match her personality. The big shoulder pads look weird and the boob plate is eye-roll inducing. At least it’s better than her Heroes design, which is atrocious.
After battle, Felicia volunteers to lead us to her village. The camera pans over to reveal Iago was responsible for the faceless attack. Because he’s an evil asshole who I hate.
Also I grabbed Mozu between chapters.
Support: Corrin/Elise
C: Corrin stumbles upon Elise practicing punching in a field. Elise insists she's just picking flowers because she's sweet. Eventually, Elise admits that she's training so she won't be a burden to the army.
B: Corrin trains Elise to grow stronger. Elise struggles to do push-ups.
A: Elise sobs about being pathetic. Corrin insists that war isn't about fighting, it's about having a pure desire for peace. The amount of people Corrin kills contradicts this.
S: Corrin gives Elise flowers to propose to her. I vomit.
Review: Setting aside the incestuous pedophilia that ends this one, not bad. I think Elise works more than Sakura because at least she’s entertaining when complaining about being a burden.
Support: Arthur/Felicia
C: Felicia tells Arthur she's a bad maid because she's incompetent and clumsy. Arthur relates.
B: Arthur explains that the best way to deal with problems is to be carefree. As he walks, he almost slips on a banana peel (despite the army not storing bananas) and is swarmed by mosquitos (which don't exist in this region).
A: Arthur tells a story of a time he tried to save a drowning person, hit his head, and almost drowned. The person he tried to save was helped by someone else. Arthur explains that he and Felicia shouldn't worry about mishaps.
S: Arthur asks Felicia to meet with him so he can propose. They fall in a pit, Setsuna style, and Felicia accidentally freezes Arthur's fingers so he can't get the ring out of his pocket.
Review: Paring up these absolute messes of people is hilarious.
Support: Mozu/Silas
C: Mozu asks Silas if she should just leave the army and go back home (to the corpse filled ruins of her village I guess) because she isn't very strong. Silas volunteers to train her to be stronger.
B: Mozu says Silas shouldn't waste time training her. Silas tells her her "I'm too weak to be good" mindset is holding her back and that her wasting her potential is a sin against her murdered parents. Goddamn.
A: Mozu, believing she has potential, improves. Silas says he wasn't talented as a kid and only became a good knight because he never gave up. Mozu promises to cook for him.
S: Silas proposes so he can have pie every day. Mozu fantasizes about killing people with S-Rank pair up bonuses.
Review: Not bad, but needed a certain spark to be great. Silas telling Mozu that attitude is everything is interesting, but it kinda falls off towards the end.
Support: Effie/Jakob
C: Jakob bakes a cake for Corrin. Effie eats it. Jakob tries to physically stop her but she shrugs off everything he throws at her.
B: Effie works out by lifting water barrels and tells Jakob that she needs to be strong so she can protect her friends, even if it costs her her own life. Jakob says he doesn't want her to die for him because he'd have to spend the rest of his life feeling guilty. Ugh!
A: Effie says that she can't not protect him because they're friends. Jakob says that's fine, just don't die in the process.
S: Jakob bakes a cake with protein powder instead of flour to propose to Effie. Effie says she isn't going to marry him for his baking skills, but for his good heart.
Review: Pretty good. Effie is amusing throughout this Support and the discussion of dying for friends is nice.
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How to Actually Play Magic: The Gathering
Magic: The Gathering (MTG, or just Magic) is the first and one of the most popular trading card games in the world. Described as the chess of card games, you can go as complex as you want (even make a computer) or have as much fun as you want, diving into the multitudes of worlds, creatures, and characters to express yourself.
But first you need to know how to play.
Lots of guides tend to be overly simplistic, so here I’ll try to go really in-depth in the rules while still maintaining an introductory tone. I will also try to provide as many pictures of relevant cards as possible to expose you to the vast array of effects cards may have, and how they interact with what I’m currently discussing.
1. The Colors of Magic
The most defining part of Magic are the five different colors. Each has its own flavor, playstyle, advantages, and disadvantages. You can combine different colors in your deck to have access to interesting combos and to balance out your deck’s weaknesses. Different color combinations also have their own specific flavor, often embodied by groups such as the guilds of Ravnica.
White: This is the color of unity, healing, and order. Cards in this color will often gain you life, protect your creatures from damage, tax or outright prevent your opponents from doing tricky things, and make armies of small creatures that together make mighty fighting forces. It is also associated with artifacts, enchantments, and exiling.
By the way, I will be defining Magic terms as they come up, like so.
Token: A representation of a creature, artifact, or something else. You can use it like a card while it exists, but it will vanish when it leaves the battlefield. (the rest of these terms will come up soon.)
Exile: Originally called “removed from the game”, exile is a zone that is inaccessible to most cards. It makes sure your opponents’ creatures go away forever. Sometimes, creatures go to exile and come right back to get extra enter-the-battlefield effects, known as blinking.
If you see something that isn’t immediately defined, just keep it in mind. Chances are I’ll cover it in a later chapter.
Blue: This color is related to knowledge, water, and the cold. You’ll get to draw lots of cards, but your creatures will be lacking. Instead, you will have access to powerful spells that bounce, freeze, or steal your opponents’ creatures and even give you extra turns. Quelch your opponents’ attempts with counterspells. It also has affinity for artifacts.
Black: This color represents death, disease, and ambition. Full of evil kill and discard spells, you will have access to your own army of zombies, vampires, and demons. You will also be able to do powerful things, but often at the cost of cards, creatures, or even your own health. In the words of Dark Confidant, “Greatness, at any cost.”
Red: This is the color of passion, fire, and explosive power. Many of the direct damage spells, including the iconic Lightning Bolt, are Red, as well as aggressive, fast creatures and multiple combats. You will have an extreme upper hand in your first few turns, but will quickly run out of gas if you don’t use another color to keep up on card draw. Red also brings with it mighty dragons and world-morphing chaotic effects.
Green: The color of nature, Green is similar to white in its abilities to heal, create tokens, and destroy artifacts and enchantments. However, Green has a wild side and is full of giant beasts, swarms of bugs, and rapid evolutions. It also brings out lands quickly and makes tons of mana.
2. Dissecting a Card
Sidisi is a popular character that hales from the plane of Tarkir. She’ll be helping us as a prime example of what a card looks like. There’s a lot to take in, but we’ll start from the top and work our way down.
First is the border (yes, from the very top!). It seems silly, but there are actually a few different borders that mean different things. A vast majority of cards have the regular black border. You may also see cards with white borders - these tend to be older cards, but they’re just as good as the black bordered ones. Silver borders come from the Un-sets, a series of joke sets full of wacky mechanics and inside jokes. None of these cards are tournament legal, but you’re free to have fun with them with your friends. Gold-bordered cards will also have a different back, and were printed as a part of tournament-winning decks back in the day. These are not tournament legal, but since they are often cheaper than their “real card” counterparts, people will use them in casual decks.
Next is the name. “Sidisi, Brood Tyrant” is the full, English name of this card. Each deck can only have up to 4 copies of any single card (there are very important exceptions to this I will cover in the next chapter). There are also a few cards which specifically reference others by name.
To the right of that is the mana cost. In this case, we need to use one black mana, one green mana, one blue mana (each represented by their respective symbol) and one mana which can be of any color, or even colorless, represented by the 1 in the circle. We’ll find out how to get mana in the next chapter as well. As a side note, many cards will consider the mana value (formerly, converted mana cost), which is just the total cost of the card as a number. For Sidisi, it’s four.
Beneath that is the art.
Arguably the most important part of any card, Magic’s art is what really sets it apart from other games. People fall in love with specific cards for their dramatic poses, mighty beings, and stunning vistas. The art brings character to every card, and ties flavor and function beautifully. This is the best way to express yourself, and find what you really like about Magic.
Next is a thin bar called the typeline. This will tell you first what type of card it is - either a land, creature, artifact, enchantment, planeswalker, instant, sorcery, or tribal (or some combination!), which dictate how you use the card, and what other cards interact with it. Card types can be divided into permanent, which go on the battlefield once played, and nonpermanent, which you play for a single effect and immediately go to your graveyard. There are also some supertypes. Sidisi herself is Legendary, meaning she represents a specific character from Magic lore. This also means you can only have a single copy of her on the battlefield at any one moment; if you somehow get another, you’ll have to sacrifice one. Basic is another important supertype we’ll cover soon.
On the other side of the hyphen is the subtype - this is almost exclusively used for creatures to tell you what tribes they belong to. Sidisi herself is a Naga and a Shaman, and will thus interact with cards that care about that (these are often called tribal effects; for example, “Elves you control get +1/+1″). From Trilobites to Trolls, the creatures of magic are a diverse crowd.
Finally comes the set symbol, that strange orange shield thingy to the right. This tells you two things: the set the card comes from, and the rarity. This specific symbol represents the set Khans of Tarkir, so booster packs from that set may contain Sidisi. Rarity comes in 5 different colors.
Black: Common (Simple, often weak)
Silver: Uncommon (May have cool mechanics)
Gold: Rare (More powerful and complex)
Orange: Mythic Rare (The most powerful and complex)
Purple: Special (This is only used in situations such as Time Spiral, where they reprinted cards in the old border)
The rarity often (but not necessarily) corresponds to power level. It’s better to think of it as a ranking of design complexity. Newer Rares and Mythics will also have that shiny, elliptical sticker near the bottom, which simply guarantees the authenticity of the card.
The bottom half of the card is dominated by the text box. This will tell you the effects and abilities of the card. Sidisi has two abilities: one that triggers whenever she enters the battlefield or attacks, and one that triggers whenever a creature card is put into the graveyard from your library (on modern cards, this is called milling). We will go over abilities later.
Notice how Sidisi aligns with her colors. As a Naga, she is Green. Her zombie tokens are characteristic of Black, and tokens are generally Green as well. Milling is a Blue ability, and putting creatures in the graveyard to bring back to life is definitely Black.
The text box is also home to flavor text, the italicized text beneath the rules. This will often be a little blurb or quote relating to the flavor of the card. Consider it an extension of the art.
Creatures will also have that rectangle to the bottom right, called the Power and Toughness. The first number is the power (how hard it punches) and the second is the toughness (how hard of a punch it can take). This is relevant for combat and we will cover it extensively later.
Finally come all those funny symbols at the very bottom. This will include the collector’s number (199/269), the set (KTK = Khans of Tarkir), the artist (Karl Kopinski) and the copyright.
3. Lands
Lands are by far the most important component of your deck. They are what generate the mana you need to cast your spells, and dictate the colors of spells you can play.
You can play one land per turn - just plop it from your hand onto the battlefield. They have no mana cost, and thus the top right is blank.
The Basic land is the prime exception to the four-card limit, as you can have as many as you want in your deck. The Basic supertype also interacts with several cards, such as ones which let you get more from your deck onto the battlefield.
The 6 basic lands are Plains (white), Island (blue), Swamp (black), Mountain (red), Forest (green), and Wastes (colorless, only used in decks such as Eldrazi Tron, and are often not included).
This cycle comes from Lorwyn, a set based in Gaelic mythology.
All Basic lands come with the implied rules text that they can tap to create one mana of their respective color, and as such will often have the cinematic mana symbol instead.
Tap: A common cost on a permanent to activate an ability. Turn the card sideways to tap it. It will stay tapped until your next turn, when it will untap during your untap phase (more on that later). A tapped card can’t be tapped again, and a tapped creature can’t block.
Some lands, especially those that can make different colors, will enter the battlefield tapped, so you’ll have to wait an extra turn to use them. Other lands might only create colorless mana (represented by a number on older cards and a diamond on newer cards), so they’re less useful for casting spells, but will have interesting abilities, such as:
This Mutavault can turn into a creature for just 1 mana, which you can use to attack and block with. (Pop quiz: see if you can recognize each part of the card!) There are dozens more examples that do everything from draw you cards to destroy your opponents’ pesky lands.
But what exactly does it mean to create a mana? Well, really, it gets added to your mana pool, as you may have noticed on the Mutavault. This is an arbitrary place where all your mana goes so that you can spend it. This isn’t often relevant, because you’ll mostly tap your lands while casting spells and the mana will immediately be used, but there are a few scenarios where it might be useful. For example, someone targets your land to destroy it because they don’t want you to have the mana open to kill something they’ll play next. Just tap your land to keep a mana “floating”. However, all the mana in your pool will automatically drain out each time you change phases (more on those later).
Tapping lands for mana is an ability, but since it’s a mana ability, it won’t use the stack, so you can use them just about whenever. More on the stack later as well.
Most decks will be around one-third lands, with more or less depending on how low the average cost of cards you have are. The less colors you run, the less cards you have at your disposal, but the more flexible your mana base can be - more colors often use lands that enter tapped and are inconsistent at drawing the colors they need.
Have fun experimenting with your mana base, especially in casual formats. In more competitive formats, lands are actually the most expensive cards! The top lands are called the shocklands, fetchlands, and original dual lands - the last of which are several hundred dollars each.
4. Permanents
Besides lands, just about every other card you play is considered a spell when you cast it (you’ll see this on cards such as Counterspell). However, for the sake of clarity, I’ll be using “Permanent” to refer to anything that goes directly on the battlefield once it resolves and “Spell” to refer to single-use cards.
Of the card types mentioned above, permanents include lands (which we just covered), creatures, artifacts, enchantments, and the mighty planeswalkers. I’ll include a visual example of each as we go.
Creatures are your basic way of winning the game. They can attack your opponent to take down their life total, but might also have interesting abilities that make them more valuable as repeatable spells than combatants.
Incubation druid is a great example of both: she starts off as an additional land, giving you more mana quicker to play your other cards. With 0 power, she’s useless as an attacker. However, her Adapt ability lets her grow into a formidable 3/5, so you can attack and block with her much more effectively later in the game. Notice the curved arrow symbol that represents tapping.
+1/+1 Counter: This is a permanent buff to your creature, giving it an additional power and toughness each. Counters in general can come in many forms: -1/-1 counters are self-explanatory, but ability counters such as a Flying counter give your creature a new keyword. Other counters, such as Lore and Filibuster, keep track of certain things for you. Always bring a few dice with you to every game, as you’re sure to want to track some sort of counter.
Creatures enter the battlefield with summoning sickness, which means they can’t attack or use any ability that requires them to tap until your next turn. Creatures also get summoning sick when they change control. A creature with Haste, a keyword ability, lets you ignore this, and is often found on red creatures.
Artifacts, lore wise, are artificial, sterile creations of wizardry, and as such, almost never correspond to a color. They may imitate the effects of a certain color, but to prevent other colors from having easy access to it, they will often be overcosted. A common type of artifact is colloquially known as the mana rock, as it generates mana. There are many cards that interact and enhance artifacts.
Hedron Archive is a typical mana rock, costing four mana of any color and boosting your mana generation ability by two. Later in the game, if you already have more than enough lands, you can cash it in for two mana to draw some more cards. Notice the distinct metallic border.
Artifacts often combine with Creatures to form Artifact Creatures, or less commonly with Lands to create Artifact Lands.
Artifacts can also come on the form of Equipment, which will give an effect when equipped to a creature. This often comes in the form of a buff to its power and toughness, but can also include adding keywords and other cool abilities. You’ll need to equip it by paying a cost, and can pass equipment around between any of your creatures. This can result in some funny mental images, such as a cat wearing a suit of armor and wielding three swords!
Enchantments are similar to artifacts in that they sit on the battlefield and have an effect, but they will have color. Also, Green and White excel at “cleansing” both by destroying them, but Red is only good at blowing up artifacts - after all, an ogre with a mace can smash a rock, but not a mystical spell.
Some enchantments have the subtype Aura. This means you cast them targeting a specific permanent, and they will enter the battlefield attached to that permanent like a piece of Equipment. These, however, can’t be moved around, and will fall off and go to the graveyard if the thing they enchant ever leaves the battlefield. Auras will often buff creatures, but can also subdue permanents or boost a land’s mana production.
Planeswalkers are the newest and arguably the most powerful of the permanents. They represent the primary characters of MTG lore, beings who have incredible magical prowess and can teleport from plane to plane. They are (as of yet) all legendary, and thus you can only have one of each at a time on the battlefield.
They look pretty weird, don’t they? Instead of a power and toughness, they have a loyalty in the bottom right. Each planeswalker will enter the battlefield with that many loyalty counters on it. You can activate one of its abilities on each of your turns by adding or subtracting the indicated loyalty. Once a planeswalker is at zero, it dies and goes to the graveyard (or rather, gets fed up with your mishandling and teleports away, as per loyalty flavor). Planeswalkers can also be killed by spells that specifically target them, when they’re dealt damage, or when they’re attacked by creatures. Their last ability is often incredibly powerful, and is called an “ultimate”. Newer planeswalkers sometimes also have static abilities.
Planeswalkers are not creatures, and can’t attack or block. That being said, there are some planeswalkers that can turn into creatures.
Permanents are very useful, as they stick around and provide value turn after turn. Many strategies revolve around certain tribes, or using artifacts. Creatures are the main way to get damage through to your opponent to win the game. And planeswalkers have powerful abilities, requiring an answer from your opponent to stay in the game.
5. Spells
As stated above, all nonland cards are technically spells when cast, but here we will talk specifically about Instants and Sorceries. We will also define timing, as instant- and sorcery- speed is something we will discuss often when looking at casting spells, activating abilities, and using the stack.
Sorceries are your basic single-use card. Pay their cost, they’ll resolve, and you’ll get their effect once before they go to the graveyard.
Something I haven’t brought up yet is when you can play cards. We’ll go over the turn structure more in depth, but for now, know there’s a beginning step, a main phase, a combat phase, and a second main phase. You can play any of the previously mentioned cards, including sorceries, and activate planeswalker abilities, whenever it’s your main phase and the stack is empty.
The Stack: Whenever you cast a spell or activate a non-mana ability, or a triggered ability triggers, it will go on the stack. Things on the stack resolve last-in, first-out.
Instants are just like sorceries, but you can cast them at any time you have priority. This means they can go on the stack above other spells, which allows them to interact with other spells. Activated abilities can also be activated whenever, except for planeswalker abilities and those which specify otherwise.
Priority: When you have priority, you will have an opportunity to cast spells, play lands, and activate abilities. Everyone gets priority every phase, and it starts with the active player (whoever’s turn it is) and is passed around in turn order.
Whenever something goes on the stack, priority is passed around as well. Once each player has passed priority, it resolves and priority is passed once again for the next thing.
You can hold priority to cast multiple spells in a row.
Here’s a quick example to see how spells, abilities, and priority all interact on the stack:
Johnny and Timmy are playing each other, and it’s Timmy’s main phase. Johnny has a 0/2 Incubation Druid.
Timmy plays a Bala Ged Scorpion, which goes on the stack. Priority is passed around and it resolves. Its triggered ability goes on the stack, and Timmy targets Johnny’s Incubation Druid, since its power is 0, less than 1.
Since the ability is on the stack, Timmy gets priority and passes it to Johnny. In response, Johnny casts Burst of Strength, maintains priority, and casts a second Burst of Strength. Now priority passes between them for both, and they both resolve. Incubation Druid is now a 2/4.
Priority passes for Bala Ged Scorpion’s ability, but since the Incubation Druid now has more than 1 power, the ability does nothing and fizzles.
Fizzle: A spell whose target is no longer legal does nothing when it resolves. This is colloquially called fizzling.
Assuming he had the mana for it, Johnny could also have activated Incubation Druid’s Adapt ability in response to the Bala Ged Scorpion, making it a 3/5 and also letting it survive.
There are lots of cool things you can do with the stack, such as making slick plays to foil your opponents’ spells or to copy big spells for massive value.
Some permanent cards have Flash. This is a keyword ability that lets you play the card as if it was an instant. Teferi, Mage of Zhalfir is the quintessential Flash card, as it also gives your other creatures flash and prevents your opponents from playing at instant speed.
6. Where are We?
I’ve been throwing around terms such as Graveyard and Battlefield, so what exactly do these mean? Well, these are all zones. We’ve already looked at one zone - Exile. The Stack is also a zone.
A zone is a place where cards can exist. They may have abilities that work while in that zone, most often on the battlefield. Public zones are where all the cards are known. This includes the Battlefield, the Graveyard, and Exile.
Urabrask’s ability only works while he’s on the battlefield, and only creatures you control on the battlefield would get haste - after all, those are the only ones who can use it, anyways. Yixlid Jailer takes away abilities from cards in graveyards, so Momentary Blink would not have Flashback while it’s there. Momentary Blink also exiles a creature (using the old wording of “removed from the game”) and brings it back, known as flickering.
Private zones are anywhere where cards are not public information. This includes your hand and your library. Thoughtseize, and other similar hand disruption spells, let you take a peek at what your opponent has. Loads of cards like Armillary Sphere let you search your library for cards. Others may reveal the top card of your library, or let you look at the top few.
It’s also possible to have “hidden” cards in public zones. Willbender feature the Morph mechanic, which lets you cast it face-down as a 2/2 creature. This means your opponent won’t know what it is until you turn it face up, but you will. Other effects might put cards face-down in exile, where you could cast them.
Whenever a card changes zones, it becomes a new “object”. That means all counters, equipment, and auras fall off, and it is no longer being targeted by anything that was targeting it before. A classic use of this rule is flickering a creature being targeted by a kill spell - even though it comes back to the battlefield, it is a new object and is thus no longer being targeted by the kill spell. The spell will fizzle and your creature will be safe.
7. Starting the Game
Ok. So you’ve got a basic understanding of all the cards and the different locations. How do you get started actually playing?
There are lots of ways to play the game, but I’ll start out with the most common: a 1v1, best of 3 duel. This will also get a little bit into deckbuilding, but there’s a lot more on that later.
Most 1v1 decks will be 60 cards. In fact, this is a lower limit, and you can have as many cards as you want, but it’s convention to stay at 60 cards to maintain consistency. In a best of 3 match, you will also have a sideboard - 15 or less cards that may target specific strategies such as graveyard decks or artifact decks. After your first game and seeing what your opponent is playing, you’ll be able to switch out cards in your deck for the right silver bullets for games 2 and 3.
Common sideboard cards against Burn, graveyard, and artifact strategies.
If you’re playing a casual game with a friend, feel free to omit the sideboard, but it’s a staple part of competitive play and is a fun way to personalize decks in strictly defined metagames.
Now that you’ve got a deck (and presumably, a friend with a deck as well) shuffle up. Cut your opponent’s deck by putting the top half on the bottom (a customary ritual to prevent cheating) and let them cut yours. Figure out who’s going first by rolling some dice (whoever wins gets to choose, but generally going first is preferred), and draw seven cards.
You may not like your hand for several reasons. Maybe you have too many lands, or none at all. Your lands might all produce the same color of mana instead of all the colors you need, or you might have only highly-costed spells and nothing to do on your early turns.
No problem, just shuffle it back in and draw seven more. This is called mulliganing. You can do this as many times as you want, but don’t be too hasty, because once you find a hand you like, you’ll need to put one card from your hand on the bottom of your library for each time you mulliganed.
Now it’s time for your first turn. But before we really get playing, let’s look at the structure of a turn.
8. Phases of a Turn
credit to u/paper_alien
From this fancy diagram, we can see that your turn is broken down into roughly three different parts. I’ll be including examples of cards that interact with each phase. First is the beginning phase.
Your untap step is right at the start, when all your permanents untap. Simply turn them right-side up. Claustrophobia would prevent one of your opponents’ creatures from untapping, rendering it useless as an attacker and blocker, as well as preventing its tap abilities from being used. No player gains priority during the untap step, and play immediately proceeds to the upkeep step.
Normally, nothing happens here, unless an ability triggers. For example, the Luminous Angel gives you a 1/1 token on your upkeep. Players will get priority, so you’ll have a chance to cast instants or activate abilities as well.
After that is the draw step. You immediately draw a card, and abilities like that of Font of Mythos will trigger. Again, priority passes around. Once you’ve finished with the draw step, move on to your main phase.
Side note: Normally, players will typically condense these three steps into one (untapping and drawing), because it’s rare that you do play something here, but the steps are distinct for those cases in which you do need to take an action.
As mentioned above, your main phases are the only times you can play lands and non-instant spells, as well as activate planeswalker abilities. They sandwich your combat phase. It’s uncommon for cards to trigger during your main phases, but the two above are prime examples of such cards. Many activated abilities will also have an explicitly written restriction to only use them during your main phases.
The combat phase is the most complex, as it is really made up of five to six distinct subphases. First, you declare that you are going to move to combat. This will trigger cards like Hazoret’s Favor, and will give your opponents an opportunity to subdue your creatures before they can attack but after you have a chance to cast relevant non-instant cards.
Once priority is passed around, you move to the Declare Attackers step. Here, you will tap each creature you want to have attack, meaning you can only attack with untapped creatures, and declare the player or planeswalker it will be attacking. Creatures do not attack other creatures (this isn’t Hearthstone), and instead your opponent will have a chance to block your creatures with their own.
This happens after priority is passed around and you move to the Declare Blockers step. Your opponent will choose which of their untapped creatures they want to block your attacking creatures. Each creature can block up to one other creature, but any number of creatures can block one creature.
Next is the Damage step. Here, each unblocked creature will deal damage to the player or planeswalker it’s attacking, and each blocked or blocking creature will deal damage equal to its power to the creature(s) it’s been pitted against. If one of your creatures is being blocked by multiple, you need to divide its power among them. For example, a 3/3 being blocked by two 2/1′s must deal 1 damage to one and 2 damage to another. All creatures who have been dealt more damage than their toughness die and are put into the graveyard.
The theoretical sixth step actually occurs before the Damage step - the First/Double Strike step. If any creatures with first strike or double strike are involved in the combat, this step will be created and those creatures will have an opportunity to deal damage before other creatures. For example, if a 5/1 with first strike is blocked by a 3/3, the 5/1 will deal 5 damage to the 3/3 before it has a chance to fight back, and the 3/3 dies. Double strike means the creature deals its damage twice - during this phase and the regular combat phase.
Finally is the End of Combat step. Similarly to the Beginning of Combat step, this is mostly a formality, but some cards do trigger here (such as the Wall of Cinders), and priority is passed around.
Notice that you also get priority after every one of these phases, meaning you have tons of control over what happens. This allows you to play combat tricks. For example, say you attack with a 4/4 and your opponent has a 4/2. They might think you just want to trade creatures (meaning both die) and blocks your attacker. Before damage, you have a chance to play Giant Growth, pumping your creature out of range of your opponent’s creature, so yours survives.
This is also a great time to cover the keyword abilities I’ve been bringing up throughout, as many of them concern combat. Many of them are fairly self-explanatory, and are not exclusive to creatures.
Deathtouch: Whenever this creature deals damage to another creature, that creature dies.
Defender: This creature can’t attack. Often seen on Walls.
First Strike/Double Strike: As mentioned above, these let the creature deal damage before other creatures. Double Strike means it deals damage twice, once in the first strike damage phase and once in the regular phase.
Flash: You can play this card at instant speed. Can appear on any permanent card.
Flying: This creature can’t be blocked except by other fliers and creatures with Reach.
Haste: This creature isn’t affected by summoning sickness.
Hexproof: This can’t be targeted by your opponents’ spells and abilities. This doesn’t prevent it from being affected by “choose” or “all” effects.
Indestructible: This can’t be destroyed by damage or effects that say “destroy”. It can still be sacrificed, exiled, or given -X/-X to reduce its toughness to 0.
Lifelink: Whenever this deals damage, you gain that much life.
Reach: Can block creatures with flying.
Shroud: Like Hexproof, but also prevents you from targeting it (for example, with a pump spell or equipment).
Trample: Excess combat damage can be dealt to your opponent. However, you still need to deal lethal damage to any blockers. For example, a 5/5 with trample being blocked by a 2/3 must deal at least 3 damage to the 2/3 so that you can deal 2 damage to your opponent.
Vigilance: This creature doesn’t need to tap when attacking.
Menace: This creature must be blocked by at least two creatures.
There are many, many more keyword abilities, but these are the most common - the rest you will come across as you explore the different sets and planes.
After your second main phase comes the end step. In reality, you’ll care more about your opponent’s end step, because it is the optimal time to play removal, card draw, or other useful instants because it will give your opponent the least amount of time to react before your next turn. However, once priority is passed during your end step, check if you have more than seven cards in your hand - the maximum hand size. if you do, the cleanup step is created. Here, you must discard down to seven cards, and there will be another chance for priority after that. Seven is the default maximum hand size, but there are many cards that let you play around with that.
So now you’ve got your deck, you’ve mulliganed as you need, you’ve played an Island. I see you preparing to cast that Opt - but wait! Casting a spell is quite a bit more complex than it first seems, so let’s go over that now.
9. Casting Spells and Activating Abilities
All this time, I’ve been talking about casting and activating without really explaining exactly what that means, so now let’s make sure you know what that means. There is a lot of nuance to properly casting a spell, but once you understand it, you can ignore all the decorum in most cases. However, it’s still important to know exactly what happens to prevent common misunderstandings, and because Magic is full of strange cards that love to bend the rules; you will doubtless find fun corner cases.
The steps to casting a spell and activating an ability are identical except the first, so I will be going over them together, referring to casting a spell.
Declare you are going to be casting the spell by putting it from where it is (generally, your hand) onto the stack. An ability will be put onto the stack as an arbitrary object.
Declare all the additional and alternative costs you wish to pay (for example, Vandalblast’s Overload cost), the mode of the card for split cards (such as Assure // Assemble) and double-faced cards (such as Alrund, who is also a bird on his other side!), and define the value of X (such as for Chalice of the Void), which you can pay for in mana of any color.
Choose the targets of your spell. You must have a legal target for each time the word “target” appears on the card (this is when effects such as “When this becomes the target of a spell” are triggered and go on the stack, to be sorted out and resolved later).
Now determine how much you need to pay. This includes cost reductions and additional costs, such as for Torgaar, as well as taxing effects (i.e., “noncreature spells cost {1} more to cast).
Activate mana abilities, such as those from your lands and mana rocks, and pay all costs as required. This means, for example, that you can tap a creature that produces mana and sacrifice it to pay for Torgaar.
Congratulations! Your spell or ability is now on the stack. Abilities that trigger while you are casting your spell, such as Talrand’s, will be on the stack above it and will thus resolve first. We covered fizzling before, but to clarify, a spell will fizzle only if all its targets are no longer legal, either through dying, or gaining Hexproof, or some other means. This means you get no part of its effects. If it has multiple targets, and only some become illegal, the card resolves as normal.
Like I said, you really don’t need to understand all of this in depth, but it helps clarify the occasional odd rules interaction.
10. Abilities
There are four types of abilities that you might find on cards. The one we’ve just covered extensively was activated abilities, which further come in two forms.
Draconic Disciple handily features both: a mana ability, and a normal activated ability. Notice that all activated abilities use the syntax “Cost X, Cost Y: Ability.” As we covered last chapter, you need to use mana abilities before paying costs when activating an ability, so you couldn’t tap Draconic Shaman for mana for his own ability as well as tap him to summon the dragon.
The main distinction for mana abilities is that they don’t use the stack, resolve instantly, and can be used while casting spells. An activated ability is considered a mana ability if and only if all it does is create mana. That means that Deathrite Shaman’s first ability is not a mana ability, because it exiles a land in addition to creating a mana.
The three other types of abilities are triggered abilities, passive abilities, and replacement effects.
Vanquisher’s Banner features a passive ability by giving all your creatures of a certain creature type +1/+1. It’s pretty straightforward: a static ability simply applies as long as the permanent which has it is on the battlefield. There are nuances in “layering”, but this is already far more complex than you’ll need to know for the majority of games. Feel free to read that article, though.
Vanquisher’s Banner’s third ability is a triggered ability - an ability that goes on the stack when something happens. This could be casting a spell, a creature entering the battlefield, or drawing a card - or just about anything. These are generally in the form “When” or “Whenever”, and should not be confused with replacement effects.
Replacement effects, like the one seen on Teferi’s Ageless Insight, come in the form “If... would... instead”. They are similar to triggered abilities in that they occur in response to something happening, but they don’t use the stack. Instead, think of them as modifiers to abilities. For example, if Teferi’s Ageless Insight was formatted like a triggered ability, drawing you a card each time you drew a card, you’d be stuck in an endless loop of drawing. Instead, replacement effects only apply once to each thing they modify.
There are many ways that abilities might manifest themselves, and they don’t always need to be on the battlefield. Bridge From Below’s wall of text works when it’s in the graveyard. Skyscribing’s ability only works from your hand, and is keyworded by Forecast, which only appeared in the original Ravnica set.
The best way to experience all the different interesting abilities and cards is just by playing and expanding your collection. Enjoy playing around and learning more about the game.
This is just about all you need to know to understand the game itself. However, Magic cards just love bending the rules, so you’ll always be encountering interesting rules interactions that will teach you more about the game as you play.
11. Formats
Here is where the fun really begins. Choosing a format is like choosing a social media platform: it comes with its own drama, flavor, speed, and player personalities. All formats use 60 card decks with 15 card sideboards, and start at 20 life, except Brawl and Commander. Each format has its own banlist, so make sure you check that before building just any deck. However, feel free to totally disregard all formats and just build whatever deck you want to have fun with friends!
Here are the most popular formats:
Standard: Probably the most popular 1v1 format, Standard uses cards from the last few sets, and constantly rotates. Deck prices can range from under 100$ to over 500$ when certain powerful cards are in rotation, but when a card rotates out, it can lose its value if it isn’t played in older formats. It can be competitive, but also lets you play with fun new cards in a weaker environment.
Pioneer: The newest official format, Pioneer uses cards dating back to the set Return to Ravnica. It has the same fresh feel as Standard, but doesn’t rotate and is closer in power level to Modern.
Modern: This format uses cards from the newest set all the way back to Eighth Edition from 2003. Decidedly more powerful than Standard, and expensive as well. Competitive decks can range from 200-1000$, but the vast size of the card pool means you can find budget builds and underdog decks to tinker with.
Legacy: You can use any card in the history of Magic, except those from the Banlist. The power level is incredibly high, yet the stereotype of 2-turn games is not as true as one might think. Because of the original dual lands, decks are often over 1000$, but mono-colored decks such as Burn can be brought down to 200$. Definitely not for the faint of heart.
Vintage: Like legacy, all cards are at your disposal, and this time, instead of a banlist, you have a restricted list, meaning you are limited to 1 copy of certain cards. A single copy of Black Lotus can be tens of thousands of dollars, and is a staple alongside the rest of the Power Nine. Very few play it because of the price tag, but it lets you tap into the true power of the oldest Magic cards.
Commander (AKA EDH): Play with any card, like Legacy, but with the distinct Commander banlist. The deckbuilding process here is very different: Pick a legendary creature you like, and pick 99 more cards that are of the same color(s) as your commander. This is a singleton format, meaning you can only have one of each card except for basic lands. Commander is also a multiplayer format, played in pods of 3-6; most often 4. Your commander starts in the Command Zone, where you can cast it. Each time it dies, it goes back to the Command Zone, where you can replay it for an additional 2 mana each time. The multiplayer nature, 40 starting life total, and high variance make Commander incredibly casual, much more a social event than a game. Have fun casting huge spells, playing pet cards, and embodying your commander. That being said, there’s a competitive scene in EDH, known as cEDH.
Brawl: Ah, Brawl. Commander’s younger, forgotten brother. It’s a cross between Commander and Standard, in which you have a commander (in this case, it can also be a planeswalker) and must have singleton copies of cards. Like Standard, you can only use cards from the last few sets, your deck is only 60 cards (no sideboard, though), and games are 1v1. You start with 25 life. Almost nobody plays this in person, but it’s very fun on MTG Arena.
12. Where to Play
Assuming you don’t have a group of friends ready to accept you into their playgroup, finding people to play with can be hard. First, I’d recommend checking Wizards of the Coast’s official Store Locator to find local game stores that might be hosting events and selling cards. If you go to their websites, they’ll often have calendars listing events by date, format, price, and prize. Explore and find one you like. MTG players are generally friendly, and will be willing to accept you into their playgroup, teach you about the game, and maybe even let you borrow a deck!
If you don’t feel like playing in person, there are several online options.
Magic Online (AKA MTGO or MODO) is the primary official way to play. Pay 10$ for an account, and you can buy, sell, and trade cards as if they were real. No really - Magic cards are almost like stocks, and MTGO cards are basically digital versions of Magic cards, so their price will generally mirror their real world counterparts, albeit at a lower price.
Magic Arena (MTGA) is the newest official online game. It only has cards from recent sets, back to Kaladesh, as well as a few odd cards hand-picked for Historic play (a format specific to the game that uses all cards available). Because of the smaller card pool, MTGA is limited to Standard, Brawl, and Historic as the primary game modes. However, it is free to play and your collection can’t be traded, so you collect cards somewhat like Hearthstone.
There are also a few unofficial programs, including Untap.in, XMage, and Cockatrice, which are free and give you access to the full range of cards for testing new decks before you buy them in paper.
Make sure you keep track of MagicFests, official conventions hosted both around the world and online, to meet tons of new people and play in competitive events.
Ultimately, though, many people choose to play at home around the kitchen table with friends and family. Play wherever and however you feel most comfortable; after all, Magic’s best aspect is self-expression.
13. Accessories
Credit: Tolarian Community College
If you’ve visited a local game store by now, you may have noticed that they sell way more than just cards. There are a myriad of accessories you can use to personalize your game and protect your cards.
Dice: from D4′s to D20′s, you can find these in countless colors and styles. Have fun picking your favorite and use them to keep track of life totals, counters, tokens, and more.
Sleeves: These can come in many different colors and designs, but vary wildly in quality. Pick the ones that feel right for you. These will help you shuffle your deck with ease and prevent your cards from getting damaged. Inner and outer sleeves provide additional protection for your most valuable and prized decks.
Deckboxes: Again, tons of variation. The right deckbox for you will depend on how many cards you want to fit in it, if you want space for dice, the design, and much more.
Playmats: These provide a sleek surface for you to easily pick up, tap, and move your cards around. Pick ones with your favorite Magic art, or order one with your own.
Trade Binders: Once you’ve built up a collection, you might have a few valuable cards you want to show off. Put them in a trade binder, and approach people to find other neat cards you might need.
Tolarian Community College on Youtube provides the best reviews of popular accessories, rating and testing them thoroughly. He also dishes out incredible commentary on new sets and the state of the game. Probably the most popular MTG Youtuber out there.
14. Further Resources
You’ve made it this far, but there’s still so much to explore! Here, I’ll be listing plenty of websites that are excellent resources to expand your understanding of the game.
The official rules: Quite dry, but this is where to go if you ever find a confusing interaction.
Tolarian Community College: I just discussed him, but I must reiterate how awesome his channel is.
Scryfall: A powerful search engine for all the Magic cards you might be looking for. What I’ve been using for card images this whole time. WOTC’s official Gatherer pales in comparison.
TCGPlayer: My favorite way to order cards online, but alternatives include Card Kingdom, StarCityGames, and ChannelFireball.
MTGGoldfish: An excellent all-round resource for keeping track of metagames, card prices, and interesting articles and gameplay. You can also use it to find, build, and share decks and see their prices.
EDHREC: This site conglomerates EDH decks from around the internet to give you a condensed list of the best cards by commander. A must-have resource when building new commander decks.
Last but not least, the best way to learn to play Magic is to watch others. I started out by watching gameplay from Grand Prix’s and other competitions on Youtube. Even though I barely knew what the cards were, I quickly picked up the most popular ones, learned common play patterns, and more. You don’t need to be a pro to learn from them.
15. Have Fun!
Yeah, it’s cheesy, but as I’ve reiterated, Magic is a game of self-expression. With thousands of cards to pick from, plenty of formats, styles, and accessories, customize your play experience as much as you want and be comfortable with that. Meet new people, participate in trading, and play in local events. Magic is what you make of it, so make it the best it can be.
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Crash Bandicoot the Series Episodes
52 Episodes; To stop N Tropy and Cortex’s Plan Z that puts reality in jeopardy, Crash and Coco must travel between dimensions to gather crystals necessary. Along the way, the duo meets familiar faces and it’s a guess of whether they’re friend or foe. Then again for Crash, an enemy’s just a friend you haven’t made yet.
Method of the Marsupials: Spelunking down an ancient temple, Coco slowly feels inferior compared to Crash’s spontaneity always lucking out. Then again, Crash has never been one without his sister.
The Titanfields and Mucoltants: A chase after a baby mutant leads to a universe where two different clans have been feuding for generations and it’s up to the Bandicoots to finally put an end to it, or make the fighting feel different.
Crash Cultivation: Our siblings split up momentarily and Crash’s adventure involves helping a farmer confront a curse that prevents anything from growing on his land.
In My Element: Coco’s adventure is a puzzle room, literally a room full of puzzles she has to solve to get out. She’s having a blast, but comes to realize that the joy could be endless.
Breakfasticoot: Taking a break from gathering the crystals, Crash decides to go into the morning wilderness to get his sister breakfast in bed. Needless to say, it isn’t easy for our unbreakable hero.
Tense Theory: In order to get the next crystal, Coco needs to show that she can relax like her brother.
Tales as Old as Tiny: The Bandicoots encounter Tiny Tiger, depressed and very lacking in muscle. Crash wants to help, leading to the two entering the wildcat’s mind.
Minuscule Madness (Part 1): The Bandicoots reach a dimension that has everyone in it out to kill them. The problem is that the “everyone” are too small to be noticeable by the duo.
Minuscule Madness (Part 2): Crash’s body has been invaded by the small people and Coco must figure out how to save her bro before he dies or the small people die first due to Crash’s surprisingly volatile insides.
Jake and the Crashman: Crash is split from Coco and is thrust into a noir story involving wumpa fruit, cars, and a hidden conspiracy.
War the Game: Crash and Coco face off against a supercomputer possessing a crystal where losing will mean the end of that world, the heart and mind of our Bandicoot siblings truly at unity this episode.
Coco Kaijuu: The next dimension our siblings enter have them transformed into giant monsters and while Coco wants to be peaceful towards the civilians, Crash is having fun with his new form which unleashes a force trying to stop them.
Rip Roo Ca-Choo: Ripper Roo is alone after his original defeat from Crash, rejected by Cortex and with no direction. He then sees Crash again and becomes determined to exact his revenge.
Crash the Bachelor: A hopeless romantic Skunk finds love when Crash is the one being that isn’t driven away by his putrid stench. And while Crash enjoys being friends, our bandicoot doesn’t care about getting closer.
Tawna Comes to Tango: Dimension hopping Pirate Tawna shows up to help our Bandicoots win the crystal at a casino but her love of risk soon gets in the way.
Bookbrain: Our new trio visit the library where a crystal’s hidden and the former two decide to get Crash into more advanced reading. Crash loves it at first, but when the three discover the comic book section, it’s a challenge to keep that and Crash separate.
Animal House: Crash, Coco, and Tawna have to strengthen their teamwork to face a chicken, a monkey, and a shiny jellyfish in order to get the crystal.
Ghostdusters: Tawna doesn’t believe in ghosts, but a trek through a haunted house suddenly has her scared sneezing. The three try to make their way in and out, but finding the crystal will mean cleaning things up.
Crashket Ball: A game so complicated for Tawna and Coco leads to Crash helping them understand things his way.
Why Love Him: Tawna is separated from her friends into another dimension and stumbles across a dejected Crash that’s been through what she went through long ago in her dimension. She tries to cheer him up, and comes to realize what she saw in him originally.
The Messiness of Music: Our trio have to confront N Gin in a music contest in three days but instruments aren’t their forte, Crash and Tawna can’t and won’t sing, and Coco is overwhelmed in making the best song. However, music doesn’t have to be flawless to feel good.
Crashcading Fury: Crash wakes up angry and on destructive rampage for the next crystal. A scared Coco and Tawna do what they can, desperately trying to get their more cool, easy-going buddy back.
Lunchtime: Crash, Coco, and Tawna have the chance to relax and get sandwiches and the Komodo brothers are sent out to kill them.
Ahoy Baby: A young group of aliens claim Tawna as their mom and she joyously comes to teach them how to live her way.
The House of N (Part 1): Knowing the trio’s progress, Cortex comes up with the idea of bringing multiple versions of himself to come up with ideas in stopping them.
The House of N (Part 2): A battle of the one true Neo Cortex ensues, leading to our main scientist at odds with himself of where everything went wrong.
Aku Uka Alone: Uka Uka and Aku Aku mentally link and argue over the faith they have in their hero/villains.
Dream Reaper: In this silent but musical episode, N Tropy sends a villain capable of killing people while they’re dreaming to the trio, only for our villain to underestimate all three’s imaginative capabilities.
Pace and Test: Crash is challenged to a simultaneous physical and academic exam for a crystal which is where his sister and bestie put their all into making him the best of both worlds.
Ferally Feud: Crash and Tawna get into an argument, leading Coco to try moderating and sees why she loves them both.
It Takes a Bandicoot to Save a Village: Former chief Papu Papu asks Crash to help rebuild his village after Cortex’s meddling might force them to leave the island.
Crate Minds Think Alike: Cortex manages to weaken the trio to the point where they can’t bash crates anymore, leading to them pushing each other to get stronger in the real way.
Dial D for Dingo: Meeting up with an old chum at his “established” restaurant, the Bandicoots take a stand when health inspectors have come to shut down the place by ANY means.
Two Times Tropy: While Cortex is out, N Tropy and his female alternate are working on repairs but are ignorantly making things worse with their constant ego stroking.
Crash The Banditoon: The trio reach a blank dimension where things feel different, more animated and that’s saying something. Crash isn’t complaining though.
Juicy Juiced: A special wumpa Crash finds gives the trio enhanced ability but at the cost of sleeping for days. So they keep eating it in order to come up with an antidote to null the effects at the risk of an eternal sleep.
Lab Rat Revolution: The trio arrive at a place populated by a majority of Brio’s rejects and helps them get revenge.
Wayback Brio: An encounter with N. Brio has him and Coco stuck in a cavern. While Crash and Tawna figure out a way to their freedom, the two inside are forced to rewalk their former relationship.
The Skinner (Halloween Special): Crash is possessed by an evil spirit that’s known for desiring the skin of its victim, unbeknownst to Tawna and Coco though, an unstable spirit can’t control an unstable body.
You’re a Bad Man, Dr. Cortex: Cortex arrives in a dimension where he’s the leader of the world, only this version is a good guy. Naturally he replaces the other Cortex and tries to spin the world into his image, but is conflicted that he’ll destroy a utopia he technically made himself.
Nurse Bandicoot: Coco catches a high fever after a trip through the arctic dimension, and the others do what they can for her. Crash surprisingly takes things slow while Tawna is frantic in making things better.
Do Mursupials Dream of Magic Sheep?: Crash suddenly gets nightmares and it affects him while awake. One night, a figure appears in his dream and the two adventure to found out how to resolves these bitter feelings.
Cocomotion: A trip to the future has Coco visit a successful version of herself. As such, it’s the age old case between future versus family.
Crunched Kindness (1/2 Hour Christmas Special): Infiltrating Cortex’s castle, the trio frees a disheveled Crunch Bandicoot and helps him see the beauty of the world.
High School Bandicoot: The Trio are stuck in a video game dating sim where Crash has to win in one go or get deleted forever.
Fishing for Crystals: A fish eats a crystal, a bigger fish eats the little and so on, forcing our heroes to fish differently in the effort to get it back.
Continue?: Crash finds himself alone in a dreary world where it turns out he's dead. He meets a little possum girl and her big bodyguard as they help him uncover a way back to life.
The Trials of Crash Bandicoot: Crash is framed for multiple interdimensional crimes in space court, all of which are Cortex’s doings, and while Coco and Tawna play defense, everyone he’s encounter over the series comes to either his aid or prosecution, and Cortex has something up his sleeve, Crash himself is seemingly out cold during everything.
The Dimmer of Hope: After the events of the previous episode, Cortex has all the crystals and the trio’s banished to the end of the universe. All feels lost, so all that’s left to do is reminisce of the adventures the three got to have.
The Dimensional Dance (Part 1): Cortex and the N Tropys have everything set for multiversal domination but argue over how they want to do things. Meanwhile the trio get back to reality and figure out a way to destroy the crystals.
The Dimensional Dance (Part 2): Crash has absorbed all of the power of the reality machine to make a universe in his own image. Tawna, Coco, the N Tropys, and Cortex are aware and find out that this won’t be stable for much longer and have to save Crash to reverse the effects.
The Never Ending Story (Series Finale): Crash is alone again, not dead, this time in a plane outside all existence and, given the chance to speak for the first time, reflects on his life and everything he got to have to a being he’s familiar with.
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Tafsir Ibn Kathir: Surah Al-Baqarah Ayah 21-22
In the Name of Allah, the Most Gracious, the Most Merciful.
21. O mankind! Worship your Lord (Allah), Who created you and those who were before you so that you may acquire Taqwa.
22. Who has made the earth a resting place for you, and the sky as a canopy, and sent down water (rain) from the sky and brought forth therewith fruits as a provision for you. Then do not set up rivals unto Allah (in worship) while you know (that He alone has the right to be worshipped).
Tawhid Al-Uluhiyyah
Allah says;
O mankind! Worship your Lord (Allah), Who created you and those who were before you so that you may acquire Taqwa.
Allah mentioned His Oneness in divinity and stated that He has favored His servants by bringing them to life after they did not exist.
He also surrounded them with blessings, both hidden and apparent.
Who has made the earth a resting place for you, He made the earth a resting place for them, just like the bed, stable with the firm mountains.
And the sky as a canopy, meaning, `a ceiling'.
Similarly, Allah said in another Ayah,
And We have made the heaven a roof, safe and well-guarded. Yet they turn away from its signs (i.e. sun, moon, winds, clouds). (21:32)
And sends down for you water (rain) from the sky, meaning, through the clouds, when they need the rain, and brought forth therewith fruits as a provision for you. Hence, Allah caused the various types of vegetation and fruits to grow as a means of sustenance for people and their cattle.
Allah reiterated this bounty in various parts of the Qur'an.
There is another Ayah that is similar to this Ayah (2:22), that is, Allah's statement, It is He Who has made for you the earth as a dwelling place and the sky as a canopy, and has given you shape and made your shapes good (looking) and has provided you with good things.
That is Allah, your Lord, so Blessed be Allah, the Lord of all that exists. (40:64)
The meaning that is reiterated here is that Allah is the Creator, the Sustainer, the Owner and Provider of this life, all that is in and on it. Hence, He alone deserves to be worshipped, and no one and nothing is to be associated with Him.
This is why Allah said next, Then do not set up rivals unto Allah (in worship) while you know (that He alone has the right to be worshipped).
The Two Sahihs record that Ibn Mas`ud said, "I said to the Messenger of Allah, `Which evil deed is the worst with Allah?'
He said, To take an equal with Allah, while He alone created you.''
Also, Mu`adh narrated the Prophet's statement, Do you know Allah's right on His servants?
They must worship Him alone and refrain from associating anything with Him in worship.
Another Hadith states, None of you should say, `What Allah and so-andso person wills. Rather, let him say, `What Allah wills, and then what so-and-so person wills.
A Hadith with the same Meaning
Imam Ahmad narrated that Al-Harith Al-Ashari said that the Prophet of Allah said,
Allah commanded Yahya bin Zakariyya to implement five commands and to order the Children of Israel to implement them, but Yahya was slow in carrying out these commands.
`Isa said to Yahya, `You were ordered to implement five commands and to order the Children of Israel to implement them. So either order, or I will do it.'
Yahya said, 'My brother! I fear that if you do it before me, I will be punished or the earth will be shaken under my feet.' Hence, Yahya bin Zakariyya called the Children of Israel to Bayt Al-Maqdis (Jerusalem), until they filled the Masjid.
He sat on the balcony, thanked Allah and praised him and then said,
`Allah ordered me to implement five commandments and that I should order you to adhere to them. The first is that you worship Allah alone and not associate any with Him. The example of this command is the example of a man who bought a servant from his money with paper or gold. The servant started to work for the master, but was paying the profits to another person. Who among you would like his servant to do that Allah created you and sustains you. Therefore, worship Him alone and do not associate anything with Him.
I also command you to pray, for Allah directs His Face towards His servant's face, as long as the servant does not turn away. So when you pray, do not turn your heads to and fro.
I also command you to fast. The example of it is the example of a man in a group of men and he has some musk wrapped in a piece of cloth, and consequently, all of the group smells the scent of the wrapped musk.
Verily, the odor of the mouth of a fasting person is better before Allah than the scent of musk.
I also command you to give charity. The example of this is the example of a man who was captured by the enemy. They tied his hands to his neck and brought him forth to cut off his neck. He said to them, 'Can I pay a ransom for myself?' He kept ransoming himself with small and large amounts until he liberated himself.
I also command you to always remember Allah. The example of this deed is that of a man who the enemy is tirelessly pursuing. He takes refuge in a fortified fort.
When the servant remembers Allah, he will be resorting to the best refuge from Satan.
Al-Harith then narrated that the Messenger of Allah said, And I order you with five commandments that Allah has ordered me.
* Stick to the Jama`ah (community of the faithful),
* listen and obey (your leaders) and
* perform Hijrah (migration) and
* Jihad for the sake of Allah.
* Whoever abandons the Jama`ah, even the distance of a hand span, will have removed the tie of Islam from his neck, unless he returns. Whoever uses the slogans of Jahiliyah (the pre-Islamic period of ignorance) he will be among those kneeling in Jahannam (Hellfire).)
They said, "O Messenger of Allah! Even if he prays and fasts?''
He said,
Even if he prays, fasts and claims to be Muslim.
So call the Muslims with their names that Allah has called them: `The Muslims, the believing servants of Allah.'
This is a Hasan Hadith, and it contains the statement, "Allah has created and sustains you, so worship Him and do not associate anything with Him in worship.''
This statement is relevant in the Ayat (2:21-22) we are discussing here and support singling Allah in worship, without partners.
Signs of Allah's Existence
Several scholars of Tafsir, like Ar-Razi and others, used these Ayat as an argument for the existence of the Creator, and it is a most worthy method of argument. Indeed, whoever ponders over the things that exist, the higher and lower creatures, their various shapes, colors, behavior, benefits and ecological roles, then he will realize the ability, wisdom, knowledge, perfection and majesty of their Creator.
Once a Bedouin was asked about the evidence to Allah's existence, he responded, "All praise is due to Allah! The camel's dung testifies to the existence of the camel, and the track testifies to the fact that someone was walking. A sky that holds the giant stars, a land that has fairways and a sea that has waves, does not all of this testify that the Most Kind, Most Knowledgeable exists''
Hence, whoever gazes at the sky in its immensity, its expanse, and the various kinds of planets in it, some of which appear
stationary in the sky - whoever gazes at the seas that surround the land from all sides, and the mountains that were placed on the earth to stabilize it, so that whoever lives on land, whatever their shape and color, are able to live and thrive – whoever reads Allah's statement, And among the mountains are streaks white and red, of varying colours and (others) very black. And likewise, men and Ad-Dawabb (moving (living) creatures, beasts) and cattle are of various colours. It is only those who have knowledge among His servants that fear Allah. (35: 27-28)
Whoever thinks about the running rivers that travel from area to area bringing benefit, whoever ponders over what Allah has created on earth; various animals and plants of different tastes, scents, shapes and colors that are a result of unity between land and water, whoever thinks about all of this then he will realize that these facts testify to the existence of the Creator, His perfect ability, wisdom, mercy, kindness, generosity and His overall compassion for His creation. There is no deity worthy of worship except Allah, nor is there a Lord besides Him, upon Him we rely and to Him we turn in repentance. There are numerous Ayat in the Qur'an on this subject.
#allah#god#islam#muslim#quran#ayat#tefsir#revert community#convert#convert islam#revert islam#revert help team#help#islsmhelp#converthelp#prayer#salah#muslimah#reminder#pray#dua#hijab#religion#mohammad#new muslim#new revert#new convert#how to convert to islam#convert to islam#welcome to islam
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Ouija, Origin of Evil and the profane voice - Part I
Though extremely shocking and disturbing, children happen to be at the core of major horror films. Samara in The Ring (2002), Dalton in Insidious (2010), Dany and the Grady twins in The Shining (1980), the children in Sinister (2012), Thomas in The Orphanage (2007) are among many other examples that prove the existence of an entire branch of horror cinema built on the mythology of the malevolent child. Why is the figure of the child so prevalent? Why should the most innocent and purest human beings be the main characters of films that are gruesome, violent and whose public age is strictly restricted? Precisely because their vulnerability and purity of soul make them easily influenced and manipulated by external forces. Besides, children are known to have an overwhelming imagination and a propensity to trust which are necessary to open the boundaries between the worlds of the living and the dead in accordance with the codes of the genre.
In addition to this, the more the prey is opposite to our expectations and subverts our beliefs of what is proper and what is not, the more the fright and fascination are potent. To consider a child as a monster, a killer or a possessed body is beyond our general understanding, hence the uncanny appeal of creepy children.
As pointed out by Alison Nastasi in her article published online on Hopes&Fears, this devious appeal for corrupted and murderous children portrayed in horror films might echo to « real-world fears about parenting, gender and social responsibility. »; a theory supported by Joe Dante’s comments about the subject : « Could it be connected to the fact that more and more parents have difficulty balancing work responsibilities [and] child-rearing (not to speak of nurturing their own relationships, personal and career aspirations) and are squeezed financially by the costs of raising children […]? Therefore, is it any wonder that children in genre movies are portrayed as powerful, disruptive, and uncontrollable? Perhaps these menacing moppet movies reflect the fears inherent in helicopter parenting—that the minute you take your eyes off your child, something dreadful will happen. » In any case, the films in question use the creepy kid trope in order to suggest that something is wrong, that the natural order of things is being shattered.
The corruption of innocence can take many forms but the most interesting one to study in relation to the narrative role of the voice in cinema is the threat of an invasion from the Beyond. In Ouija: Origin of Evil (2016), supernatural forces hold a young girl hostage by inhabiting her body and making it go through such transformations (vocal and physical) as to change it beyond recognition.
Taking place in 1967 in Los Angeles, Ouija: Origin of Evil tells the story of the Danzer family. Alice, a spiritual medium, is striving to make ends meet after the loss of her husband and father of her two children by hosting readings in her own house with the help of her daughters, Lina (15) and Doris (9). Running a declining scam business, in which Alice pretends to talk to the dead to bring closure to people and the girls help her out with tricks intended to make it all real, Lina suggests her mother to add a ouija board as a new prop to modernise her readings. The factitious dimension of the ritual which unfolds through the display of ingenious devices (stretchable table, a cupboard big enough to hide Doris, extinguishable candles…) is both an ironical comment on how fake spiritism is going to beat the family at their own game by revealing its true power and also a cleverly designed introduction to set the tone and build the tension.
All the ingredients are here to turn the ouija experience into a nightmare. The bereaved family is craving for a contact whatsoever with their loved one, little Doris first. She wishes she could talk to her father at a seance like other people do when they come and see her mother for help, that is why she does not talk to god directly but instead send prayers to her dad every night before going to bed. Contrary to Lina who is a teenager in complete denial and pushes down her feelings, Alice and Doris seek communication and are open to it, hence the evil befalling on them.
Portrayed as an angelic but lonely and bullied girl who is deeply grieving her father and believes in the blurry frontiers between the worlds of the living and the dead, Doris becomes the perfect human and tangible vessel through which supernatural forces can express themselves. All starts with the introduction of the ouija board as a prop into the house and with Alice breaking the three rules which are to never play alone, in a graveyard and never forget to say goodbye. At this very moment, Doris becomes inhabited by Marcus’s spirit whose identity is yet to be defined. How does this possession first transpire? Through speaking. Marcus uses Doris’s voice to start materializing and, as soon as she touches the board, the voices appear all around her, thus enabling the world of the Beyond to let in.
Doris is progressively attracted by the ouija board which makes her believe she is talking to her father, Roger. They are deceitful spirits who do everything to earn her trust to better trap her, hence the hint at the money buried in the cellar. Contrary to Lina who is far from being fooled, Alice thinks her youngest child is gifted and asks her for help. As the readings follow one another, the trap is closing in around Doris who starts feeling pain in her neck at the same time she excels in the occult. She can now reproduce the voice of the deceased summoned during the seance.
Once she is fully possessed, Doris first goes through a radical physical and behavior transformation by becoming lethargic, stolid, her eyes often turned white when no one is watching her. Besides, her vocal abilities also go through creepy changes. In addition to mimic the deceased’s voice during the readings, adults’ voices, Doris keeps whispering in people’s ears in a demonic way when the evil entity starts spreading its malevolent influence on the whole family.
When the film reaches its climax and Doris fully assumes the devil’s voice, which is guttural, otherworldly and distorted by hatred, she no longer is a young innocent child. Marcus’s spirit corrupts and perverts Doris to achieve revenge by desecrating her body and soul and making her utter bloodcurdling things. The scene which most epitomizes the figure of the violated child is when Doris explains step by step to Lina’s boyfriend how it feels like to be strangled to death. The most uncomfortable thing about it is to witness the contrast between what she says and the sweet voice in which she says it with an angelic smile on her face. The mise-en-scène that keeps stressing Doris’s vocal changes, by shooting her facing the camera (or the fourth wall) as if she was already part of the Beyond, is meant to emphasize the element through which she is channelling these powers and forces : the mouth.
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The mouth as an organic element stands as a kind of leitmotiv throughout the film inasmuch as the possession of Doris’s body and soul by the demonic entity is made complete through that means. One night, Doris is awakened by her pain in the neck and gets assaulted by a dark creature who thrusts his devilish arm into her throat. This shadowy creature, one can notice, has no mouth or rather a distorted sewed one, similar to Lina’s mouth when she looks at herself in the mirror one night. At the light of these elements, what was supposed to be a nightmare was in fact real and prophetic.
But what can be the meaning of the recurring imagery of the sealed mouth (see also Lina’s doll)? Who is Marcus? Why is he portrayed as an evil spirit? What does he want from Doris and her family? He clearly states his purpose when trying to possess Lina’s soul : to snatch her voice.
Father Tom Hogan, a friend of the family, is the one who uncovers the ugly truth behind Doris’s pretended benevolent gift of clairvoyance. She is not channelling good forces but Marcus’s spirit, a man who happened to have been mutilated and murdered in this house a few decades ago. After the second world war, a twisted nazi doctor, called the devil’s doctor in the camps, escaped to America where he succeeded to get hired in a mental institution. He went on practicing his sadistic experiments on patients in the basement of his house. In order to do it, he cut out their tongues, severed their vocal cords and sewed their mouths so that no one could hear them from above. However, Marcus’s story does not end with his death. Violently murdered, he never rested in peace but instead was doomed to wander in the cold darkness of the underworld among other desperate, voiceless souls and malevolent creatures who must have been summoned by the doctor who was into the occult.
In the end, Marcus, who has been silenced by force, deprived of his own voice and overtaken by the surrounding evil influence in the Beyond, seeks revenge against god and people who have the ability to express themselves, eaten away as he is by hatred, frustration and pain. The only way for him to exorcise the horrible things he has been through is to communicate and hurt others, but for that a voice and a body are needed, hence his attempts to snatch the family’s voices. That is the only way to be heard and to have an influence outside his doomed world. Helped by her father’s good spirit, Lina grabs needle and thread and silences her sister for ever, thus fighting hard against the entity who strives to engulf her.
Ouija, Origin of Evil, like many other horror films, uses the voice and its communicative powers as narrative tools to address issues and challenge notions such as grief, loss, family unity, parenting, revenge, alternative beliefs, suffering, innocence, corruption, violation and religion. Religion…such a crucial theme whose set of practices and beliefs makes it the most cherished subject of the genre. Any idea which emblematic film is yet to be analyzed in the perspective of the profane voice and corruption of innocence?
#ouija#ouija origin of evil#horror film#ouija board#mike flanagan#elizabeth Reaser#annalise basso#lulu wilson#henry thomas#devil#spiritism#occult#voice#profanation#lina#doris#mouth#creepy children#cinema#supernatural#whispers#religion#film analysis#child#innocence#revenge#grief#loss#soul#voiceless
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Raising personal frequency and why it matters.
I am not a love and light person. As in we must be positive all the time and negative feelings can’t exist. No. As someone who can literally feel a persons energy, I will say that negatively charged energy has a heavier feel to it. You literally can feel the density in the air in a room shift when an extremely negative person walks in. There is some truth in all programming. Even in psychological operations like the new age movement. The new cage movement. Earth is a realm of duality; good and bad exist here. In a realm of duality, the goal is balance. One must innerstand darkness does exist in all of us and that is ok! Too many people want to pretend darkness doesn’t exist and by ignoring evil, it grows. Don’t let the darkness control you. Anyone pushing that we have to make the darkness go completely away or that it shouldn’t exist is misinformed and I would be cautious listening to advice from said person. I would be leery of anyone attempting to tell another how to live. Pushing your will on another is the definition of black magic. With anything I ever discuss, if you don’t agree that’s cool. I’m always open to hearing new ideas and perspectives; please don’t approach me in a nasty manner. I won’t engage someone unable to have an calm conversation. Engaging and regularly interacting with negativity or negative people is a good way to lower your own frequency. We often tend to carry a frequency similar to our friends, this is why so many outgrow friends after having a spiritual awakening. We literally outgrow people on an energetic level. 
Raising personal frequency is important. Lower vibrational energies literally cannot affect folks on a higher frequency. I made a conscious effort 7 years ago to change who I was. A girl in a rehab therapy group told me about myself and I did not like what I heard. She said I was one of the most negative people she had ever met and as I began to examine my behaviors and my words, I realized she was right. It took a couple years of conscious effort to change my mindset from negative to positive. I can say today the results have been priceless. I am very appreciative of her giving me a wake up call.
If what we are told is correct and atoms are in fact what compose matter; everything in this universe is sound. Atoms are said to be made of waves and vibrations. At the molecular level atoms don’t actually touch. Atoms get extremely close to one another but they never fully touch. They’re independent energy fields and when densely packed together atoms form matter. Matter is dense....which goes along with my observation of negatively charged energy being heavier. Higher dimensions are said to be heavenly and they also do not have dense physical matter. I’m not entirely certain that physical existence isn’t a prison for the spirit. Our bodies are made of cells, prisoners are put in cells. It is blatantly obvious that those in control of this realm would like humanity on the lowest frequency possible. One intention of mind control programming is to lower the frequency of mankind, keep man in a angry, fearful, depressed, lower vibrational state. It is highly likely there are malevolent beings harvesting humanity’s soul energy. This energy is called loosh. All emotions create loosh; for some reason negative emotions generate more or more desirable energy.
The negative humans and other unseen beings/energies who have been in control of this realm for thousands of years now feed on what is known as loosh. Loosh is the life force energy created by humans when they experience emotions. Low vibrational emotions such as anger, sadness, depression, and even apathy are preferred by these negative energies than the loosh generated by positive emotions. Feeding these malevolent energies is why so much programming is done to divide the people, to make us hate our lives and ourselves, to blame mankind for the evil here, and many other trauma based mind control tactics are in place to keep humanity in a lowered state of existence. There are individuals who feel a deep seeded guilt in the heart just for being born due to this programming! The moon is thought to be emitting a low frequency in order to mind control humanity. Hence why when at full power a.k.a. a full moon humans act crazier and even violent. A full moon is when the Saturn moon matrix broadcasts the strongest signal.
If you are a person who has discovered that evil is running this realm, the best thing you can do is to do the exact opposite of what the controllers want; work on making your life peaceful, exposing the evil, healing your trauma and reprogramming yourself, disengage from the “matrix” every way you can. Be mindful of where you spend money, try not to use money, watch your words, push out negative thoughts, and love yourself. Anyone “awake” should absolutely strive for a higher frequency, honestly everyone should strive for a higher frequency. Existence is much more enjoyable and calmer when you are on a higher frequency. The law of attraction is legitimate. We attract back to us exactly what we put out into this world. Putting out positivity attracts pleasant situations and focusing on negativity creates unpleasantries.
Extremely high and extremely low vibrations do not mix, they tend to separate themselves from one another instead. Society is currently being divided. Those who are fearful are going one way and those of us who want unity are going another. How this ultimately will play out, time will tell.  
Sleep paralysis is potentially based solely on frequency. Sleep paralysis occurs when your frequency is too low. I’ve heard folks say sleep paralysis is necessary for astral projection; that is not true. Sleep paralysis is unnatural and caused by a weapon of some kind. A frequency weapon. Those on a too high frequency cannot be manipulated by such technology.
In my opinion being on a higher frequency is better is because you have access to more spiritual information and any metaphysical ability you possess functions exponentially better on a higher frequency. When my frequency goes too low, certain abilities vanish. Frequency fluctuates regularly. It typically stays in a a range normal for you, but extraordinary events like a crisis or confrontation can dramatically drop one’s frequency; it can take days, weeks, or even months to recover from some circumstances. Recognizing how important frequency is and learning how to raise your frequency are important to spiritual development. When on a higher frequency you have a better connection with your intuition, are less susceptible to mind control programming, and psychic attack.
How to raise frequency.
Meditate regularly - at least three times a week for 15 minutes to start
Spend as much time as possible outside in nature
Daily Grounding/Earthing. Walking barefoot on the earth for 15 minutes every day. Weather permitting.
Positive thoughts, actions, words, and deeds. Developing positive mantras to repeat throughout the day is helpful.
Breath work
Engage in as little conflict and negativity as you can.
Avoid alcohol and prescription drugs.
Don’t be too serious or have too many expectations for this will create resentments. Events will never unfold as we expect them to, people are much better served by going with the flow and observing how events unfold as they happen; don’t anticipate events ahead of them occurring.
Work on conquering fears. Especially the fear of death.
Practice compassion, empathy, and kindness towards everyone. Humans are equal; one isn’t better than another. Our life choices and luck is often the only thing that separates us.
Laugh
Exercise. Make sure you do something you find fun, not something you dread. Any kind of physical activity where one is having fun will raise his vibe. Dancing is a personal favorite.
Take a break from technology
Be mindful of how much time you spend on technology. Put the phone down during dinner or when you should be engaging with the people literally in front of you.
Wear and decorate with crystals. Black tourmaline and obsidian are good for negativity.
Decorate with high vibrational plants jasmine, aloe vera, or a snake plant
Be mindful of what information you watch and listen to. Movies, TV, music, social media, etc. It is best to just turn off the TV for good. Television is a weapon. Be very conscious of what information you allow to enter your mind.
Minimize interaction with toxic people. Keep conversations short, topics shallow, and have an exit plan if at an event where the environment may get unpleasant. For example drive your own car, have a friend or the babysitter call and oops I have to go….boundaries to protect your energy aren’t bad.😉
Thank your food for its life and sustenance prior to consuming it (plant or animal.) Doing this changes the food into higher vibrational intake.
Regularly cleanse negative energy from your personal spaces. Energy cleansing methods are decluttering, letting fresh air and light in, clapping loudly in the corners of a room to move stagnant energy, smudging, epsom salt baths.
Aura cleansing, visualization, cord cutting meditations
The above tips will have a positive effect on your frequency. Remember your thoughts create your reality and you get back what you put out into the universe. If your thoughts are consistently negative be prepared to have negative experiences. If you are hopeful, have faith in your ability to manifest & the universe’s ability to make things happen for you, have generally positive and laid-back nature, you will reap great rewards and experience feelings of happiness, contentment, and abundance.
I feel it is obvious by the state of the world today that humanity has been in a very negative state of mind for quite some time. There are millions of us (if not billions) that are here to change this reality, not to adapt to it. We have been called Starseeds, indigo children, and light workers; regardless of label the intent is the same - to create a positive reality on earth, to rid this place of evil, to liberate humanity from enslavement, and teach them a new way to think. We are here to help humanity realize humans are powerful creator beings and these powers have been stripped away by literal genetic manipulation. It is time for the devolution of mankind to end and for humanity to begin ascending back to the higher dimensional consciousness we once were.
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Some more worldbuilding...
After explaining how the planes work in my last post, I wanted to do a write-up of the Gods in my homebrew setting Asterion. I’ve also included a sample of how I’ve gone about designing individual religions for one of the gods :)
ETHRYS' PANTHEON (THE OLD GODS)
Sovereign of the Gods/Justice/Time - Ionid
God of the Earth - Gelion
Goddess of the Skies - Cielara
God/dess of Death/Fate - Onthys
Goddess of Light/Life/Civilization - Elowen
The original pantheon of Gods created by Ethrys was made up of five individuals: Ionid, Gelion, Cielara, Onthys, and Elowen. These gods presided over the most fundamental aspects of space and time. Of the five, Ionid was elected the Sovereign of the Gods as they oversaw the flow of time through the planes and enabled the rest of the Gods to care for their domains.
In between the time of Ethrys' Sealing and the creation of the Astral Plane, Elowen and Onthys walked among the planes, sewing the rips and tears of reality back together where they found them. From these spots of condensed, healed chaos, the first humans, elves, dwarves, and other beings came into existence. Elowen loved these new beings dearly, and worked with Gelion and Cielara to make the planes beautiful for them to enjoy. When Gelion saw the beings, his tears of joy and delight splashed down and created the first oceans. Cielara created the sun and the moon so that the new beings would always be able to behold the glorious domains of the Gods. Elowen poured her sparks of light and life into the new creations, giving them the ability to create and think and love as the Gods did.
The more beings Elowen created, the more Ionid and Onthys grew concerned about the precarious balance of nature that Ethrys had sealed herself away for. Because of this, Onthys tied their strings of fate to the sparks of Life Cielara had given the new beings, and attached them to their loom. These shining threads became the first Souls. The new beings were then joined into the cycle of life that the other living beings followed, beginning with birth and ending with death, to maintain the balance of existence.
THE NEW GODS
God of Knowledge/Magic - Thaldorn
Goddess of Strength/War - Kivan God of Home/Artisans - Hipoar
Goddess of Luck/Trickery - Tiva
With the creation of living Souls came the creation of new Deities, born from the minds that Elowen gave them. There were dozens of these new Gods created. Just as the Souls were able to adapt and change, these gods partially created themselves, taking on their own aspects and domains. Some only lasted for a generation before they were forgotten and faded away, while others attained powers nearly equal to those of Ethrys' Pantheon. Some of these more powerful gods included Thaldorn, Kivan, Hipoar, and Tiva. These more powerful gods could encompass multiple aspects and persisted longer than some of the smaller, more specific domain gods. For example, a city's local god and Thaldorn could both preside over Roads, Thaldorn in general and the city's god along their own streets.
There was tension among Ethrys' Pantheon and the New Gods, especially in regards to which group encompassed the truly superior Gods. The Old believed that the New were too unpredictable and unbalanced, and that they should not be seen as parallel in power to the Old as they had not been directly created by Ethrys. The New believed that the Old were denying the innovation and creation that Ethrys had stood for by holding the New below them. This schism was present on the Mortal Planes as well, with each God's followers arguing for their own superiority. Tensions became even worse after the arrival of Oknus' Pantheon and the sacrifice required for the creation of the Astral Plane, which made the Old dependent on their followers for power much like the New.
Elowen was the first deity to decide that the fighting had gone on long enough, and started to compromise with the New on behalf of the Old in order to unify all the good and neutral aligned deities against Oknus' Pantheon. This unification effort made her a symbol of Civilization among the Souls, as a bridge between the old world and the new. Begrudgingly, the Gods agreed to tentatively put their differences aside in order to focus on protecting their domains against the more important threats from the lower planes.
Religion
Onthys Our Lady the White Wolf, Our Lord the Black Wolf, The Shepherd of Souls, The Fate Weaver Onthys is one of the original gods created by Ethrys before her Sealing. They were created as a counterpart to Ionid, the Sovereign of Time, as a means to create a direction for the flow of time. They also balanced Elowen, the Goddess of Life, to act as a shepherd for the souls from the Prime Material Plane to the next world.
Depictions of Onthys vary by different cultures, and they are typically presented as a man, a woman, or another non-binary gender according to different accounts. They are referred to by any pronouns. • Domains: Death, Fate, Balance • Clerics: Death, Grave, Life, Twilight, Blood, Unity, Nature
Colors and Symbols Depictions of Onthys typically show them wearing a mask made of a ram skull and carrying a tall black crook. Onthys' holy symbol is a black shepherd's crook inside a white circle. Wolves, dogs, and rams are all sacred animals to them. Unbroken, perfect circles are also considered sacred to Onthys, as well as looms, crooks, and the color black.
Rituals, Holidays, and Festivals • Veil's Day: This is a holy day when followers will visit cemeteries and gravesites, following the paths in and out as their souls will do someday as they join Onthys' Flock. They typically wear black veils, to represent their eventual separation from the mortal world, and will fast for twenty four hours, beginning at midnight. This holy day occurs on the first full moon of winter. • The Fated Feast: At the end of the harvest season, followers will take three full days to prepare an enormous feast celebrating the renewed cycle of life and death that has allowed them to prosper for another year. If possible, they will weave themselves a new article of clothing. This is also a day of remembrance for the people that passed in the year since the last Fated Feast, and it is believed that Onthys will allow these souls to visit the celebration on this day.
Tenets • To deny fate is to deny existence and reality. • The designs of fate that guide our lives are a gift from the Gods and an opportunity to learn and grow. • Death is as natural and vital as life -- the undead are an abomination. • If it is fate for someone to be healed, then they will be healed. If it is fate for someone to die, then they will die. Attempts to intercede in our Lord's fated shepherding of souls must be prevented at all costs.
Temple Clergy and Followers Onthys' most dedicated followers are referred to as her Flock. Local ministries are led by Denmothers and fathers, and the religion is headed by the Grey Wolves. Conversion efforts are not as prominent as in other religions, as Onthys' followers believe that everyone will join the Flock between life and death, but the church will send their followers known as Fatestrings to smaller territories in missionary efforts. The Flock typically gets along well with other followers of the Old Gods, but is hard pressed to trust the New Gods, especially followers of Tiva, the goddess of luck, who they believe disrespect the eternal nature of fate. They are sworn enemies of Oknus' evil Pantheon.
Artifacts and Sacred Items • The Staff of the Fate Weaver: A black wooden staff shaped like a shepherd's crook, supposedly carved from the first tree that withered in the first winter. It is inlaid with rows of small white diamonds and has a mother-of-pearl grip. This staff adds +1 to a spell caster's DC and has seven charges that are regained at dawn. Casting "Blindness/Deafness" costs one charge, casting "Life Transference" costs two charges, and casting "Circle of Death" costs four charges. • The White Wolf's Circlet: This delicate silver white circlet depicts the head of a wolf with inlaid sapphire eyes. When attuned, the wearer is immune to the fear condition and all fear-based attacks, as well as immune to forced movement effects.
Sects • The Northern Wolves: This splinter group is located in the far northern continent and believes that Death is the only true God that one can trust. They eschew all forms of healing and medical intervention, instead opting to put all their trust in Onthys' loom of fate to determine if someone lives or dies. They purposefully live in dire, survivalist conditions in order to be as close to their God as possible and will frequently fast for days or weeks on end to prove their devotion. These extremists live on a nearly completely carnivorous diet and will go on Hunts that they see as a form of sacrament. The most fanatical of these have even branched out into humanoids in some cases. • The Butcher Souls: Primarily an underground urban-based sect, these cultists revere Death as the most natural, desirable state of being, and believe it is their duty to return as many Souls to Onthys as possible. Their rituals involve some members drinking poison to bring themselves to the brink of death, while others comb the streets for unlucky passerby that are chosen as sacrifices to Onthys.
#dnd#dungeons and dragons#world building#pantheon#idk i'm just organizing and saving my thoughts!#long post
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They all share one fatal weakness, though. Slow escalation. !f a problem builds for longer than a load, can't be stopped like a domino, needs something that can't be planned for, or requires abilities far beyond anyone's scope then that means they have no chance at stopping it. Take Ena for example. She's a Trojan horse! A virus designed to be appealing so you welcome her into your heart. Nobody in the club knew Eve so they couldn't see the signs. And how do you stop glitching reality!? 4
Lovable girl is going to fuck things up. Also really big Sidenote: I feel like maybe the glitch would be blown back after the shadow monster was defeated? Ena somehow just kinda...being free of being a virus if you’re catching my drift? Like, After The Shadow, it’s just supposed to be peace and harmony, of course personal issues are still a thing, but that blast of magic, that overcoming of a universal evil, is what pushes away all outside evils, and turns the Kingdom Of Unity into a haven of joy. Of course, it won’t fix your trauma or anything to do with your own issues, but it does fix any threats to the land or people’s lives. Ena may have her own issues still, but this would fix the virus issue. BUT ALSO, in the way of protecting this giant kingdom, this world of wonder, it could also end up closing off the ways to Ena’s world, because that world is a danger itself. Maybe Shepherd and Ena and maybe even Moony were hanging out when the shadow monster struck, and when it was defeated? If it did seal up this place? How are they gonna get home?
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Doctor Who: What Makes a Great One-Off Character?
https://ift.tt/2ZLI4i2
Some Doctor Who characters are intended for greatness; some are intended to be killed off at the end of their first episode. Writers have a lot more control over the second than the first. What remains true for all characters, is the tension that exists between their function in the story and their potential to affect it. Even a guard who simply runs into a room to get shot could have dragged the story in another direction, should they be allowed (this stock background character was the inspiration for Terry Pratchett’s City Watch novels).
Successful one-off characters aren’t necessarily those who break away from their function, (or even those who aren’t strictly required, for example Binro the Heretic in ‘The Ribos Operation’), but those who make a story soar to another level entirely. More often, what makes them work is when their function in the story is disguised. There are plenty of ways to do this and most of them intersect: casting, costume, dialogue, performance…
Let’s first address the latter. Does the actor need to get under the skin of the character to create a nuanced and layered take that resonates utterly with the audience?
Nope. Doctor Who frequently embraces camp. Sometimes camp holds Doctor Who at gunpoint and sings piano ballads at it. The results vary. Richard Briers’ possessed Chief Caretaker in ‘Paradise Towers’ undermines the production (while not a production striving for kitchen sink realism, Briers’ parody-like performance still cuts against its Brechtian leanings) whereas Graham Crowden’s Soldeed is heightened and ridiculous among similar performances.
Other great examples of this stock character, which I am calling Ham-Err Horror without apology, include Professor Zaroff in ‘The Underwater Menace’ (intended to be driven mad by the death of his family, only for this to be cut from the script, rendering the character inexplicably inexplicable) and John Lumic from ‘Rise of the Cybermen’ (inspired to create the Cybermen by a fear of death, with actor Roger Lloyd-Pack citing Dick Cheney as an inspiration for the performance, but remembered mainly for the ripe delivery of lines such as ‘And how will you do that from beyond the grave?’).
Sometimes you don’t even need dialogue. Christopher Bowen, as Mordred in ‘Battlefield’, commits to a maniacal laugh so long that there’s a cut to another scene in the middle of it.
And yet there are places where camp or over-the-top villains work unironically, and some of the most hospitable are the Tom Baker stories of 1975-1977. Harrison Chase, Magnus Greel, Morbius, the Master… these characters fit into the Grand Guignol tradition of heightened and melodramatic performances (Just because something is dark and morbid doesn’t stop it being ludicrously tragic). As the tone of these stories is pitched at gothic melodrama though, the characters and setting cohere.
Returning to ‘Battlefield’, while there are some great individual performances from one-off characters, they’re not quite pulling in the same direction (Jean Marsh as Morgaine is playing an inter-dimensional sorceress as if it’s real, Marcus Gilbert as Ancelyn is saying ‘This is ridiculous, and that’s great’ and pulling along Angela Bruce’s Bambera in that direction too). ‘Battlefield’ is fun, but also disjointed.
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Doctor Who: Ranking Every Single Companion Departure
By Andrew Blair
TV
It’s a Sin’s Doctor Who Crossover Pays Tribute to Remembrance of the Daleks Actor
By Louisa Mellor
Some characters get by on the strength of costume or make-up, such as the Destroyer (also from ‘Battlefield’) or the Zygons. Broton, the latter’s leader, is a successful character who operates purely as a function rather than an individual. Played with haughty relish by John Woodnutt, Broton is a visual triumph, with the costume a collaboration between costume designer Jim Acheson, visual effects designer John Friedlander and director Douglas Camfield. At its best, ‘Terror of the Zygons’ oozes with tension and atmosphere, with some fantastic design work and enjoyable pulp runaround. This all distracts the viewer from Broton being a colossal idiot. Indulging in clichés such as explaining his entire plot, putting characters in easily escapable situations and assuming the Doctor is dead without proof, Broton has to do these for the story to unfold according to Doctor Who’s format. Fortunately few people watch ‘Terror of the Zygons’ for Broton’s unique take on planetary subjugation.
Some clichés exist specifically because that character has worked well in previous stories. Frequently in Doctor Who somebody would sacrifice themselves to save the day, someone else would comment on this, and everybody would look solemn for a few seconds before immediately moving on with their lives. ‘The Ark in Space’ features two people sacrificing themselves to save humanity, one with a quip about his union and the other fighting possession, and in 1975, a single line noting these acts was enough.
In 2005, TV had changed, and so Doctor Who threw more weight behind these deaths (boosted by Russell T. Davies’ seemingly effortless ability to generate a whole human life by adding three adjectives per character to the scripts). Jabe in ‘The End of the World’, Gwyneth in ‘An Unquiet Dead’, Pete Tyler in ‘Father’s Day’… these sacrifices were dwelt on, their weight became cumulative. From this, a subgenre of Almost Companions emerged with Lynda in ‘The Parting of the Ways’, Astrid in ‘Voyage of the Damned’ and Rita in ‘The God Complex’: all too doomed to step on board. Eventually the show acknowledged this with the Eleventh Doctor standing over the body of Lorna Bucket and observing “They’re always brave.”
Doctor Who was commentating on itself as early as its second series (in ‘The Rescue’ David Whittaker created Koquillion, a monster in a rubber suit that turned out to actually be a man in a rubber monster costume). In the 1980s, Doctor Who had become increasingly continuity-heavy, but what its final few series managed successfully was to comment on Doctor Who without making the stories’ success dependent on this. Characters such as Captain Cook offer up twisted reflections of the Doctor, with the Chief Clown, Josiah Samuel Smith and Commander Millington all tapping into the historical influences on the show, but crucially the stories still work if you’re not familiar with all this.
‘Ghostlight’, the most densely packed version of this approach,is still entertaining even if you don’t know what is going on. It’s played with such conviction and unity, with each character managing to feel both heavily symbolic but with a sense of inner-life. This is generally true of the Seventh Doctor’s era supporting characters, especially the guy who snaps “I can’t do anything without my list now can I?” in ‘The Happiness Patrol’.
But as we’ve seen, a standout character doesn’t have to be multi-faceted. Not every henchman can be Packer from ‘The Invasion’ (he’s not only sadistic and cruel, but Peter Halliday really commits to the undignified flapping when things go wrong), but most stock characters in Doctor Who work by being given ‘a bit’.
Usually this stems from their plot function. Harrison Chase, in ‘The Seeds of Doom’ is a plant collector and obsessive because the story is based around aggressive plant-creatures, and needs a simple way to bring the main human antagonist into the adventure. Here though it’s more than that. Lesser examples of this trick can be seen with Tarun Capel in ‘Robots of Death’, where his obsession with robots isn’t as unsettling as Chase’s obsession with plants (and then further down the line we have Magnus Greel in ‘Talons of Weng-Chieng’, who is evil because the story needs a bad guy). In ‘Seeds of Doom’, time is devoted to the idea of a man who considers plant life superior to humanity, and the script and actor Tony Beckley really commit to the comedy and horror of this idea. That’s his ‘bit’.
Perhaps the finest example of turning a character’s basic function into pure entertainment is Duggan in ‘City of Death’. Douglas Adams and Graham Williams, rewriting David Fisher’s scripts about aliens in Monte Carlo, took a Bulldog Drummond-inspired detective character and realised his primary function in the script was to be the muscle for the Doctor and Romana.
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
There are other elements of of ‘City of Death’ that poke fun at television’s contrivances (The guard’s throwaway line saying Captain Tancredi will “be here instantly” just before the door opens, for example) and Duggan’s repeatedly punching people unconscious to move the plot along is not only revealed to be an example of Chekhov’s Gun, whereby it’s the solution to the whole story, but also the source of the best sight gag in Doctor Who when Duggan opens a wine bottle by simply smashing it open off the bar. Without providing him with much in the way of depth or backstory, by leaning into the character’s story function to almost absurd levels, ‘City of Death’ creates one of the most memorable supporting characters in Doctor Who history.
The post Doctor Who: What Makes a Great One-Off Character? appeared first on Den of Geek.
from Den of Geek https://ift.tt/3aUbT6u
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Spirituality in islam: God’s Attributes of Glory: Part 4
Basar (Sight)
Sight is one of God’s Positive, or Affirmative, Attributes. Through this Attribute of Glory, God Almighty sees everything, large or small, mighty or insignificant, material or spiritual, earthly or heavenly, and protects and cares for whatever and whoever He wills, with nothing remaining hidden from Him. With the same clarity, He sees into the depths of the darkness and the illuminated heavens, He discerns the deepest, darkest corners of the strata of the earth, observes the microscopic, atomic and sub-atomic objects and beings, perceives the most hidden living beings and their most secreted parts, and has knowledge of everything, be it hidden or in the open.
The Attribute of Sight is not mentioned in the Qur’an in Its own, infinitive form, but is referred to with the Divine Name the All-Seeing. This Name is sometimes mentioned singly and sometimes together with the Name the All-Hearing. As with the other Divine Attributes, where this Attribute is mentioned It is mentioned in the affirmative and a warning is made against both the personification of God on one hand and the denial of the Attribute on the other.
The functions of seeing and hearing in human beings have been made dependent on many physical means, causes, and conditions, whereas the Divine Being needs neither physiological nor psychological means or causes, nor any other thing of a similar nature. He sees by Himself through the veil of certain Attributes, He also hears by Himself, and knows by Himself. Even though He sees, hears, and knows by Himself, His Knowledge, Hearing, and Sight are all different from one another. It is manifest misguidance to ascribe all these acts only to the Attribute of Knowledge and to ignore other sacred Attributes. The expressions of some Sufis implying this misguidance are due to certain spiritual states like absorption and spiritual intoxication, and are based on the doctrine of the Unity of Being. The final, decisive judgment in every matter always rests with the Qur’an, according to which God is the All-Knowing through (the veil of) His Knowledge, the All-Hearing through (the veil of) His Hearing, and the All-Seeing through (the veil of) His Sight.
Irada (Will)
Will is an Affirmative Attribute of God that is inherent in Him; Will determines what will be created and when, where, and how. Whatever God wills to be, whenever, wherever, and however He wills it to be, it is thus. He has certain instances of wisdom in or wise purposes for whatever He does and creates, but these instances of wisdom and purposes do not cause or compel Him to create or do anything. Ibrahim Haqqi of Erzurum says:
No one can ever compel Him to do something;
Whatever He Himself wills to create, it comes into existence.
Mashia is another word which is sometimes used in place of Irada. Our master, upon him be the most perfect blessings and peace, used this word in different forms in his morning and evening prayers, saying: “Whatever God wills is, whatever God does not will, is not.”
It is apparently the Attribute of Will Which determines whether something will or will not be and if it will be, then when, where, and how it will be. The manifest Qur’an emphasizes God’s Attribute of Will in many of its verses, such as the following ones, and reminds us of Will’s encompassing area of manifestation:
To God belongs the sovereignty of the heavens and the earth. He creates whatever He wills. He grants to whom He wills daughters, and grants to whom He wills sons (42:49).
When God wills evil for a people, it cannot be averted, and apart from Him, they have no protector (13:11).
Say: “Who is there that can hinder God from it, if He wills evil for you, or if He wills mercy for you?” They will not find for themselves, apart from God, either guardian or helper (33:17).
When He wills a thing to be, He but says to it “Be!” and (in the selfsame instant,) it is (36:82).
Say (to them): “Who is there that can intervene on your behalf with God if He wills harm for you or if He wills a benefit for you?” (48:11)
Say: “O God, absolute Master of all dominion! You give dominion to whom You will, and take away dominion from whom You will, and You exalt and honor whom You will, and abase whom You will; in Your hand is all good; surely You have full power over everything.” (3:26)
God’s Will concerns both the creation and operation of the universe and the worldly life of creatures, and the religious life of conscious beings. His Will concerning the creation, operation, and worldly life of creatures is the determining Attribute in the creation and life of creatures at a certain time and place and with certain qualities. As mentioned before, when God Almighty says to something “Be!” at a certain time and place and in the way He wills, it immediately is; while whatever He does not will to be remains in non-existence until He wills it to be. The expression, “‘Be!’ and it is,” which is mentioned many times in the Qur’an, acts as the cipher for a very important truth.
The Divine commands of the creation and operation of the universe that issue from the Divine Will are obeyed absolutely, but obedience to the Divine religious commands has been left to human free will. God orders belief, an Islamic life, and excellence in worship and conduct, showing humans the way to being true humans. If humans display an inclination by following this way, God gives external existence to this inclination in accordance with His Wisdom and enables His servants to attain true humanity. However, He is never obliged to do anything or give existence to any inclination of His servants in the physical world.
Due to the different benefits and purposes that are beyond human perception, the Divine Will that is related to the operation and life of the universe sometimes wills apparent evils alongside good, and harmful things alongside what is useful; however, His Will relating to religious commands and affairs always wills what is good, beautiful, and useful. However, the responsibility for the apparent evils in the Divine Will’s choice concerning human actions and the life of the universe belongs to those who cause them. Human free will, whether it be in the form of an inclination or putting that inclination into action, is a shadow of the Divine Will and is a potential ability to make choices with which humans have been equipped. According to the Maturidis, what is called “the universal will” is this potential ability or capacity, while what they call “the particular will” is the inclination and determination to do or not do a particular thing. As for the Ash‘aris, they prefer calling God’s Will “the Universal Will,” and the inclination of human beings “the particular will.”
Qudra (Power)
Qudra is another Affirmative Attribute of God; Qudra means that God is absolutely able to do anything He wills and that He has absolute power over everything. Incapacity, impotence, or powerlessness, all of which are the opposites to Power, cannot be conceived of in connection with the Divine Being. There is nothing over which He does not have absolute power. Everything, from the bottom of the earth to the highest heavens, has been and is being created through that all-overwhelming Power, and it is again through that Power that everything changes forms and states, develops, and is perfected, thus undergoing ceaseless experiences. In many verses such as the following ones, the Qur’an reminds us of His infinite Power and calls us to turn to that All-Strong, All-Forceful, All-Powerful, All-Omnipotent One:
And God’s is the sovereignty (absolute ownership and dominion) of the heavens and the earth, and God has full power over everything (3:189).
The matter of the Hour (of Doom) is but the twinkling of an eye, or even quicker. Surely God has full power over everything (16:77).
And so, God is He Who is the Absolute Truth and Ever-Constant, and He gives life to the dead, and He has full power over everything (22:6).
Say: “Go about on the earth and see how God originated creation. Then God will bring forth the other (second) creation (in the form of the Hereafter). Surely God has full power over everything (29:20).
Blessed and Supreme is He in Whose Hand is the Sovereignty; and He has full power over everything (67:1).
By no means is God One Whom anything whatever in the heavens or on earth can frustrate (in His decrees). Surely He is All-Knowing, All-Powerful (35:44).
Despite insignificant differences of view concerning the relation of the Divine Power with things and events, all scholars of the Ahlu’s-Sunna are in agreement that Power is among the eternal, Affirmative Attributes of God Almighty.
Kalam (Speech)
Speech is another of God’s Affirmative Attributes, Which marks His Perfection. All religious commands and all decrees and directions that come on different wavelengths in the form of Revelation and inspiration, with their unique nature, have originated from that Attribute. In many verses like the following, the Qur’an not only presents the Attribute of Speech explicitly or implicitly, but also reminds us of the fact that all Divine Words that issued from His Attribute of Speech and Which were manifested in the form of Revelation were of the same basic nature for all Prophets:
Of those Messengers, some We have exalted above others (in some respects). Among them are those to whom God spoke (in a peculiar fashion), and He raised some others in degrees (2:253).
It is not for any mortal that God should speak to him unless it be by Revelation or from behind a veil, or by sending a messenger (angel) to reveal, by His leave, whatever He wills (to reveal). Surely He is All-Exalted, All-Wise (42:51).
And Messengers We have already told you of before, and Messengers We have not told you of; and God addressed Moses and spoke to Him (4:164).
And He revealed to His servant what He revealed (53:10).
We have revealed to you (O Messenger), as We revealed to Noah and the Prophets after him; and We revealed to Abraham, Ishmael, Isaac, Jacob and the Prophets who were raised in the tribes among his progeny, and Jesus, Job, Jonah, Aaron, and Solomon; and We gave David the Psalms (4:163).
And just so We reveal to you a Qur’an (a Recitation) in Arabic so that you may warn the mother-city and all those around it (42:7).
The noble Qur’an is a manifestation of Divine Speech in keeping with the time from when it began to be revealed to the Day of Resurrection, and with the Prophet to whom it was addressed, and to the community to which it was sent. Divine Speech manifested Itself in the particular form of a Divine Book for each community in which It was revealed. Both the Attribute of Divine Speech, Which is the source of the Divine Books, and the Divine Books in their essence are eternal in the past. So, on account of their essence, which is described as “God’s speech to or in Himself,” none of the Divine Books are created. However, their written forms as books or their recitations are created. Their written forms and recitations are described as “the Speech in words.”
If there is a Divine Book Which originated from the Divine Attribute of Speech and has remained intact in its original form, it is the noble Qur’an. From the very first day when it began to be revealed, it has remained without undergoing the least change, thanks to God’s protection and the sincere efforts of its faithful followers. The richness of its contents, the conservation of its freshness as if it was being revealed anew in every age, and its power and profundity in solving all spiritual, emotional, mental, economic, social, administrational, and political problems, are another guarantee for its indispensability. It is for this reason that what is meant and reminded of by the phrase “the Divine Word” has been the noble Qur’an.
#allah#god#islam#muslim#quran#revert#convert#convert islam#revert islam#reverthelp#revert help#revert help team#help#islamhelp#converthelp#prayer#salah#muslimah#reminder#pray#dua#hijab#religion#mohammad#new muslim#new revert#new convert#how to convert to islam#convert to islam#welcome to islam
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The story of Hollow Knight
Hollow Knight is a Metroidvania style videogame developed and published by Team Cherry. It introduces a very interesting lore, telling the story of a Knight without a past on a quest to save the abandoned insect kingdom of Hallownest.
In this meta I want to analyze the lore of the entire game, which is very interesting and addictive. Obviously this article is full of spoilers for those who have not yet played the game. Also this analysis is based a lot on what I found written in the Hollow Knight wiki, even if I had some personal reflection.
In the Kingdom of Hallownest there are many different important primordial higher beings, god-like bugs who have lived since the beginning of time, and others who are more recent but who are nevertheless divinized by the inhabitants of the Kingdom. However, for a better analysis we must first introduce a summary of the Hallownest’s history in game.
The Hollow Knight (the one who gives the title to the videogame) is a Vessel chosen by the Pale King to seal away the Radiance and save Hallownest from the Infection. As wiki says, they were the child of the King and the Queen of Hallownest, birthed in the Abyss to be infused with the power of the Void. Because of that we consider them genderless and their birth condition was also supposed to leave them without a mind, will and voice. Thanks to this particular condition, void creatures are the only ones that can contain the Radiance, since the Radiance feed themselves with the light of dreams also distorting them as if they were physical entities. However purity of the Hollow Knight was misjudged because they created an emotional bond with the Pale King who raised them.
“Regardless of their impurity, the Hollow Knight was trained and raised, eventually becoming a fully grown Vessel. The Radiance was sealed within them, and they were chained within the Temple of the Black Egg where they were expected to contain the Infection for eternity. However, because of the aforementioned impurities, the Radiance could still exert influence. It ultimately resulted in the resurgence of the Infection and the Kingdom falling into ruin. Over time, the Hollow Knight disappeared from the fallen Kingdom’s memory. Only the Memorial in the middle of the City of Tears testifies of their sacrifice to save Hallownest. After some time, the Radiance’s power broke out of the Hollow Knight, cracking their shell and fully infecting them. This event was the catalyst that brought the Knight back to Hallownest. The Knight can free and fight the Hollow Knight after killing the three Dreamers who sealed the Black Egg’s entrance” .
The fate of the Hollow Knight is linked to the end of the game chosen by players, because there are different finals:
- by killing the Hollow Knight the Knight takes their place in sealing the Radiance;
- by entering their mind with the help of Hornet the Knight can chase away the Radiance;
- by defeating Absolute Radiance at the peak of the Pantheon of Hallownest the Infection vanishes forever and the Hollow Knight can then be seen walking out of the Black Egg’s temple, freed from the Infection.
Now let’s move on ti analyze the main divinities in the game’s lore.
The Radiance:
“The light. Forgotten. The plague, the infection, the madness that haunts the corpses of Hallownest… the light that screams out from the eyes if this dead Kingdom. What is the source? I suppose mere mortals like myself will never understand”.
The Radiance is a secret final boss and the Absolute Radiance is her final form. She’s one of the higher being god-like bugs above mentioned, opposed to the Void, her ancient enemy. She gave birth to the Moth tribe and because of that they revered her. Unlike the individualist society of Hallownest the Radiance offered unity to bugs at the cost of a mind incapable of thought.
“After the Pale King arrived in Hollownest and expanded the minds of his new subjects, the Moth Tribe turned their backs in the Radiance and worshipped him instead. In doing so, the Radiance was almost entirely forgotten, Yet traces of her memory remained, such as a statue on Hollownest’s Crown. Her memory started spreading throughout the Kingdom, by then in its golden age. Soon, all of Hallownest began to dream of her, appearing to them as a blazing light. These dreams could break the minds of bugs and eventually enslave their wills to hers. But the King and his subjects resisted her memory, which started to manifest as the Infection. The Pale King attempted to stop the Infection by sealing the Radiance within a Vessl. These creatures, infused with the Void to be without a mind and a will, were to be able to withstand the Radiance’s influence. The Hollow Knight was chosen, raised and grown for that purpose. The Radiance was sealed within them, and the Vessel chained within the Temple of the Black Egg. However, the Pale King failed to realise the Vessel’s impurities of mind. Because of this, the Radiance was still able to invade the dreams of bugs. She ultimately wiped out the Kingdom of its inhabitants, whose King had vanished, but left the rest of the land untouched.
Time passed, Hallownest turned into a myth while the Radiance remained sealed. Her influence finally started to break out of the Hollow Knight. She regnited the full power of the Infection, threatening again the land of Hallownest and prompting the Knight to return to Hallownest”.
I found the use of light as a villain very interesting. In fictions light usually wins over darkness as god wins over evil, but in the Kingdom of Hallownest she’s the real enemy, since, in real life, the bugs follow the light blindly. However I’d like to introduce a theory now.
We can consider the Kingdom of Hallownest as built on three levels:
- the higher level is the outside world on the surface and from which the light comes through: this maybe recalls heaven, but as we said for the bugs is more comparable to hell. The vision of something which comes from a otherwordly dimension can drive everyone crazy;
- the middle level is the realm, with its inhabitants;
- the lower level is the Abyss: in fictions the Abyss usually recalls hell but that’s not totally true for Hollow Knight because of different reasons:
i) we can find the corpse of the Vessel used and thrown away by the Pale King, but it’s also the place that gave birth to our heroe, so it cannot be considered totally negative;
ii) the game tells us that the Kingdom of Hallownest is a tribute to all what bugs have been in life and this fills with a different meaning this place;
iii) we can find the Void into the Abyss and thanks to them we can defeat the Radiance forever.
So, in other words, in Hollow Knight’s lore the meaning of heaven and hell is reversed.
If we consider this theory true, we can finally appreciate why Radiance chooses to punish Moth tribe: another recurring theme in the narrative is the God who punishes men who turn their backs. Moth tribe chose the Pale King because he promised wellness, an earthly value, forever. This is clearly a sin and the tribe deserves to be punished.
The Void:
The Void is the substance of The Abyss, most of them is found in a sea at the bottom of the Abyss, but multiple beings exist who consist of Void themselves. The Void is “the power opposed”: it has the ability to oppose the light based Radiance and Pale King, who are both describes as light. When the Knight acquires the Void Heart and learns about their past the Void is unified under their will.
Since the Void completely leaks any kind of emotion and the hope It is capable of containing the Radiance, who feeds herself with dreams as if they were physical entities. Its nature of nothingness allows it to be filled with something and that’s why having been raised by the King made the Hollow Knight feel love and become imperfect.
The Pale King and his Queen:
“The old king of Hallownest… he must have been desperate to save his crumbling little world. The sacrifices he imposed on other… all for nothing”.
The Pale King is considered to be a higher being who used to be the monarch of Hallownest, mate of the White Lady and ruler of the White Palace. We find him dead on his throne in the White Palace. I am sure he died of despair for not being able to find the bathroom in that absurd place he called home and whoever has played that level will agree with me. I mean, the architect should be sued.
As wiki says, he’s an ancient Wyrm who wandered through mountains and across the wasteland until finally stopping by Kingdom’s Edge. Once there, the Wyrm shed the skin and transformed himself into the Pale King. He reduced his form in order to match the bugs of Hallownest.
Contrary to what is commonly said, I don’t’ think he is a higher being for real. I think he was a mortal bug like all the others, but remaining mostly closed in his Palace he was deified by his subjects. As a matter of fact, while the Radiance has never stopped giving her people the light she promised, the Pale King has not kept his promises and if he really was a divinity he would not have died. He symbolizes the earthly power and the aura of divine that hovers around monarchical figures, who do not mix themselves with their subjects, they often make promises that they cannot keep remaining enclosed in sumptuous palaces.
Moreover, the children whom the Pale King and the Queen gave birth to are just vessels, which are mortal remains and not divine spirit: it’s the difference between the mortal body of Jesus Christ (given to him by his mortal mother) and his immortal spirit (given to him by the divine father). In the same way, the Knight possesses the mortal remains of their parents but infused with the spirit of emptiness that characterized their divine nature.
Anyway, the Pale King gives to his people free will, while the Radiance claims intellectual slavery.
The Knight:
“An enigmatic wanderer who descends into Hallownest carrying only a broken nail to fend off foes” – official manual.
The Knight is the protagonist of the videogame. A discarded Vessel, child of the Pale King and the White Lady, born in the Abyss with Void inside their shell. Like the rest of their Vessel siblings is genderless. They embody emptiness: they are not created by anyone except by emptiness itself. They are a messianic figure who bring peace to the Kingdom.
Nightmare King Grimm:
“The expanse of dream in past was split,
One realm now must stay apart,
Darkest reaches, beatin red,
Terror of sleep. The Nightmare’s Heart”.
Nightmare King Grimm is the Dream form of Tropue Master Grimm: “Through dream I travel, at lantern’s call to consume the flames of a kingdom’s fall”. As wiki says, The Grimm Tropue is a mysterious travelling circus from the Nightmare realm to wherever the Nightmare Lantern has been lit by acolytes. They gather Nightmare Flames from ruined lands to fuel the sinister being enslaving the Troupe, the Nightmare’s Heart. The Nightmare is the dimension where the Nightmare’s Heart rests. The Nightmare’s Heart is the proper host of the Nightmare, as the Radiance is the host of the Dream. The Nightmare’s Heart is a higher being responsible for the Ritual of the Grimm Troupe, Grimmchild and Troupe Master Grimm are its spawn.
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The Young group, and the main plot
(I’m doing a lore wrap up at the end, and since some people have kids I gotta bring them into the fold)
part. 1
part. 2
part. 3
part. 4 you are here
It starts when Janine, a shadow monk yuan ti, is told why her dad really went missing. She figured out that he was a part of the mafia a while ago, and befriended the son of the mafia leader, Silver, a rogue thief shifter, as they grew up together. He’s the one who tells her that her father deserted the mafia, so his father sent hers off to fight int he gladiatorial pits of some kingdom. Furious she decides she’s going to find him convincing Silver to come with her knowing he doesn’t want to be in this mess either.
As they travel they meet an experienced shadow sorcerer feral tiefling, Marnie who they ask to come with them as she is looking for her brother who apparently left the town he supposed to be running. the last lead she had was that he was at this college helping people study before suddenly leaving with some tabaxi and high elf. (Grimsley and Elsa)
They make it to the kingdom run by Triton’s (specifically Alaric’s kingdom) by way of some pirates who apparently are under new leader ship as their past captain a wood elf betrayed them, per the crew. (This will later be revealed to be Archie) The captain though currently is on another ship.
Also on board is another group.
This group consists of a circle of the Shepard druid named N, an aasmir berserker barbarian named Gladion, and an aasmir unity cleric named Lillie. The groups talk some but each group seems to want to keep to themselves. However while in town both groups are lead to the same place seeing each other again at the gladiatorial pits hearing about a minotaur (Bruno) breaking their opponent a yuan ti (koga) out of the pit. Realizing they maybe useful N and his group explain their story. N starts by saying he used to be in an adventure group with his adopted father, ghetsis. He had been ripped from his plane to this one waking up to find Ghetsis open to take him in. However on that journey the party realized that Ghetsis served an evil god, and was in fact the one that used a machine his god instructed him to make that could shift planes which ripped N from his home. When they accused Ghetsis he attacked and killed them all, but N heard the whole thing running away. He now is back stronger than before wanting to stop his father.
Gladion and Lillie were happy with their mother and father, till an experiment, plane shifting caused their father to disappear. Realizing their mother was loosing it Gladion ran off getting brought in by a bug bear Guzma who ran a place for races that were looked down on though secretly was working with the mother as well. He found out in her grief she made a deal with some god to merge all the plains into one through Lillie who stayed at home. However when he tried to tell Lusamine she was going too far she used him in her latest experiment which sent him spiraling into the fey wild for too long making his mind scattered enough for the the patron to give Lusamine something to control him. She and gladion later teamed up, gladion to get guzma back, and lillie her mother. They and N both suspect the same planar god is working them both against each other.
They find out yes Janine’s father was the yuan ti but apparently this minotaur was oddly more sentient than any others, N figures it’s another planar shifter brought over by another test.
Now since there is alot here let me just explain the other connections that will happen before the climax.
Kanjo group will run into villain group. Koga will recognize Giovanni and a fight will break out as it is revealed his old boss was Giovanni who sent him to die. Eventually fighting will cease as Giovanni brings up that he doesn’t know where Janine is since she ran away with his son. He wants to find them, but has ceased leading Rocket. The groups go on one adventure together thinking they have a lead on the kids, but it is a bust, and Koga insists the groups split back up. The groups do discuss the children though.
Unknown to Cyrus the tech he’s investigating is old tech that was the god’s first attempt to merge the planes of existence together. Lusamine being there is able to now what is important due to her experiments with making a plane merging machine on a small scale. She was the brains and ingenuity the god needed having failed the first time around. She is able to inform her patron who informs Ghetsis to tell the person gathering up the needed tech where to look for what they need to grab. Ghetsis also tells of other locations Cyrus knows about for other agents to investigate.
That other agent is Piers who has no idea the kind of people he’s wrapped up in however he is following what his patron says occasionally telling the party he has a lead on his father when in reality it’s to go to these places the villain group hasn’t gone to grab what his patron says is important.
The next group Kanjo runs into is this main group who they run into rather often as the journey progresses. Florie and Bruno hit it off well as Florie admits to not being from this plane either and ripped from her home. Alaric recognizes Bruno as one of the fighters from the gladiatorial pits in his home kingdom but keeps this quiet. They also inform Piers they’ve seen other people with his patrons insignia telling them where they are.
The main group meets up with villain group. All is going fairly well until Ghetsis pull Piers aside to reveal they follow the same patron and begins discussing the items he was told to gather. He gives them over, but is suddenly feeling that something isn’t right, later rejecting the patron that night. Fiore is feeling the same suspicious of why Lusamine seems interested on when she got to this plane recognizing as her not from it. Meanwhile Maxie and Rose talk to Willie in great length as Willie’s land is interesting in nature for maxie and also lacks magic which interests Rose. The god confesses to Lusamine and Ghetsis they’re following the same patron, and that Piers is no longer trustworthy. He gives them the means to frame the other group for a serious crime as the Piers and Fiore tell the group that these people aren’t trustworthy. The rest of the villain group being tricked to think these guys cause heinous crimes fight them only to have the group run away. Piers now bent on righting what he did takes up being a wizard to right his wrongs.
The next group they run into is the young kids group. Piers and Marnie are delighted to reconnect, and Marnie is able to help Piers unlock his sorcerer abilities becoming a sorcerer of rock instead of shadow like his sister. Meanwhile The groups are able to talk about what they’ve learned and seen mentioning the other plane shifters they’ve seen such as Bruno and Sofia. Lillie recognizes the centaur and minotaur as people her mother brought over while experimenting bringing one person at a time over. At this point this party is has figured out the patron wants to bring all the planes together to absorb all of their magic. The first location of this happening was in Willie’s land which is why it lacks magic. However this was done by a ritual which wasn’t strong enough so they’re crafting a machine to make it strong enough to work. The timing of this happening matches up when N along with other genasi were suddenly brought into this plane, and when Gladion and Lillie’s father had that accident. Thus the ritual was only able to bring part of certain plains over, earth, water, fire, and air which is about all that the land has where Willie is from. It also explains why N seems to be made up the same rock of Willie’s home. Horrified as they realize that Piers may of just given the last pieces over to Lusamine and Ghetsis they want to hurry and find them. However Alaric at this point is fed up that things have traveled so far from finding his wife, and is worried for his kingdom deciding to go home wanting to be with family if the world truly does end. When he leaves Elsa’s god finally tells Elsa who she is, the run away wife of Alaric who was terrible and tried to imprision her. Though Elsa now wants revenge she agrees the fat of the world is more important.
While this is happening Kanjo team has some of this plot together doing random adventures knowing some ancient god wants to absorb all of the magic. They know artifacts of tech keep being stolen from temples, they finally manage to follow a culprit who turns out to be Piers’s dad, Karen being a blood hunter can recognize the scent. Another thing they have been looking for is Will’s brother who apparently has been missing for some. They find the bard wizard with pier’s father who is operating Archie’s old crew as those transporting the tech for the machine. Archie had not told them the full story about being framed, but did recognize the symbol he had on him as the one these pirates have now thinking that Archie is in on it, Koga already not trusting them feels this is some mafia plot to gain magic power, and also what with Rose’s comments on original power they assume all of them in on this.
They arrive to the machine first, and begin taking out people. That’s when the villain group arrives who they attack convinced their the bad guys while Lusamine and Ghetsis spur it on while finishing up the final parts to the machine. The battle is tight with kanjo loosing but the young group, and main group all arrive in time to help very quickly the physical fighting becoming tense talking as many strings are all coming together. Grimsley recognizes Ghetsis as the man to curse him, and Ghetsis admits he had used disguise self to get Piers to sign the contract which is why he didn’t recognize him when they first met. Gladion getting the thing controlling Guzma away from his mother, and breaking it, freeing the bug bear who makes the villian group realize they’ve made a terrible error. Archie explains his story about being framed for Piers and Marnie to recognize that was their father. N explains everything else recognizing Marnie and Piers’s father as one of the original party memebers. Lusamine now realizes she’s been helping the being who took away her husband, and is furious however it is too late. Cyrus is realizing how dangerous this tech was. Rose has learned magic is technically infinite but it won’t be if this guy takes it all. Maxie realizes what happened to Willie’s land and. Giovanni and Lysandre are PISSED to of accidentally helped evil again. Bruno and Sofia are angry this God dragged them from their world. Karen, Lance, Grimsley, and Elsa along with personal connections to party members are here cause well they want to live thanks.
Ghetsis has gone to do the ritual, using Will’s brother to read the first part of the ritual. Unknown to Ghetsis this kills him so that the god can over Ghetsis claiming humans were the easiest vessels to operate. With that they start the machine as the ritual has been activated. As the planes begin to collapse in on themselves the magic energy congregating the various parties now fully teamed up have to all fight essentially a massive god to stop it.
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