#come catastrophes or wakes of vultures
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Really love how all the EX stage names for Come Catastrophes or Wake of Vultures, a event that ends in a climactic pistol duel, describe the process and consequences of deciding to kill another human.
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JESSICA THE LIBERATED
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Okay so I've finally gotten to Jessicalter's Oprec and now feel qualified to talk about Come Catastrophes or Wakes of Vultures. holy shit. This went straight into my list of top Arknights events. Fantastic event, spoilers will be under the cut so I HIGHLY RECOMMEND reading the event first. It's really good and worth your while.
Anyway, what follows is a scattered mess of thoughts about this event and things that stuck out to me.
First off, plot stuff! I'll probably cover this when I do my next plotline recap post, but what I took away from the end is that Clip Cliff seems to want to make Blacksteel independent, or at least more self-determining than it is now. He seems to be gathering resources and assets like mobile city plates and investing in long-term infrastructure like merc training, so he definitely has a long game he's pushing for. I don't think we know enough go speculate about his goals, but we'll definitely be coming back here again. After all, Tila has an infection monitor in her art, which probably means she's going to be playable at some point in the future.
Next, having looked into this a little on my own, I was interested in some of the previous places Raythean has shown up. Specifically, the ones that stood out were the drones in the Kazimierz Major and arming Silverash's forces in Kjerag, which might be referring to the Tschäggättä. It's not just notable for their apparent level of technology, but also as a faint connecting thread between three separate capitalism plotlines. I don't know if that's going to be meaningful in the future, but I found it interesting enough that I thought I'd bring it up.
Now on to more narrative things. While I love Liskarm and Franka, I do think it was the right choice to give them less screen time in this event. They're both (for the most part) fully-realized characters who understand their own motivations and morals. This is above all else an event about Jessica learning to stand on her own as an adult, so it makes sense that they're more here to support her than they are to play their own roles in the story.
Speaking of said roles, I liked the event's commentary on cops. It pointed out an interesting distinction that I wouldn't really have ever thought of, that between mercenaries and cops. To start: cops exist to protect property, not people. The police exist to protect things and do not have an obligation to err on the side of people over things, and in fact are supposed to do the opposite. This event understands that, and that role os the core of how the bank treats the Blacksteel mercs. CV, however, raises an interesting point that mercenaries are bound by the letter of a contract and not the larger obligation to property cops are, so they can actually raise moral objections and point to their contracts, sort of a Lawful Evil/Lawful Neutral to cops' Neutral Evil. The independence of their position with respect to cops allows for more of an independent morality than you'd get in a cop story and I like that, I think it's a really smart direction to take your writing in.
On a (mostly) separate note, holy shit Arknights is really good at writing cowboy stories. Between this and chapter 9 (and I would argue An Obscure Wanderer), Arknights has repeatedly made it clear that they Do Not Fuck Around with their cowboy stories and I'm surprised I haven't heard more people talking about it. It kinda has everything:
- It takes place in a rural, working-class setting undergoing a larger imminent societal shift that can inform the larger narrative, and deals with a semi-mythologized past that is rapidly disappearing.
- It has a protagonist and an antagonist that serve as foils, both very heavily affected and defined by the (same) violence in their past that they've both had different reactions to. Our protagonist has come to terms with the violence as a tool to maintain order, while our antagonist has used it for personal gain and in some ways lost control of it.
- It's a story about community, and heavily emphasizes local and personal community over larger artificial corporate "community". That's my reading of the recurring motif of the cold btw, warmth represents the close, personal community Davistown used to have and the cold that now pervades it comes from how the bank has systematically dismantled that community.
- And, I'd argue most importantly, it understands the narrative power of a bullet. The Showdown at the end of a cowboy story is powerful because we've spent the entire runtime of our story with these characters, and they are now facing each other down with the intent to end one of their collective two stories. The entire weight of the narrative so far comes to rest on a single moment of tension. It's really hard to gather up the kind of narrative momentum you need to make that hit like it does in CV. For example, it requires a really light hand with actual action in the story, so that it really does feel like it's an even standoff between our protagonist and antagonist. On the other hand, though, you do actually have to establish the relative skill of both parties and actually sell the danger of the moment to the audience. It's really hard to toe the line between tension and actual action in a way that makes for a satisfying resolution, and CV does it extremely well.
Honestly, Arknights just seems really good at getting the vibes of American media right. This is something I noticed in DV and Lonetrail too, and I haven't really been able to put my finger on what it is about them, but the vibes are just really on-point. I want to write more about this at a later point once I actually figure out what it is that I'm feeling, but maybe it's the setting, maybe it's the cast, maybe it's the plot points, maybe it's something in between — it just seems to understand the spirit of period cowboy stories in a way that I can't describe. Good shit.
Finally, I wanna end this with where Jessica is now. The events of CV take place In between the events of Loneterail and Ideal City, so the current "now" of the story is a few months ahead. Jessica left for the frontier along with Woody, Helena, and Miles. They live together in a small new settlement, building the place from the ground up with Woody and Jessica acting as town sherrifs. At the point we're at now, rhe town is fairly well-established and Woody has temporarily left on other business, leaving Jessica the sole sherrif of their new settlement. However, she's risen to her new station, and is growing into a stronger person than she ever was before.
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Honestly, I think this is one of Arknights’ most underrated events. The atmosphere of the town was one point, as we saw it being destroyed by the banks, perfectly represented by a fantastic cast. It was great to see Jessica’s journey to breaking into banks, and the final scenes got me feeling emotional. It felt like a reminder of how Arknights can take any theme or genre they want and excel at it if they so choose.
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just a suggestion what if we all blew her up
#arknights#ccowov#come catastrophes or wakes of vultures#fuck you fuck you fuck you#why didnt we beat HER up instead of cliff
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#OH BITCH I KNOW THAT’S RIGHT#Jessica I was not familiar with your game#I thought all you did was cry#but now you grew up#and keeping your foot on ppl’s necks#I have no choice but to stan#AK is so good with these storylines holy shit#but unfortunately I just hate anything coming out of Columbia at this point LMAO#just capitalist vultures from Rhine Lab to Blacksteel#but hey I guess HG modeled Columbia after America so I suppose it tracks#come catastrophes or wakes of vultures#arknights#明日方舟
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A detail I like in Come Catastrophe or Wake of Vultures is how Clip doesnt actually have a real answer for what he even gets out of doing the horrible things he does. He is already mega wealthy. He claims pragmatism but really, he could just quit and go enjoy a retirement with his mountains of cash and no strings attached. It almost seems more like he has just gotten so used to what he does and cares so little for the people hurt by it that it just does not even occur to him that he can just quit. Does making even more money when he is rich enough to be able to have a friggin landship for his organization (note that Rhodes Island was dug out of the rubble and was only made operational cause Closure is a genius, Fort Barron seems like it was just constructed for Blacksteel) I still have a tiny bit left of this side story but so far it has been one of my absolute favorites up there with Lone trail or What the Firelight Casts.
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Thoughts on Come Catastrophes or Wakes of Vultures
I really appreciated Come Catastrophes or Wakes of Vultures for how grey it is. While conflict between Idealism and Reality has always been a reoccurring theme for Arknights, and is indeed a strength of its world building, typically the furthest the writers'll go is to have the protagonist organization choose lesser evils while having good intentions. Think Silverash’s faction staging a coup to industrialize Kjerag. Blacksteel is handled in a far more interesting way because a mercenary company carries a far heavier ethical baggage than say a violent resistance movement. Unlike other storylines, here Reality triumphs over Idealism and the game takes pain to say that the inherent evil of having your tool of the trade be violence will inevitably erode away whatever ideals carried you into the recruitment office. It matters little if your goal is to make a buck or find glory or world peace, you’re still going to be protecting parasites and evicting people because this dirty work is what violence is used for, you will get your hands dirty because this is your job. Franka and Liskarm and Almond are still complicit, even though we know they’re good people. And Jessica’s coming of age is realizing that you’re not going to find inner-strength or a sense of self-accomplishment coercing people, so she chooses to undergo self punishment / exile through pioneering in a very Crime and Punishment way which I really liked for all the reasons I like Crime and Punishment. Furthermore the premise is fantastic, a rust-belt town being suffocated by finance capital so they can do gentrification taken down by the wronged and a local who ascended to the private-managerial class only to be disgusted by her work and fights back is relevant and fantastic, the fact that despite everything capital succeeds in destroying the town and sends all residents into either crime or debt-slavery enforced suicidal exile makes it also realistic. And thankfully, they didn’t find a way to inject Rhodes Island into a story they don’t belong in, which I’m sick of because I’m tired of angels. This is up there with Break the Ice for me, if only they didn’t try to add the slight positive twist at the end for Blacksteel like they always do, but anyways this is truly a great work of proletarian literature, all hail Chairman 海Mao.
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New Arknights event came out yesterday, with quite the title: "Come Catastrophies or Wakes of Vultures." To start, I got the new version of Jessica in 20 pulls, and Almond/Laura was my guaranteed 5 star in the first ten, so pretty inexpensive to get both event operators. A bit unfortunate that the mechanic really seems superfluous in the first set of stages (except the last one), but maybe the challenge stages will do more with it.
Now for the story. There are a few hints to potential later events or story beats included, namely Cliff's intentions for the future, but the story really is about Jessica finally figuring out what it means to actually risk something to help people, which you'd think she had some idea of when she became a merc, but as it turns out, no. There are some really great moments in the story, such as the bathtub analogy (how it's easy to help others when you don't have to risk anything to do it), the singing in the bar, Helena overall (she's just great), the bank heist being planned by someone entirely in her head for what had to be months of internal conflict on when or how to go through with it, the later revelation that the bank had planned to gut the entire city for a decade and the Columbian government had officially announced said gutting in a September recording 3-4 months before the in game event...
It's a fantastic little story of the intersections of money, warfare, and power under capitalism hurt the average people, and how no individual can stand against systems alone, no matter how much power they think they have. It's tragic, but Jessica risking everything for the smallest but most important victory she's ever won is pretty amazing. And I think Cliff might have his eyes set on a bigger victory that could go in an interesting direction if things turn out for him.
One thing I will say is that there are multiple points in the story where it felt like it could really be building to a really climactic moment or even the end of the story, and there were so many stages left to clear before the end. The flow of Arknight's stories doesn't always feel quite like it should IMO. "Lonetrail" nailed it so it's not impossible.
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there needs to be more art of this man
commissioned to DaigoDoggyma!
#commissioned#arknights#arknights fanart#“clip” cliff arknights#cliff arknights#rupert arknights#how do you tag this fucking guy#come catastrophes or wakes of vultures#fucking badass event name btw#and his boss theme is an absolute banger
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This event really felt like a western movie to me in so many ways
I doubt it's a coincident that Woodrow's hat looks a bit like a confederate hat and Cliff's like a sheriff hat.
Or that they are both men broken by the very same war that dealt with it in completely opposite ways.
Or the fact that we're dealing with a bank taking over a impoverished mining town, which is a very Western setup.
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Arknights Lore Recap - August 2024
Sorry I'm late on this one - it ended up being way longer than I expected, and rounded out at over six thousand words. PLEASE do skip around and just read what's important to you, I know I certainly couldn't stomach reading all this in one sitting. Also, this isn't gonna include a lot of IS4 stuff, not even because it isn't important but because I haven't actually gotten most of the endings yet :(
Anyway, regardless of all that, here's your biannual Arknights lore recap! The usual disclaimers apply - while this will technically be spoilers for everything up to the current state of the Global server (Post-Here a People Sows, Pre-Lucent Arrowhead and Babel), I've done my best to avoid individual spoilers whenever possible. The idea is to summarize the game's current plotlines in a way that can get new players up to speed and refresh the memory for folks who've just lost track of all the nonsense going on at the moment. All this and more, under the cut!
Side Plots:
Okay first of all, I'm changing the way I organize things. I've realized it's somewhat silly to have the big spoilers right at the top, so the main story is now at the bottom.
In addition, to just quickly define what I consider an "active plotline", I'm including plots that have had more than one continuous event and haven't had a major resolution to its story.
Sui Siblings
Ancient Forge(?) / Who is Real / Invitation to Wine / Where Vernal Winds will Never Blow / A Death in Chunfen(?) / Here a People Sows
Nian / Dusk / Ling / Chongyue / Shu / Ji / Wang / Lava / Zou Le / Lee / Lin Yusha / Waai Fu / Basically every major Yanese government figure
Long ago, in the pre-history of Yan, the land was ruled by ancient gods called Feranmuts. In the founding myth of of the country, a leader named Yan united the disparate tribes of humans and then waged war on them. Despite the god-like powers of these Feranmuts, Yan was able to subdue them with the aid of a traitor - a young and haughty Feranmut named Sui who sought to be the only one with the powers of a god. In the "Great Hunt", all of the old Yanese Feranmuts were killed or subjugated, and then Yan turned on Sui, binding and sealing It forever. With the Feranmuts gone, the nation of Yan lived in peace and prosperity, free from their shadow forevermore.
At least, that's what was supposed to happen, but Feranmuts aren't quite so easy to contain. Over time, Sui's consciousness began to slip out of its bonds piece by piece. These fragments each wandered the world without real form until they were able to answer the question "Who am I", at which point they gained personality and ego distinct from Sui. The Yanese government isn't exactly happy about these fragments wandering around, but there isn't really a whole lot they can do about it - the Sui fragments have godlike powers, after all. They've established a secret branch of the government called the "Sui Regulator" to keep an eye on them, and have mostly left them alone.
The events featuring the Sui Siblings actually take place a few years after where we are in the main story - Zwillingstürme im Herbst takes place around the fall of 1100, while Who is Real takes place in the fall of 1101 and Here a People Sows is in the early Summer of 1102. These events follow a series of plots surrounding the revival of Sui - that is, if all of the Sui siblings gather together in one place, they will re-combine into Sui again and It will be freed from its prison. This is promoted by some factions of the government, who presumably want to take advantage of the Feranmut's power once more, as well as some of the Sui siblings - to our current knowledge, these are Wang and Ji. Most of the Yanese government opposes this for obvious reasons, and has instead taken a stance hostile to the Sui siblings. We've even run into other Feranmuts who have gotten involved with the conflict - Ya, an ancient peer of Sui, is roaming Yan seeking retribution from Sui, and wants to reform It so It may finally answer for its betrayal. Finally, a growing portion of the Sui siblings are gathering to try to figure out a way to escape their fate. The exact details of this plan aren't totally clear yet, but it seems to involve using some sort of magical proxy of Sui to grant them independence.
A last note should be given to the subject of Jie, the Sui Sibling with the domain of writing. She's been alluded to in previous events, but we only really got details in Here a People Sows, and it's implied she'll be important going forwards. Jie was a kind and benevolent figure who wanted to spread literacy and writing among the people of Yan. She was successful - she appears to have birthed the modern Yanese education system - but in doing so, she gave up herself. Around 60 years ago, she either disappeared or was murdered. Whatever the case, she appears to have disappeared from the memories of everyone but her siblings (without spoiling Here a People Sows, that's an important clue). Her disappearance seems to have affected all the siblings, but Wang most of all, and he cites her as a major reason behind his actions to reform Sui.
Seaborn Struggles
Grani and the Knight's Treasure / Under Tides / Stultifera Navis / Mizuki and Caerula Arbor
Skadi / Specter / Gladiia / Kal'tsit / Irene / Lumen / Ulpanius / Mizuki / The Last Knight / I guess we can count Ishar'mla as a character here too.
Of the many dangers facing modern Terra, none are quite as terrifying as the Seaborn. Armies can be reasoned with, superweapons can be commanded, Originium can be cleaned, but the Seaborn alone present a constantly growing and evolving threat to all life on Terra. The Seaborn are probably best described as an organized group of convergently evolved sea creatures working together under a single will, with an animalistic drive to absorb and assimilate all life into itself. It spreads and consumes across the ocean floor, becoming more powerful with each new creature it eats.
The nations of Terra are no strangers to the seaborn. Iberia used to be one of the most prosperous nations on Terra. During the nation's golden age, they quite literally spanned the continent and established colonies across Terra. Their navies spread their power across the world and made them almost unarguably the most powerful nation on Terra - but all that fell apart when the seaborn finally set their sights on Iberia in a period known as the First Great Silence. Iberia's international empire collapsed, their grand ships fell into ruin, and the people became insular and distrustful of outsiders, guided by an inquisition tasked with burning out the alien with the little fire they had left.
Besides Iberia, the Seaborn are also an enemy of the isolated underwater nation of Aegir. Aegir is much more technologically advanced than the rest of Terra, but they've also been alone against the Seaborn for decades if not centuries. While we haven't been there yet, they're apparently not doing very well. They've struggled to match the Seaborn's strength, adaptability, or unending numbers - which led them to some desperate places. In a last bid for survival, they created a small group of super-soldiers by putting Seaborn blood into a select group of Aegir people who would be able to resist its call. This elite force of soldiers struck back against the Seaborn and, in a desperate final battle, slew the "god" of the Seaborn, Ishar'mla, a single entity that commanded the collective Seaborn will.
However, as is often the case in Arknights, gods don't die all in one go. The will of Ishar'mla was preserved in the mind of one of the Abyssal hunters that killed it, a young woman named Skadi. She and the scattered remnants of the Hunters were cast ashore and eventually gathered in Rhodes Island. Now, the Abyssal hunters fight a twofold battle against the Seaborn and themselves. They must use the strength in their blood to push back the Seaborn and protect the land, but they must also keep an understanding of who they are, or else Ishar'mla will awaken and all will be lost once more.
A special addendum should be added here to explain Integrated Strategies 3, which is (kind of) canon. Ending 1, in which Mizuki meets Highmore and brings her to Rhodes Island, did actually happen. On that mission, though, they find the Stele featured in the "Wander into Wonderland" node and the furniture rewards. Through a mixture of ancient technology and Seaborn-ness, this object allows Mizuki to read the memories of the Seaborn in alternate timelines, and play those potential futures out for the Doctor. We as the Doctor have seen pieces of these futures, but they do not exist as of yet.
Angels and Apostates
Guide Ahead / Hortus de Escapismo / Zwillingstürme im Herbst
Mostima / Fiametta / Executor / Enforcer / Cecelia / Andoain / Pope Yvangelista XI / Oren / Arturia / lots more people but I think those are the important ones
The city of Laterano is something that should not exist on the face of Terra - a paradise. The city of the angelic Sankta people is peaceful, calm, and harmonious - a rare oasis set apart from the suffering of the rest of Terra. The Sankta share an innate ability called "empathy" which allows them to share their emotions with each other, allowing for a uniquely peaceful society almost alien to Terra. Laterano is a city without conflict and without pain, and yet it is still wrong.
As much as I would love to get deep into the philosophy of the Laterano plotline, the first draft of this section ended up being like a thousand words on its own and I'm not going to put you through that. To be extremely brief, the plotline centers around the exceptions that are made to the supposedly absolute Law of Laterano. The first event follows a mixed-race Sankta and Sarkaz child, who shouldn't be able to exist according to the scriptures. Sankta and Sarkaz are ancient enemies and considered to be anathema to each other, and Sarkaz are not allowed into Laterano. Her very existence raises questions about the nature of the Sankta and the faith's rules, and not everyone is eager to have these questions answered.
This is followed up by Hortus de Escapismo, which is one of the most dense and critically complex events in the game. In short, Federico Giallo, known to Rhodes Island as Operator Executor, is canonized as a Saint of Laterano and given all the authority that comes along with it. He is then sent out on a mission to a lost monastery that was stranded for the last ten years, in order to return it to Laterano. Over this time the Sankta in the monastery have built a settlement with other people of Terra in order to survive, and that includes Sarkaz - who cannot be allowed in the city of Laterano. Bringing the monastery back and helping the people there will require breaking the community and leaving the Sarkaz behind. As a Saint, it is now thrust on Federico to navigate this conflict between the doctrines of the Lateran faith and the real, practical world before him.
Moving forward, though, it looks like this storyline will become part of the next big act of the main story, particularly in its role in fighting the coming calamity. Pulling back the curtain a bit, Laterano is secretly ruled by a god-like supercomputer called The Law. This computer gives the Sankta their abilities and writes the laws that they must follow. In observing all of the disasters occurring across Terra, notably the Collapsals and the Seaborn, It predicts an even greater calamity on the horizon that It is now acting to stop. Because of this, It is canonizing a group of new Saints of Laterano, something that hasn't happened since the founding of the holy city itself. Supposedly, it's calculated that this is best chance Terra has at success - but judging by the people it's choosing, things look desperate indeed.
Colonial Kjerag
Break the Ice / The Ride to Lake Silberneherze
Silverash / Pramanix / Kjera / Cliffheart / Gnosis / Degenbrecher / Ratatos / Sicurius / Monch / Arctosz / Harold
Nestled in a valley surrounding Mount Karlan is a rare sanctuary. Kjerag, though harsh and cold, is a land that has never known Catastrophes. For all of Kjerag's history it has been protected by the hand of the goddess Kjeragandr and has thus developed in relative safety compared to the rest of Terra. However, in part because of this, Kjerag is an insular nation which comes across as more of a pre-industrial nation than the rest of Terra. They're still very much an agrarian society, and despite recent modernization projects like railroads and mining operations the country remains small and isolated.
These modernization projects are the brainchild of Enciodes Silverash, CEO of Kjerag's largest international corporation and patriarch of the Silverash clan. Enciodes grew up in Kjerag but left to pursue higher education in Victoria, and had a front-row seat to not only their modern industrial world but also to their aggressive colonial ambitions. He came to the understanding that for Kjerag to survive, it would need to become a modern nation like its neighbors, and he resolved to see this happen by any means necessary.
Not everyone agrees with him, though. Kjerag's government has traditionally been formed of the leaders of the three largest clans - the Silverashes, the Browntails, and the Paleroches. Unfortunately for Enciodes, the leaders of both the Browntails and the Paleroches are just short of hostile. Ratatos Browntail is interested in the economic benefits but trusts Enciodes about as far as she could throw him, and Arctosz Paleroche is a staunch traditionalist and trusts Enciodes significantly less than he could throw him - both totally fair opinions considering his sizeable private army and the attempted coup he did a few years back. However, after said coup, all three of these figures ceded most of their authority to the Saintess Enya Silverash, Enciodes' estranged sister and the voice of the goddess Kjeragandr. While she acknowledges that Enciodes has a point, she seeks to modernize Kjerag in unity with its people rather than in opposition to them - rather than making a modern nation, she wants to make a modern Kjerag. It's a small distinction, but an important one, and her popular support and religious authority is one of the few things that can actually keep Enciodes in check.
At the moment, Kjerag is in the process of exiting their centuries of international isolation. It's a slow process but they've made significant steps forward - the country has entered scientific collaborations with Rhine Lab and signed important trade agreements with their neighbors that will ensure the country can keep developing. They've even fought off some intimidation from the Victorian army, stating firmly that they are an equal nation and not a subordinate. Despite this, though, there's a great deal of work still to be done if Kjerag wants to step onto the world stage with its identity intact.
Contemporary Columbia
Mansfield Break / Dorothy's Vision / Come Catastrophes or Wakes of Vultures
Mountain / Robin / Domma / Astigenne / Dorothy / Jessica / Coldshot / Woodrow / Clip Cliff / Liskarm / Franka / Tila
This one isn't really a cohesive plotline per se, but we can be reasonably sure that the game is going to keep going down this road, so it's worth a mention. In the background of the Rhine Lab plotline, we've gotten lots of backstory on what life is like in Columbia. Now that that story is finished, Arknights seems interested in exploring more lower-class Columbian experiences and stories, and putting the people we've seen in the B-plots of the Rhine Lab events in the spotlight.
Life in Columbia might seem glamorous and high-tech from the top, but for most people in the country it isn't nearly as pleasant. Arknights is heavily inspired by the world of the early 20th century, and if you know anything about American history in that period, you'll know that it was kind of a terrible time. Columbia takes a lot of the worst of it, everything from loan sharks to company stores to price gouging on vital goods like medicine. Life in Columbia tends to mean being trapped in a cycle of debts, keeping you just afloat enough to keep working while maximizing the boss' bottom line. But despite all that, Columbia doggedly looks forward instead of inward, spurred onward by a myth of the frontier that promises a brighter future ahead, no matter how you get there.
This plotline has been in the shadow of the Rhine Lab storyline for a while, but has since developed into its own storyline. The roots of this story were laid in Mansfield Break, our first event in Columbia proper. The background world-building told us a fair bit about life in Columbia and especially the outsize impact corporations have on Columbian society. We wouldn't see the full picture, though, until Dorothy's Vision. The DV B-plot showed us the vicious downward spiral of infection in Columbia - Oripathy medication is both prohibitively expensive and practically ineffective, and the debt they take on usually puts them out of house and home. Without the money to keep themselves from going under or the means to change the system beating them down, most infected are forced into brutal frontier work as pioneers, treated little better than beasts of burden. Finally, Come Catastrophes or Wakes of Vultures showed a similar process happening to the people of Davistown even without any infection - the exploitative cycle works no matter who it's working on. Anything is permissible as long as it serves a larger bottom line, no matter how many people it crushes underfoot. In the future, we're likely to follow the mercenary organization Blacksteel as Columbia contracts them to support its growth, but it's hard to say more than that. We really don't know much about where this story is going, just inferences from the rest of the game's stories.
In addition to these plots, we have a few honorable mentions which don't really have enough plot to be included in the main list but I want to throw in anyway:
Slumbering Sami
The Black Forest Wills a Dream / Expeditioner's Joklumarkar / I would argue Fire within the Sand and Zwillingstürme im Herbst belong here too.
Typhon / Magellan / Santalla / Muelsyse?
Life on Terra doesn't suck enough, so you know what we need? Eldritch horrors! The Collapsals are extraterrestrial entities that we're barely able to understand, let alone fight. They appear to exert some sort of corrupting power on reality around them, and are heavily implied to come from outside our reality somehow. We don't know what they are, what they want, or what to do about them. We barely even know where they come from or how to fight them.
The good news is that for the moment the Collapsals are mostly contained. They've only shown up in very remote regions of Terra - namely in the Sami Icefields in the far north and the Foehn Hotlands in the far south - I think? I know the portal was supposedly closed during the Khaganquest but I remember seeing somewhere that they've started to show up again and I can't put a source to it. Someone back me up in the notes if you remember where that's from. Anyway, a lot of very hard work is put in by the Sami people and the Empire of Ursus to make sure that the average person on Terra doesn't even know what a Collapsal is. If you've gotten far enough to know what the Emperor's Blades are, know that we've only seen two or three throughout the main story because all the rest are up North fighting off the Collapsals. Let's kindly thank them for their service, and the fact that we're not going to have to worry about them at all. Definitely. Don't watch PV-4 just trust me.
Fangs of the Feraerus
Main Story excerpts / Il Siracusano
Texas / Lapland / Don Bernardo / Vigil / Crownslayer / Projekt Red / Lunacub I guess
The Feraerus, also known as the Beast Lords, have been hinted at with a couple of characters for a while now. They are powerful creatures similar to but distinct from the Feranmuts who look like animals from our world, instead of the new creatures Terra has in their stead. Some examples are Emperor, the High Priest from Acahualla, or Siege's lions. They are powerful creatures with inherent magic and some apparent responsibility to protect their associated creatures, though the relationship between the beast lords and the races of Terra, human or otherwise, is still unclear.
Regardless, a particular group of Beast Lords is notable for their threat - the Signori Dei Lupi. These are a pack of wolves that live in what is now Siracusa. Because they're wolves in a fictional work, they go by debunked wolf science rules, and are in a power struggle to determine the pack's alpha. Unfortunately, fighting amongst themselves isn't very effective when every member of the pack is an immortal being, so they've instead chosen to settle things by a competition. Every wolf in the pack has picked a human to serve as their champion, teaching them to hunt the others and letting them loose in a sort of battle-royale-style death game. As far as we're aware, Don Bernardo was a fang but has been replaced by Lappland, Projekt Red and Lunacub are both fangs of different wolves, and Crownslayer's mentor, killed by Red in between Chapter 6 and Il Siracusano, was not just a fang but "the first true wolf". We don't know much else about this competition, but we're definitely going back to Siracusa in the future, so this competition is only just getting started.
I don't have an alliteration for Team Rainbow :(
Originium Dust
Ash / Blitz / Frost / Tachanka
Team Rainbow isn't remotely plot-relevant, but with a sequel event coming up I thought I'd quickly recap the original event for those who couldn't read it. Team Rainbow is a special forces from our Earth, or if not something very close to it. A segment of Team Rainbow is sent on an operation to capture the rogue Russian scientist Levi Klitschko. Klitschko has, unbeknownst to everyone, been experimenting with Originium, and right before he's captured he activates a device that sends the entire bunker to Terra.
The team arrives in Sargon and is quickly drawn into a local power struggle. The local lord made a deal with Klitschko, giving him protection and resources in exchange for the scientist creating him an army of Originium-infused mutants. Team Rainbow, on the other hand, ends up helping the local infected when the lord's men come to push them around. Things go south pretty quickly, but Team Rainbow runs into a Rhodes Island squad and they're able to mount a unified assault on the Lord. They break through his mercenaries and reach Klitschko just in time to watch him sacrifice himself to unleash a massive mutant creature, which they eventually bury in the rubble of the bunker.
In the aftermath, Team Rainbow is rescued by Rhodes Island reinforcements and brought to the landship. They don't have a way to return home, but Terra can always find room for another squad of mercenaries, so they decide to make the most of things and set off to explore this new world.
Finished Plotlines:
These are mostly copy/pasted from my last post, because they haven't really changed much. Same deal as before - these plots have basically wrapped up, so I'll give as spoiler-free a review as possible. They're good plots, go back and read them, but until you can this is just a quick summary of where the world stands now that they're completed.
Fear Neither Hardship Nor Darkness
Maria Nearl / Pinus Sylvesteis / Near Light / An Obscure Wanderer
Maria Nearl / Zofia Nearl / Margret Nearl / Młynar Nearl / Dikaiopolis / All of Pinus Sylvestris / Platinum / Roy and Monica / The Doctor / Gravel / basically all the major political figures of Kazimierz
Kazimierz, and the infected living within it, lived without hope. They lived in a dark world, where an oppressive hyper-capitalist system suffocated them, leaving them not just without the means to survive but without any chance of changing the system or fighting the world around them. Pinus Sylvestris knew how to fight the Chamber of Commerce, Dikaiopolis knew how to open up paths for the infected, and Rhodes Island knew how to get medicine to people in need - but none of that could save Kazimierz, because Kazimierz lived in a world without the hope that the system could be changed. Kazimierz needed a Knight - a Knight of honor and virtue, a Knight taken directly from the pages of the storybooks, a Knight that could be the noble light that illuminates the land. They needed brilliant, blinding hope, hope that could not be hidden and could not be denied, to descend from the heavens in their hour of need. The only person who could have saved Kazimierz was Margaret Nearl.
Margaret Nearl won the 24th Major and became the Grand Knight, and has since stayed in Kazimierz to improve living conditions for the infected and push back against the General Chamber of Commerce. The Armorless Union has mostly been decapitated - the Platinum defected, the Lazurites have disappeared and taken on new identities, and the Darksteel has promised to stay away from Margaret and Rhodes Island. Finally, Pinus Sylvestris and most of the rest of the Nearls are now on the landship, working for Rhodes Island.
A New Age is Upon Us
Rhine Lab Manhua / Mansfield Break / Dorothy's Vision / Lonetrail
Silence / Saria / Ifrit / Muelsyse / Ptilopsis / Ahrens Parvis / Kristen Wright / Dorothy / Ferdinand Clooney / Ho'olheyak / Tin Man / Trevor Friston / Mark Max
6,152 meters above sea level, there exists a mysterious barrier called the Starpod. It disrupts arts, tears apart solid matter, and even warps the light that travels through it, rendering space travel or even any sort of medium-altitude flight impossible. It has not always existed, but has covered Terra for almost all recorded memory, and was a simple fact of the world - until Kristen Wright tore it open and flung a spacecraft through.
On November 21, 1099, the world of Terra fundamentally changed. It didn't change in a particularly perceptible way - everyone still got up and went about their day the same day afterwards, and you'll be hard-pressed to actually link anything that will follow to the actions of Kristen Wright. But despite that seeming insignificance, Kristen Wright has left her mark on every living being in Terra, from the magistrates of Yan to the farmers of Sargon to the seaborn crawling amidst the oceans. There is a little something that never existed before - a little fragment of possibility that comes from seeing the world behind the curtain, even if for just a moment. It's impossible to tell where that spark will go. But one thing is for sure - "if, in a century or a millennium, our descendants walk among the stars, the masses will sing her praises."
In more concrete effects, Saria is now the Control of Rhine Lab. She heads the company, and Silence now serves as a senior ethical consultant and head of a burgeoning movement for scientific ethics in Columbia - using the sudden momentum generated by the Trimounts project to push for greater oversight and consideration in the scientific world. Both her and Saria now split their time between Trimounts and Rhodes Island, and Ifrit once again has two moms to spend her time with :)
Finally, Ho'olheyak has joined Rhodes Island with the piece(?) of Trevor Friston that she captured with her arts. The Tin Man and the Maylander Society now have their eyes on Rhodes Island, but more importantly, The Doctor is coming to understand more and more about their past. They're starting to understand their identity, and like Kal'tsit has said, they may not be able to stop.
A Tune, Lingering in my Head
Lingering Echoes / Zwillingstürme im Herbst
Ebonholz / Kreide / The Witch-King / Czerny / Hibiscus / Lessing / Fremont / Hildegarde and Grimmacht
The Witch-King of Leithanien was one of the most powerful casters in Terran History, and even after his death, ripples of his presence still echo through Leithanien and beyond. The events of the Stimmverlust had two main consequences - the Güldensgesatz being weakened, and the Sarkaz Liches departing from Leithanien, as well as the longer-term effect of making Leithanien aware of the presence of the oncoming collapsal crisis.
All of these are significant in their own way - these events were extraordinary important for world-building and writing magic lore and setting up later plots, but none of that really lends itself particularly well to a brief summary, about the closest I can get is "powerful magic leaves ripples, and fundamentally changes the world around it in a way that can be difficult or impossible to undo". It's the sort of plot which can either be explained in bare bones or in extreme detail, but it's too tightly wound around other plots and world-building that there's nothing in between the two. This storyline is likely going to get wound into the Laterano plotlines in the future, so where necessary I'll include explanations with them.
The Main Story:
Main story chapters / Vigilo / What the Firelight Casts
Not a whole lot has changed since our last plot recap, which feels a little weird because of how big chapter 13 was. It's hard to list everything that happened, so I think I'll keep to a shorthand list of all the factions at play in Victoria and what each of them wants, as of the end of Chapter 13.
Rhodes Island
Amiya / Kal'tsit / Doctor / Logos / Ascalon / Closure / Dazmati / etc.
Rhodes Island's goals aren't really set in stone, but they are generally interested in pushing the Sarkaz out of Victoria and ending the suffering caused by the occupation. Amiya has embraced her role as the lord of fiends - she understands that to bring peace to the Sarkaz, she must first shoulder all of the pain they feel, and she pushes on regardless. Towards that goal, Kal'tsit has started to reveal more of the history of the Sarkaz, and Logos and Ascalon are becoming more important. As Amiya becomes more powerful and more sure of herself, the Sarkaz courts are finding her harder and harder to deny.
Darknights+
W / Innes / Hoderer / Paprika / Ulšulah / Ermengarde? I guess?
The Darknights trio has finally made friends! I'm so proud of them. You could make the argument that these folks belong in the Rhodes Island section, but their aims are different enough that I think they ought to get their own brief. This group, but mostly Hoderer and W, are exploring the idea of a new Kazdel - that is, what does Kazdel without the constant cycle of hatred even look like? This has mostly taken the form of rebellion from inside Kazdel's military forces, and actually communicating with people on the other side to ask questions like "Hey do we have a plan beyond constant occupation" and "This kinda sucks, are we sure this is how we want to live". They're the other half of Rhodes Island's philosophical strategy - Amiya can free the Sarkaz of the cycle of hatred, and W and Hoderer can find a way for them to live afterwards.
The Exemplars
Siege / Glasgow Gang / Delphine / Self-Salvation Corps / Horn / Misery
The Exemplars were, originally, an elite unit within the Victorian Military. They were considered heroes, renowned for legendary deeds in service of Victoria. But, in one of their many wars with Gaul, the Exemplars were sacrificed in a political move by the Dukes - the unit was wiped out, the name wasn't revived, and what was left of the unit eventually became the Tempest Platoon we met in chapter 9.
It wasn't Siege's intention to fight a war. Her intent was always to protect its people - the real people, like her gang and the people of Norport. As they've travelled through a war-torn Victoria, though, she's realized that she will not be able to bring peace to her people without the power to end the war. And so, she brings together the people she has saved under the banner of the Exemplars, revived once more - an army free from the Dukes and the Sarkaz, who can bring peace to the people, if Siege can live up to the symbol she represents.
Reunion
Nine / Talulah / Guard / Redblade / Percival / Norwell
I nearly forgot Reunion was here too. Reunion has been going through an identity crisis ever since capturing Talulah. Not only have they lost faith in their strong figurehead, but that figurehead has lost a lot of her own spark, leaving the identity and direction of the movement in question.
That's not quite a bad thing, though - Nine is a much more thoughtful leader than Kashchey/Talulah ever was, Red has always been more of a good guy than a villain, and Guard brought a lot of the philosophy of Rhodes Island with him when he joined up. They now have a chance to not just rebuild Reunion, but to remake it into something better. The trick will be getting it right, because in war-torn Victoria, they'll find plenty of lost infected with nothing to lose.
The Dukes
Caster / Windmere / Wellington / Gododdin / Probably more that I'm forgetting / Eblana and Dublinn
The Dukes of Victoria have been the ruling power in the country for the last few decades or so, and they aren't interested in leaving the country to the Sarkaz. While they've been too busy with their power plays and politicking to oust the Sarkaz before now, they've finally come together enough to begin a united offensive against the Sarkaz, putting the whole of Victoria's might on the field against the invaders.
However, it hasn't been going great for them. The Sarkaz fight differently from the formal armies that Victoria is used to fighting. They field massive revenant constructs, use strange witchcraft, and wield oripathy as a weapon like any other against the Victorian army, and the Dukes have been slow to adapt. The exact state of the war is unknown, but it doesn't seem likely the Dukes will be able to win the war on their own, especially while the Sarkaz control Londinum's catastrophe-causing superweapon.
Even if the Dukes don't win the war, though, they'll still be a threat to everyone else in Victoria. No matter how the Sarkaz are removed, the moment they're gone the Dukes will hold a near-monopoly on military force in the country and will probably try to seize power again, to say nothing of potential retaliation against Kazdel or the Sarkaz diaspora. The Dukes aren't an immediate problem, but they also aren't going away any time soon.
The Confessarius
Shining / Nightingale / Amiya arguably / Qui'sartuštaj / Salus
To be totally honest, I barely understand the Confessarius plotline. As far as I understand it, they want the power of the Lord of Fiends. This is possible because the first Confessarius, thousands of years ago, was a Lord of Fiends and they've kept his soul alive through magic eugenics? I think? Qui'sartuštaj currently holds that soul, but when he dies, it'll go to Shining and she'll be taken over by it. Nightingale was also artificially designed as a vessel for that soul, and because of that, Qui'sartuštaj wants to recover her and use her to reincarnate(?) the original Confessarius Lord of Fiends. I think. If someone else knows this plot better than I do, please correct me and I'll update this because I haven't been paying enough attention and I'm kinda lost.
The Sarkaz Court/ Kazdel Military Commission
Theresis / Theresa / Sanguinarch / Qui'sartuštaj / Dazmati / Manfred / Lettou
The Kazdel Military Comission, acting under the supervision of King Theresis, is the current ruling power of the Sarkaz and the acting government in control of Londinum. A few years ago, a group of nobles called for the help of the KMC in restoring order in Londinum, and once they occupied it they chose not to leave and instead took over both the city and the catastrophe-causing superweapon, The Shard, located within it. Ever since, they've been carefully trying to preserve their control over both Kazdel and Victoria.
With the introduction of Rhodes Island and the Dukes closing in, this has gotten a lot harder. Theresis now needs to pacify and manage every individual subgroup of Sarkaz, keeping them satisfied enough to stay under the banner. While doing this, he needs to fight both a war outside the walls, against the Dukes, and inside, against Rhodes Island and various rebellious Sarkaz elements like the Darknights trio and whatever is going on with the Dazmati.
The one reason he's been able to hold on this long is the authority of his sister, Theresa. I'm not gonna go over the entire Theresis/Theresa plotline, because it's difficult to summarize and tied into nearly every other plot in the game, but the really short version is that Theresis represents the traditional Sarkaz rule by fear and Theresa represents a new future, a hope for a future without conflict. When taking Londinum, Theresis ceded to the strong suggestions of the Confessarius and used some unknown ritual to return the late Theresa to life, and presumably render her somehow compliant to him. She now serves as a figurehead of the KMC, and the hope she sparks in the Sarkaz is a big reason why Theresis' ambitions haven't collapsed around him.
And, I think that's most everything! Sweet sassy molassey, that took a while. I may skip the next anniversary's recap, since it'll only be main story stuff anyway. Anyway, as usual, if there's something relevant I've missed, let me know, and if not, I hope this helped! Enjoy your life and practice your art, Doctors!
#arknights#arknights story#arknights thoughts#arknights plot recap#arknights spoilers#rhodes island#here a people sows#integrated strategies#zwillingstürme im herbst#come catastrophes or wakes of vultures#The black forest wills a dream#lone trail#Near Light#the whirlpool that is passion
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spoilers (well up through stage 7 at least) for come catastrophes or wakes of vultures (still gotta do stage 8)
aaaaaaaaaaaaaaaaaaa
aaaAAAAAAAAAAAAAAAAAAA
screameing cryign sbobbigng i love them
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Don't know if i'm going to do anything with this, but reading this event The bit to the end with Woodrow and Clip is hitting me with some SEVERE deja vu.
Don't have the images right now, but this line
Woodrow: It's a sad thing, seeing a man you used to admire get reshaped by the rules and logic of war
Made me suddenly have a brain blast that Clip is The Doctor, pre amnesia. Like this isn't a doctor event, it's firmly a Jessica one but I can't help but look at this and start seeing a lot of REALLY interesting Parallels between Blacksteel and Rhodes Island, and i'm wondering how deep that goes.
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youtube
Ayo, I spend like two days editing this for my friend, so if any AK fans here would be so nice as to check this out, it would very much brighten the day. Alternatively, feel free to shame me in the notes for shameless advertising.
#cmon it's like 8 minutes long#It's funny I promise#arknights#come catastrophes or wakes of vultures#video in the fog#Youtube
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