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Crossroads exploration log
Entry 2
We weren’t planning on starting a new entry till our next exploration but… well… shit happened so…
Ok, let’s just get on with the report.
First of all, the name of the shadow nest we have been exploring was apparently Crossroads, and Ordell is but the first area of it.
Theory is that a new area will open every time we complete an existing one, which is why Galdur is now open to us now that we’ve reached the end of Ordell.
Ordell consists of 15 floors total from start to finish, with each floor changing its shape every time it is re-entered.
According to initial scans of the newly formed gate, Galdur is likely to be similar in function to Ordell. That being said, it appears to be way bigger than Ordell is, and initial scans show its interior looking vastly different from that of Ordell’s.
In fact, according to the data I’ve been sorting through, it is likely that Crossroads is made up of a series of connected pocket dimensions that formed a cluster system.
Or… uh… in slightly less scientific terms, Crossroads is basically a couple of half-formed universes that decided to group themselves together.
Not much is known about why Crossroads is reacting in such ways, but it’s expansion only serves to show that there are still countless mysteries about the place we have yet to discover.
Another thing worthy of note (that Kalani had just brought up) is the distinct lack of shadow attacks on the center ever since Ordell came into existence. Could it be possible that the shadows simply stayed in Crossroads now that they had a place to go? More research is needed on this matter.
Now, on our second topic, it appears that persona users (and people with aura abilities) have the capabilities to control their movements in Multispace. This is especially fascinating, as normal human beings can only float in the void and perhaps attempt to “swim” their way around with little to no control over their movements in Multispace. However, persona users are able to walk in the void that is Multispace, and the level of control is pretty immense considering how one could “climb” and “descend” in the void just by willing it to happen.
Given how having an aura ability apparently has the same effect, it is likely that gaining a persona is related to our soul and life force in some way. Kalani has agreed with this statement, stating getting a new persona to be like “opening one’s soul to more possibilities”. More research is needed on this matter as well, but I believe it to be of some merit.
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"Captain's Log...
"... Stardate... unknown. And for that matter I'll note that our current location is also undetermined. That being said, 'Toto, I have a feeling we're not in the Delta Quadrant anymore.'
We appear to have arrived in a trans-dimensional crossroads of sorts. A pocket dimension. Perhaps alarmingly, our arrival here is by no accident.
Sensor readings couldn't make heads or tails of this place, so Commanders Chakotay and Tuvok, as well as Ensign Kim, and Mr. Neelix were sent on an away mission to discreetly gather data. It would seem that during their exploration they discovered the being who claims to be responsible for all this. He calls himself, Masaccio, a humanoid-terrapin. The second we've ever seen since we met Donatello.
Unfortunately, Donatello doesn't recognize him in the slightest.
However, the away team also reports that in addition to this Masaccio character, there are also dozens of other humanoid-terrapins, some apparently equally confused as we are, and some who appear to be completely at ease with the situation.
To have this much power.... To be able to pull this many people from across dimensions into one space. I can't help but wonder if he is some errant Q, but he seems much more... juvenile than any of the Q continuum we've encountered before.
According to Chakotay, those who have been gathered here are meant to be contestants in some sort of competition, a friendly one at that. He suggested that we play along, that the path of least resistance will get us back on our journey Earth much more quickly. We're still severely lacking in data, but for now I'm inclined to agree. Though I have advised the crew to be cautious. Currently, I'm unsure if Masaccio is aware of Voyager's presence, or of just how many of us there are. I believe his interest is only in others like himself.
For now, we're keeping a low profile, and only select crew members are permitted to leave the ship. Among those is Donatello.
As I said before, there are dozens of people like him here, and there is a non-zero chance that his family might have been brought here as well. If there will be one good thing to come out of this unlikely situation, I would hope for that reunion.
...
I have to admit, I'll miss him. Of course, I made a promise to him to get him home, and I intend to keep that promise. Though, I would be lying if I said we haven't all grown fond of him. Perhaps no one more than Sam and Naomi. If it does happen, it will be a bittersweet farewell.
As of right now, Donatello is exploring. I sent Commander Tuvok and Ensign Wildman as his chaperones, but knowing Donatello I'm not sure how long that will last before he manages to give them the slip. I can hope. Even so, they've all been instructed to keep open comm links. I've also assigned Commander Chakotay, Neelix, Ensign Kim, and Seven of Nine on rotating shifts to gather further data and establish points of contact on the ground.
I will of course continue to provide supplemental log reports as the true nature of our situation becomes more evident. For now though, as they say, 'Let the games begin.'
Janeway, out."
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Soooooooo, "Set a Course for Home" is in the TMNT story comp! (polls are @tmntstorycomp :D) this is the first comp I've ever participated in so I'm super excited. So to celebrate here's a quick little propaganda blurb (is this how you do propaganda? oh well). I'm probably gonna try to have little propaganda updates like this mixed in with regular one-shot updates, though I'm still deciding whether or not to put the prop chapters up on ao3 at the same time as the regular ones.
But anyway :D
#tmnt story comp#tmnt competition#set a course for home#rottmnt#rottmnt competitions#tmntstorycomp#rise of the tmnt#rottmnt crossover#star trek voyager#star trek crossover#rottmnt donnie#rise of the teenage mutant ninja turtles#rottmnt au#katnip writes
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Navigating the DevOps Landscape: The Power of Code in Operations
In the intricate world of DevOps, the ability to code is not merely an asset; it's the driving force behind a successful career at the crossroads of Development and Operations. Let's explore why programming is not just beneficial but an absolute prerequisite for those charting their course in the transformative realm of DevOps.
1. Automation: Catalyst for Efficiency At the core of DevOps lies the transformative influence of automation. Proficiency in programming empowers DevOps professionals to script automated workflows, ushering in efficiencies that transcend traditional boundaries. Whether it's configuring systems or deploying applications, automation reduces errors and expedites the software delivery lifecycle.
2. Infrastructure as Code (IaC): Shaping Environments with Precision A foundational aspect of DevOps, Infrastructure as Code (IaC) demands coding prowess. Tools like Terraform and Ansible rely on programming skills to define and manage infrastructure through code. This approach not only enhances operational fluidity but also ensures uniformity across diverse environments.
3. Configuration Management: Synchronizing Systems Seamlessly In the DevOps arena, maintaining consistent configurations is paramount. Programming skills are pivotal in crafting scripts for tools like Puppet, Chef, or Ansible, orchestrating the synchronization of configurations across various environments. This uniformity is essential for reliable and scalable operations.
4. CI/CD Pipelines: Orchestrating Flawless Workflows Synonymous with DevOps, Continuous Integration and Continuous Deployment (CI/CD) thrive on programming acumen. Configuring and customizing CI/CD tools such as Jenkins or GitLab CI becomes a streamlined process with coding proficiency. Automation of testing and deployment processes ensures a flawless and dependable delivery pipeline.
5. Scripting for Task Automation: Elevating Routine Operations Programming extends beyond grand automation; it's about refining daily operations. DevOps professionals leverage scripting skills to automate routine tasks, be it resource management, log analysis, or regular maintenance. This not only boosts operational efficiency but also minimizes the chances of manual errors.
6. Collaboration with Developers: Bridging Divides DevOps flourishes on the collaboration between development and operations teams. Programming skills serve as the bridge, enabling DevOps professionals to comprehend developers' requirements, contribute to application code, and seamlessly integrate into the development workflow. This collaborative synergy is crucial for instilling a shared responsibility across the entire software delivery spectrum.
7. Troubleshooting and Debugging: Agile Problem-Solving In the ever-evolving landscape of DevOps, challenges demand swift identification and resolution. Programming skills shine in troubleshooting and debugging scenarios. DevOps professionals proficient in coding can rapidly devise diagnostic tools and implement solutions, ensuring a robust and agile operational environment.
While expertise in scripting languages like Python, Bash, or Ruby is advantageous, adaptability to diverse languages and technologies is equally indispensable. DevOps, as both culture and practice, evolves continuously, demanding a flexible and agile approach.
In summary, programming transcends a checkbox in a DevOps professional's skill set; it's the catalyst propelling innovation, efficiency, and collaboration. Embracing coding as an essential tool equips individuals to automate processes, manage infrastructure, and collaborate seamlessly in the ever-evolving landscape of software development and operations.
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Yes, Tomorrow, and Tomorrow, and Tomorrow is a love story, but unlike any you have read before. Sam and Sadie—two college friends, often in love, but never lovers—become creative partners in a dazzling and intricately imagined world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. Gabrielle Zevin’s X novel examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect.Learn more
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▶ Click play to explore your love story with Levi!
reader: my head and my heart {baby now and then, i think about me now and who i could have been, and then i picture all the perfect that we lived...i'm standin' at the crossroads}, born to be brave {i know who i am inside and i won't apologize}, jiya re {i've made a promise to life, i'm living it}, dog days are over, {the horses are coming, so you better run}, give me some sunshine {my childhood's gone, my youth's gone, just let me live a little}, face my fears {faith, should I take a leap? taste, what a bittersweet}, dhakkad {she's a force to reckon with, a force}, i'm still standing {lookin' like a true survivor, feelin' like a little kid}, i'll try {i musn't let them down now, mustn't let them see me cry, i'm fine}
reader's feelings about levi: titli {like a butterfly, my heart is flying far, far away}, tujh mein rab dikhta hai {my head bows down in worship to you, what should i do}, just the girl {'cause [he's] bittersweet, [he] knocks me off of my feet, and I can't help myself, i don't want anyone else}, tere naina {how could someone not fall in love looking into your eyes}, mile ho tum humko {i've met you, that's my good luck}, ye ishq hai {my darling, you must have met millions like me, but i've only found you}, zara sa {give me some space in your heart, make me yours a little bit}, i wanna know what it's like {imagine how the skin feels where you touch, imagine you and i could be an us}
levi's feelings about reader: guzarish {please come closer to me, that's my request}, khuda jaane {god knows that I'm passionate, god knows that I'm lost}, tum se hi {with you my days start, with you my evenings end}, talk love {how did I fall for you this much, i don’t even know}, had me at hello {you don't have to try too hard, you already have my heart}, kiya kiya {since I've met you, i swear i haven't been the same as before, what have you done to me}, mera yaar dildaar {my friend, my lover, my treasure, i'll look at her again and again}
their relationship: part time lover {we are strangers by day, lovers by night, knowing it's so wrong, but feeling so right}, this love {i love you, i thank you for holding me so warmly, i can live because of this love}, jaane kyon log pyaar karte hain {love is a useless venture, love is beautiful in every way}, everytime {when i see your eyes, my heart flutters...when you look at me and smile, it feels like my heart's about to stop}, things are looking up {i couldn't find a star in the sky, but now that I found us}, i think i kinda you know {from the minute we kissed and my heart skipped a beat, to the night that we danced, I was swept off my feet...you know how we can talk all night, and not run out of things to talk about}, rangeela re {come with me, let's take on the colors of the world}, uptown get around {cause she’s sweet on me, oh I’ll make her see, that she’s mine, all mine}
reader and millie: count me in {even when you're gone i feel you close, you'll always be the one i love the most}
summer rain: locha-e-ulfat {it wasn't supposed to happen, why did it happen? the problem of love happened}, true love {but i hate you, i really hate you, so much i think it must be}, mere rashqe qamar {the first time you met my gaze, that's when the fun began}, haule haule {slowly, we'll fall in love, darling, slowly we'll fall in love}
silent storms: cloud 9 {so here we go, and we ain't gonna take it slow}, love is a waste of time {i want to waste my time, i love this waste of time}, hum tum {let me come into your eyes a little, let me melt into your arms a little}, naina de kya kasoor {it's not my eyes' fault for gazing}, my dil goes mm {why does he feel like mine, is this a dream or reality?}
pirouette: señorita {ooh, when your lips undress me, hooked on your tongue, ooh, love, your kiss is deadly, don't stop}
standing at the crossroads: to be added
#superior#levi x reader#levi ackerman x reader#levi ackerman#thank you cherry and rachel for encouraging me to post this LMAO
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Long Time No See
Hey!
How do I start this?
Man, I have been gone for a long time. A lot has happened in the past year and this is the first time I have logged into my account for months. It’s so weird lol. I hope everyone is doing well! For those who still follow me and were wondering about any updates, I’m still alive! So short story time. As we all know, the Covid-19 pandemic upended a LOT of things in our lives. For me, it was a mental health crisis that got out of control. I moved from where I was living, took on an overwhelming amount of work at my job, and just kinda...crashed lol. I decided that taking a break from all social media was something I needed. Many people benefit a lot from doing that! I can say it has helped me a lot with a lot of things. I’ve explored my own projects for fun, got more in touch with nature, and have been trying to take steps to control my astronomical levels of anxiety (getting better!)
At the present, I am at a sort of crossroads as to where I want to share more of my art. So many artists I followed and admired have moved to Twitter - like - lots of them. I still haven’t opened up my new Twitter account, and might do that someday, but for now, I want to stay low-key. I still love BNHA and bakudeku! It’s my OTP of all time!
I’m also a HUGE fan of Jujutsu Kaisen now, and am in love with Itadori Yuuji~! Lol he’s such a cute boi~
Anyway, I may start posting some art on here again. Not right away, as I want to be careful with my stepping back into social media. I do enjoy sharing my work with others to enjoy, but I want to be more balanced with how I manage things in life.
So to any one of you who are still around - thank you, I wish you the best, and do know that I’m still around and would like to share work again in the hopefully not so distant future!
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KU: SF/F
Poor Man's Fight by Elliott Kay - "Quick-witted Tanner Malone has bombed the Test, an all-important exam that establishes how much he owes for his corporate-funded education. With his future plans crushed under a mountain of debt, Tanner enlists in the navy of his home star system of Archangel. But he hasn’t factored in the bullying shipmates, the civil war brewing on the border, or the space pirates. As Tanner begins basic training, the government ramps up its forces to confront the vicious raiders wreaking havoc throughout human space. Led by the complex and charismatic Captain Casey, the outlaws never let their egalitarian and democratic ideals get in the way of a little murder or mayhem. Assigned to the front lines, Tanner learns there’s only one way to deal with his ruthless foes, cruel comrades, and the unforgiving void of space. He’ll have to get up close and personal." Ascend Online by Luke Chmilenko - "It's time to be the hero you've always wanted to be. Diving into a revolutionary new video game, Marcus and his friends escape a stagnant society, entering into a world that defies their wildest imaginations. But from the moment that he logs in, Marcus finds himself separated from his friends and thrown into remote village under attack by a horde of goblins. Forced into battle, Marcus rallies the beleaguered villagers and with their help, manages to drive off the invading creatures. With the village in ruins and their supplies spoiled, the survivors desperately turn to Marcus for help in rebuilding the village. Realizing that this game is nothing like he's ever played before, Marcus is swept up into a whirlwind of adventure as he struggles to defend his new home, quickly finding that marauding goblins are the least of his problems." Cinnamon Bun: A Wholesome LitRPG by RavensDagger - "The world called out for a hero to purge it of a great evil. It received Broccoli Bunch, explorer, expert cleaner, occasional ghost-buster, and full time Cinnamon Bun. Features include: Talking enemies into becoming friends Hugging menu boxes Awesome overpowered skills (such as Cleaning, and Gardening) And more adventure than you could shake a stick at!" Steam Legion by Evan Currie - "The Library would not burn. Dyna of Sparta would not allow it, on her life and her ancestors she so swore. An Epic adventure set during the Early Roman Empire's era of expansion and unrest. Steam Legion develops from a real historical crossroads and explodes out in a new direction, derailing our history centuries before the first railroads were invented. When the revolts against the Empire reach the city of Alexandria, a small cadre of Legionnaires find themselves thrust into a revolution not of religion but of technology. Watch as Dyna of Sparta, Heron of Alexandria, and those who stand with them forge a new path to the future. Epic military action mixed with sparkling and memorable characters brings Legion to life, while forgotten technologies of our own distant past provide hope in an uncertain world. Watch and learn as Dyna of Sparta steps out of the Ivory Tower of the Library and into the sandals of her ancestors, blade in hand, to defend that which had become her life." Spellmonger by Terry Mancour - "Minalan gave up a promising career as a professional warmage to live the quiet life of a village spellmonger in the remote mountain valley of Boval. It was a peaceful, beautiful little fief, far from the dangerous feudal petty squabbles of the Five Duchies, on the world of Callidore. There were cows. Lots of cows. And cheese. For six months things went well: he found a quaint little shop, befriended the local lord, the village folk loved him, he found a sharp young apprentice to help out, and best yet, he met a comely young widow with the prettiest eyes . . . Then one night Minalan is forced to pick up his mageblade again to defend his adopted home from the vanguard of an army of goblins – gurvani, they call themselves – bent on a genocidal crusade against all mankind. And that was the good news. The bad news was that their shamans were armed with more magical power than has been seen since the days of the ancient Imperial Magocracy – and their leader, a mysterious, vengeful force of hate and dark magic, is headed directly to Boval Vale, along with a massive invading army of gurvani. The good people of Boval and their spellmonger have only one choice: to hole up in the over-sized Boval Castle and hope they can endure a siege against hundreds of thousands of goblins. When the people look to him for hope, Minalan does his best, but the odds are depressing: there are multitudes of goblins, and they want Boval Vale as a staging ground for a vengeful invasion of the whole Five Duchies. Add to his troubles a jealous rival mage, a motley band of mercenaries, a delusional liege lord who insists victory is at hand despite the hordes at his door, a dour castellan, a moody, pregnant girlfriend and a catty ex-girlfriend who specializes in sex magic - all trapped in a stinking, besieged castle with no hope of rescue, and you’ll understand why Minalan is willing to take his chances with the goblins. All that stands between the gurvani horde and the people of the Five Duchies is one tired, overwhelmed baker’s son who wanted nothing more than to be a simple village spellmonger." Perilous Waif by E William Brown - "My name is Alice Long, and I’ve always known I was different. When I was little I used to climb up to the highest branches of the housetree at night, and watch the starships docking at the orbital stations high above. Forty meters off the ground, watching ships thirty thousand kilometers overhead, with senses that could pick out radar pings and comm chatter as easily as the ships themselves. It all seemed perfectly natural at the time. There were other kids with mods at the orphanage, but nothing like that. I learned fast to downplay my abilities, keep my mouth shut and try to blend in. Even as a kid I knew not to trust the Matrons. What would they do, if they realized the Adjustments that were supposed to make me a meek little herd animal didn’t do anything? Then I messed up, and gave myself away. Now I’m on the run, hoping against hope that the Matrons won’t try too hard to find me. Hoping to survive all the awful things that can happen to a girl on her own in space. Kidnappers, slavers, pirates and yakuza - no matter where I go, trouble always seems to find me. Good thing I’m not as helpless as I look."
#kindle unlimited#am i going to spend a week cleaning up that first big ku rec post?#maybe#if i had the energy for recs that i had in my twenties it'd be over for you bitches
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Books of Magic: The Voyage of the “Princess Ark”
(Images by Jim Holloway and Thomas Baxa come from PDF scans of Dragon Magazine, are © Wizards of the Coast or their respective copyright holders, and are used for review purposes.)
Previous installments in my “Books of Magic” series were, weirdly enough, about books.
This time, I want to tell you about a series: Bruce A. Heard’s “The Voyage of the Princess Ark,” which turns 30 years old this very month.
TVotPA ran in the pages of TSR’s Dragon Magazine nearly every month from January 1990 (Dragon #153) through December 1992 (Dragon #188). A serialized travelogue and adventure story told in 35 installments over three years, TVotPA was part Master and Commander, part Star Trek, and part The Adventures of Asterix (the last two of which Heard explicitly cited as inspiration in his letters columns). It follows the saga of Prince Haldemar of Haaken, an Alphatian wizard who recommissions an old skyskip and sets out to explore the lesser known regions of the Dungeons & Dragons game’s Known World, which would soon come to be known as Mystara.
Some background might be necessary for those of you who aren’t familiar with the chaos that was D&D at the time. In the 1980s and 1990s, Dungeons & Dragons and Advanced Dungeons & Dragons were two different games. I’m simplifying the chronology here, but basically in the late ’70s D&D was meant to serve as a simplified gateway to introduce fans to fantasy role-playing before guiding them on to AD&D. But in the 1980s, thanks to the release of the Moldvay/Cook Basic and Expert Sets, and then the five Mentzer box sets (the ones with Larry Elmore dragons on the cover, now referred to as BECMI D&D—for the Basic, Expert, Companion, Master, and Immortals Rules box sets), D&D had become a viable game in its own right, with its own world, referred to only as the Known World.
The Known World—particularly as it was showcased in the Expert Rules—was a mess: more than a dozen nations slammed together in the corner of a continent to illustrate for young DMs the various forms of government you might find in D&D beyond kings and queens. Along the way, these nations also served as analogues for real-world societies ranging from Western European countries to Native American nations to the Mongolian khanate. But it was a glorious mess, thanks to a series of excellent Gazetteer supplements that had rounded out and mapped these nations in great detail, capped off by a box set, Dawn of the Emperors, that described the Known World’s pseudo-Rome, Thyatis, and its rival empire Alphatia, a nation of wizards across the sea.
By the end of 1989, then, D&D was at a crossroads. It was clearly the unloved child, seen as “basic,” best for beginners. Its setting did not have the novel support of Dragonlance or the energy of the surging and more thoughtfully conceived Forgotten Realms, then only two years old. The Gazetteer series had covered nearly all the known nations (two more would come later thanks to popular demand). And even Dragon Magazine rarely carried D&D material—a fact that was excruciating to me when I started picking up issues in late 1988 as a 5th grader.
Into this void stepped Bruce Heard. He’d been the architect of the Gazetteer series, had written some of its best installments, and was the overmind behind the D&D line at the time. If I’m remembering my history correctly, he approached the editor of Dragon, the amazing Roger Moore, about supplying a column that would provide regular D&D content for that starved segment of Dragon’s audience. In his editorials and answers to reader letters, Moore had made several mentions of needing more D&D content for the magazine, so he was a receptive audience. Heard got the green light, and “The Voyage of the Princess Ark” was born.
I still remember where I was when I realized this was happening. I missed the series launch—with my tiny allowance, I could only justify buying Dragon issues that really interested me, and Dragon #153 hadn’t leapt of the shelf at me. (Not having the Masters Rules box at the time, I didn’t realize the illustration of a continental map plastered with “WRONG WRONG WRONG” was referring to the D&D world.) I did have Dragon #155 (still one of my favorite issues of all time), but somehow I skipped past TVotPA Part 3—I wasn’t reading issues cover to cover yet and somehow didn’t grasp what was going on.
Then came issue #158. I was away for a week at Boy Scout summer camp, and I’d brought the June issue of Dragon with me. Having torn through the articles about dragons (June’s theme was always dragons), I turned to an article illustrated with a wizard and an ogre/elf cross riding pelicans. Better yet, they article had stats for playing these ogre-elves as PCs.
D&D stats.
THIS WAS A D&D ARTICLE!
And it was part of a SERIES!!!
With some effort, I tracked down the issues I’d missed—no easy task for a just-finished-6th-grader—and soon was buying Dragon every month. Moore and Heard’s plan had worked. I was hooked on both TVotPA and Dragon from then on. (The next time I missed an issue, I’d be a college freshman and the industry was on the verge of collapse.)
Most installments of TVotPA followed a simple template: The Princess Ark would fly to some new spot on the map, the crew would get into some trouble (usually brought down on them by the actions of Captain Haldemar himself), and then more or less get out again, either due to a last-minute save by Haldemar or some surprising turn of events. All this played out in the form of log entries—originally by Haldemar, then supplemented by other crewmembers as the cast expanded—that allowed Heard to deliver both in-world descriptions and rollicking action at the same time. The article would then offer back matter containing rules content or setting write-ups, and sometimes conclude with a letters column of readers reacting to the setting or seeking clarification on some arcane point of D&D rules and lore.
While this template was simple, it was never boring. The episodic nature of the series let Heard play in a variety of tones and genres: lost-world pulp, courtly drama, horror, farce, even a Western—heck, he slipped in an homage to the Dark Crystal (which at the time I didn’t get, not having seen it) as early as Part 5 (Dragon #157). As well (without getting into too spoilery territory), various overarching antagonists and plot threads—including a threatening order of knights, a devious dragon, two major status quo changes, and divine machinations—kept things simmering in the background from episode to episode. The characters likewise became more developed as Heard’s writing grew in confidence and ambition, and reader affection grew for side characters like Talasar, Xerdon, Myojo, and the rest. Once the series was up and running at full speed, it was a sure bet that if you didn’t like that month’s story, you’d dig the rules write-up, or vice versa. And when the story, setting, characters, and rules all came together, such as in Dragon #177, an episode would just sing.
Once again, I can’t tell you how thrilling this series was to 6th–9th-grade me. First of all, it came along at the perfect time. Heard’s writing literally matured just as my reading did, so the series and I literally grew up together. 6th grade was also the year I discovered comics, so this was also the era of my life when I was falling in love with serialized storytelling. Similarly, it was my first time really embracing the epistolary form.
Perhaps most significantly for this blog and my freelance career, the column was also an early primer for me on game design. Watching Heard tweak D&D’s simple rules to evoke a more complex world, especially when looked at in concert with D&D’s Gazetteer and Hollow Word supplements, gave me the courage to think about tweaking/inventing lore and systems myself. Heard also made a habit of pilfering monsters from the Creature Catalogue, seeing potential in them no one else had, and then suggesting entire cultures for them. (If that doesn’t sound like someone you know…what blog have you been reading?) He made creating a world seem easy, because he did it month after month after month.
Finally, TVotPA was thrilling because it was clear proof that someone took “basic” BECMI/Rules Cyclopedia-era D&D seriously. And that meant someone took us, the fanbase, seriously too. Back then, I couldn’t afford AD&D. Even if I could, I didn’t want to mess with all the complexity. Plus, I loved the Known World. I loved the Gazetteer books and the Aaron Allston box sets. By writing and publishing TVotPA, Bruce Heard and Roger Moore made me feel like they cared about and for fans like me. I didn’t have Raistlin, I didn’t have Elminster…but I didn’t need them, because I had Prince Haldemar of Haaken and his magical Princess Ark.
In fact, it’s no exaggeration to say that falling under the spell of Dragon and TVotPA were some of the most magical and mind expanding moments of my middle school years.
But what does this mean for you, the current Pathfinder or D&D fan? Should you read “The Voyage of the Princess Ark”?
Obviously I’m going to say yes, for all the reasons I’ve listed above. If you like maritime adventures, steampunk, or pulp adventures, this is obviously the series for you. If you like Pathfinder/D&D where a wizard is as likely to throw a punch as he is to go for his wand, this is the series for you. If you like on-the-fly worldbuilding, this is the series for you. If you like setting, story, and rules expansion all mixed together every month, this is the series for you.
TVotPA has never been collected in its entirely (more on that later), but there are PDF scans of all that era’s Dragon issues online. Start at Dragon #153 and keep reading. I’ll warn you that the first installments are a little slow, but I’d be surprised if you aren’t pulled in by the end of Part 8 (Dragon #161). If you’re the sort of reader who wants to sample a series running on all four cylinders before committing, I recommend Part 18 (Dragon #171), set in the pseudo-Balkan nation of Slagovich, or Part 24 (Dragon #177), when the crew encounters the Celtic-influenced druidic knights of Robrenn, as great places to get a strong first impression.
To my eye, “The Voyage of the Princess Ark” consists of four major arcs, plus a smattering of follow-up material that owes a debt to the series. If you do decide to dive in, here’s a quick reading guide:
Arc 1 / Parts 1–10 / Dragon #153–163 / This arc launches the series and introduces us to several major antagonists. The first few installments are slow going, but by Part 6 (Dragon #158) or 7 (Dragon #160) we see signs of the series as it will be in its prime.
(Dragon #158 also looks at D&D’s immortal dragon rulers; some of this info will later get superseded by a more canonical article in Dragon #170 a year later. Don’t sleep on Dragon #159—though it doesn’t have an installment of TVotPA, there is some fun Spelljammer content in that issue. Speaking of Spelljammer, Dragon #160 also has a companion article entitled “Up, Away & Beyond,” that serves up rudimentary rules for space travel in D&D in tandem with the action in that month’s TVotPA.)
As you have probably just gleaned, this arc also takes the Princess Ark briefly into space and introduces D&D’s second, secret setting, the Hollow World, which was being launched at that time .
Arc 2 / Parts 11–15 / Dragon #164–168 / This short arc deals with the ramifications of a major status quo-altering event at the end of the previous arc. As the crew comes to terms with their new circumstances, Haldemar learns more about the ship itself and the magics behind her. The arc ends with yet another status quo shakeup and detailed maps of the Princess Ark.
Arc 3 / Parts 16–28 / Dragon #169–181 / Hex maps! One of the calling cards of the D&D Gazetteer series was its gloriously detailed full-color hex maps, so it was kind of a disappointment when TVotPA served up only rough sketches of coastlines and mountain ranges. Part 16 gave us what we’d wanted all along: glorious hex maps (detailing the India-inspired nation of Sind no less!). They weren’t always perfect—several issues in the #170s had the wrong colors for mountain ranges, or even seemed crudely painted with watercolors—but by Part 24 (Dragon #177) we got the crisp, expertly designed nations we expected in our Known World.
Early in this arc, we also get a passing of the torch between artists. Parts 1–17 were illustrated by Jim Holloway, who I like for his action scenes, his expressive faces, and the classic stern captain’s look (complete with mustache) he gives Haldemar. (Holloway also does the best dwarves, gnomes, and halflings in the fantasy business.) Starting with Part 18 (Dragon #171), we are treated to the more angular, stylized look of Thomas Baxa, with Haldemar losing his mustache and gaining a silver-streaked ponytail. Terry Dykstra takes over in Part 25 (Dragon #178); his style is more cartoony (his Myojo really suffers from this), but he keeps Baxa’s character designs till the end of the series.
Now that I’ve totally buried the lede, let’s unearth it: This arc is, for my money, the series at its absolute prime. Action-packed stories. More characters in the spotlight. Meaty setting descriptions and rules content. New PC races and classes. Even heraldry for each nation! Heard also continued his habit of dredging up D&D creatures from the Creature Catalogue and loosely tying them to real-world cultures for great effect. I suspect many of you will love the French dogfolk of Renardy or the English catfolk of Bellayne, not to mention the Teenage Mutant Ninja Turtles reference he sneaks in there.
(By the way, it should be noted that today in 2020 we’re more hesitant to do such A+B design. But remember, 1) 1990–1992 was a different time—by ’90s standards, Heard is engaged in pretty solid, multiculturalist worldbuilding, and 2) Heard grew up in Europe (France originally, I believe), so while some of the characterizations and comedy is broad, the settings are grounded in both on-the-ground familiarity and good research, and the humor is affectionate and of a piece with works like Asterix that any European reader would be familiar with. In other words, don’t stress it and just enjoy that the dog-dudes are shouting “Sacrebleu!” The one exception might be the depiction of Hule, an evil D&D nation that has always been hung with vaguely Persian or Arabian trappings…but again 1) Heard was working within the established canon, and 2) the Known World setting more than balances that out with the Emirates of Ylaruam, an Arabian/Persian-inspired nation that was depicted with lots of sensitivity and care by Ken Rolston and others, to be followed by the amazing Al-Qadim setting for AD&D. So I don’t think there’s much in here that should raise alarms from a cultural sensitivity perspective, but if something does strike you discordantly, remember we’re talking about works that are 30 years old and make allowances as you feel you can.)
Along the way, you’ll also get a sneak peek at what would become AD&D’s Red Steel setting and the Savage Baronies box set—including some of the first Spanish and Moorish-inspired nations you’ll find in fantasy RPGs of this era—learn a bit about the Known World’s afterlife and undead, and even get an honest-to-Ixion cowboy shootout, as well as lots of PC options and deck plans for the evil knights’ flying warbirds, which put the Klingons�� warbirds to shame. (Oh, and while you’re reading, don’t skip the two articles about the Known World’s dragons in #170 and #171!)
Arc 4 / Parts 29–35 / Dragon #182–188 / Dragon #158–181 is among the best two-year-runs Dragon Magazine ever had, and TVotPA is a large part of the reason. But a lackluster issue #182 was a first quiet sign of a long slow downturn to come. The fact that that issue’s TVotPA entry was only a letter column portended even more dire things. In fact, three of the seven installments in this arc were purely letters columns, which was a huge disappointment at the time: We’d waited a whole month and got…just letters?!?
By this point, I think we knew the Wrath of the Immortals box set was coming—one of those world-shattering setting updates that was being pitched as a relaunch of the setting, but which could also serve as its climax. My hope at the time was that Wrath of the Immortals would kick things into a new, higher gear for both the Known World (which by then we knew as Mystara) and TVotPA, especially since the D&D Rules Cyclopedia had only come out the year before. But alas, it wasn’t to be.
Thanks to the three letters-only entries, the writing was on the wall. In Part 35 (Dragon #188), TVotPA wound its way to a close that felt appropriate but not properly climactic. God, what I wouldn’t have given to have traded those three letters columns for one last showdown with a certain dragon, those dastardly knights, or any other more suspenseful end! The end we got was nice and tidy enough (and took us to fantasy Louisiana, Australia, and Endor), but it wasn’t the end we wanted…in part because we didn’t want it to end, ever.
Arc 5 / Coda & Part 36 / Select issues of Dragon #189–200, Champions of Mystara, Dragon #237, #247 & #344 / In 1993, TVotPA was replaced with “The Known World Grimoire.” This was a grab bag of announcements, letters columns, nitty-gritty details on running dominions (Companion and Master-level D&D players got to have their own lands, castles, and even kingdoms if they so wished), and other sundries. Most of these are skippable. Four exceptions are four “Grimoire” entries which could practically be TVotPA installments: Dragon #192, which covers the manscorpions of Nimmur, Dragon #196, featuring the orcs of the Dark Jungle, an article on D&D heraldry in Dragon #199 (which is an edge case, but I’m including it here because the rules could be applied to the coats of arms of the various Savage Coast nations), and Dragon #200, which looked at the winged elves and winged minotaurs of the Arm of the Immortals. Coming out as it did in the giant-sized issue #200, this last article felt like what it was—a last goodbye to D&D’s Known World/Mystara as we knew it before Mystara’s relaunch as an AD&D line.
(Dragon #200 also had a nice article on making magic-users in D&D more distinctive. There was also “The Ecology of the Actaeon” in Dragon #190, one of the only D&D ecologies to be published in Dragon’s 2e AD&D era. Somewhere in this time we also got the news that the Known World would be relaunched as AD&D’s Mystara setting, whose products were famous for coming with audio CDs and not much else.)
Around this time TSR also published its TVotPA-inspired—and utterly maddening—Champions of Mystara box set. I say “maddening” because, at least to me, it clearly felt like a “Sure, here fine, have your dang box set” product, a too-pricey production made because fans demanded it, but not out of real love from anyone at TSR but Bruce Heard himself and co-designer Ann Dupuis.
(Let me be clear: This is all speculation; I can’t confirm any of that; I’m just saying what it felt like.)
Among the reasons for my disappointment: There was no new content featuring Haldemar and his crew. One of the booklets reprinted most of TVotPA…but not the first 10 or so entries (so it wasn’t even the complete epic! *headdesk*) and none of the ancillary material, just the story logs. Another booklet was deep in the weeds of skyship construction—hell yeah, you could build your own skyship!—but gave little content to, say, inspire lots of fun skyship-to-skyship adventures in the vein of Spelljammer, such as tons of skyships from other nations. The box did contain eight standalone cards with other ship designs, but most of these were one-off constructions by solitary wizards and rajahs, not enough to really launch a campaign. My favorite booklet was the “Explorer’s Manual,” which gave us some new setting details we hadn’t seen before, including an amazing subterranean nation of elves and gnolls that I still think about to this day…but again, it was all too little, too late—for this fan, at least.
In other words, don’t try to buy the Champions of Mystara box set—at time of writing it’s crazy expensive and not worth it for anyone not actively playing BECMI D&D right this minute. If, after reading the entire series, you’ve fallen in love with TVotPA (which admittedly was my goal in writing this) and absolutely must have Champions for that nation of elves and gnolls, get the PDF on DriveThruRPG.com.
Years later, as Dragon was limping through the late ’90s before its rejuvenation in 2000, Heard provided 2e AD&D rules for Mystara’s lupins and rakastas in Dragon #237 and #247, including writing up tons of subraces inspired by actual pet breeds. If you’ve ever wanted to play an anthropomorphic St. Bernard or Siamese, these are the articles for you.
Finally in 2006, when Paizo had taken over publishing Dragon, they invited Heard to deliver one last TVotPA entry in Dragon #344…giving us, if not a climax, definitely one last burst of palace intrigue and action to bridge the gap between the series proper and the events of Wrath of the Immortals. Over and above all the other coda material I’ve mentioned, this actually fits in the saga—it’s even labeled Part 36. If you want to ship out one last time with Haldemar and his crew, track it down.
Finally x2, there is the world of Calidar. After being thwarted for several years trying to get permission to write new TVotPA content, Bruce Heard has created his own game world filled with skyships and adventures. I own the books (which are rules-light so fans of any system can use them), but haven’t had time to read them yet; hopefully you will be a more determined fan. Keep an eye out for his various Kickstarters and definitely show your support.
Finally x3, if you think I am the only diehard Known World/Mystara fan out there…wow, no, not by a long shot. The Mystara fan community is one of the most dedicated in gaming. In addition to holding a torch for BECMI/Rules Cyclopedia-era D&D, they’ve taken it upon themselves to continue mapping and describing the remainder of Mystara as part of the fan community based out of the Vaults of Pandius website and the stunning fanzine Threshold. I’ve only skimmed Threshold a little, but it is stunning work on par with the Pathfinder fanzine Wayfinder for the amount of effort the fans put in and the quality that comes out. Kudos to everyone involved!
“The Voyage of the Princess Ark” is a testament to the creative heights one writer could achieve in a fantasy world.
“The Voyage of the Princess Ark” deserves to be spoken of in the terms we use for Pathfinder’s Golarion; AD&D’s Dark Sun, Planescape, and Al-Qadim; and Vampire the Masquerade’s World of Darkness. And Bruce Heard deserves pride of place in the company of Greenwood, Grubb, Weis, Hickman, and others of his era.
Heard showed us that simple rules didn’t mean a less complex world. Heard showed us that a few lines of monster description could be blown out to fill entire nations. Heard showed us that the cultural diversity of our own world could inspire our fictional ones. Most importantly, he showed that if you put in the work month after month, you could achieve amazing things. And he did it for a neglected fanbase of underdogs and windmill-tilters. He championed an audience and a world when no one else would.
“The Voyage of the Princess Ark” is also why I spent nearly seven years serving up monster ideas for another underdog fanbase. And the inspiration and work ethic I took from it is a big part of why I’m lucky enough to occasionally be freelancing on a professional basis today.
Three years isn’t a long time in fantasy fandom. If Elminster and Drizzt are Star Trek, perennially chugging along, and Harry Potter is Star Wars, a brilliant core surrounded by progressively less compelling follow-ups, then “The Voyage of the Princess Ark” is Firefly, a ragged crew whose sojourn was cut short, but whose legacy far outstrips its impact at the time.
Or at least, that’s the way its legacy ought to be.
Give “The Voyage of the Princess Ark” a try. Maybe I’m overselling it. Maybe years of nostalgia have painted a picture rosier than the original could ever live up to. Maybe, in an era where outstanding fantasy worlds and strong writing are almost commonplace, current readers can’t perceive the lightning-in-a-bottle magic that was this series.
Maybe. But I think there’s something more there, something perennial, something of value even when placed side by side with the embarrassment of riches that is Pathfinder 1e/2e and D&D 5e.
The only way you’ll know is if you book a berth on the Princess Ark and see for yourself.
Happy flying.
#daily bestiary#the dailybestiary#books of magic#pathfinder#paizo#3.5#5e#dungeons & dragons#dungeons and dragons#d&d#dnd#BECMI#known world#mystara#the voyage of the princess ark#voyage of the princess ark#bruce heard
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Do you have designs for the others of that au or a list of what deities they are? sjjsjsjsj sorry I just like it
I do, some are like a step above scribble tier since a lot of them were conceived on the spot tho and I never thought I’d post them publicly. Also these were just a first pass at the idea, so subject to change too:
Heres my super pretentious text where I wrote out the things they’re patron deities of:
ACERON // DEATH, FATE, INEVITABILITY
FOUND IN: THE RICKETY BRIDGE, THE MORGUE AT MIDNIGHT, THE CRASH SITE
LEEDSA // BIRTH, FAUNA, SEEKER OF KNOWLEDGE, RUMOR, PATRON OF UNWANTED CHILDREN, FIRE & BRIMSTONE
FOUND IN: THE RITUAL FIRES, BARREN FORESTS, THE WHISPERING CROWD
TERRAC // ROT, VISCERA, BLOOD AND TEETH - THE PHYSICAL, THE UNBOUND, PATRON OF THE SCAVENGERS
FOUND IN: THE OPEN DESERT, THE STAIN ON THE PAVEMENT, BENEATH THE COW’S SKULL
VASDAE // SPACE, UNKNOWABLE TRUTHS, SECRETS, LATE REVELATIONS, SELF-PRESERVATION, PROPHETIC DREAMS
FOUND IN: THE AURORA BOREALIS, THE CONSTELLATION OF PERSEUS, OBSCURE FREQUENCIES OF THE AM BAND
ELMERI // RECLAMATION, ALCHEMY, INVENTION, RESOURCEFULNESS
FOUND IN: MISTY SWAMPLAND, THE OVERGROWN COTTAGE, THE ROTTING LOG
DIONAE // FECUNDITY, FLORA, ABUNDANCE, DANGEROUS BEAUTY, TRICKSTER GODDESS
FOUND IN: THE DEEP OF THE JUNGLE, FLOWER FIELDS, THE SPIDER’S WEB
AMAROK // THE HUNT, EXPLORATION & NAVIGATION, THE MOON
FOUND IN: THE UNEXPLORED WILDS, THE DRAWN BACK BOW, THE NORTH STAR THROUGH THE CLOUDS
EREBUS // DARKNESS, NIGHTMARES, FEAR, DECEPTION, THE SLIGHT OF HAND
FOUND IN: THE MOVEMENT IN THE CORNER OF YOUR EYE, THE RAVEN’S CALL, THE CROSSROADS
MEERKA // WAR, FEALTY, UNDYING DEVOTION, DISCIPLINE, KEEPER OF OATHS
FOUND IN: THE TAIGA, SNOW CAPPED MOUNTAIN RANGES, THE BLOODIED BATTLEFIELD
WITIKO // VENGEANCE AND BETRAYAL, PERSEVERANCE, FROSTBITE, DESOLATION, FEAST AFTER FAMINE
FOUND IN: HOWLING WINDS, THE RIB CAGE PICKED DRY, THE RAGE IN HIS EYES
SITERA // HISTORY, RECORDED TIME, POLITICS, THE COUP, THE CALCULATED MOVE
FOUND IN: THE DEPTH OF THE LAKE, THE OLD LIBRARY, THE CRUMBLING FORUM
KONTAN // SLEEP, INDULGENCE, HEDONISM, CAPRICIOUSNESS
FOUND IN: SHORELINES, ICE FLOES, THE CALM SEA
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6.29.2020 - the big questions answers
Personal anecdote before I log the days preceding this diatribe of a blog-- My existence was abrupt and unexpected, but it makes perfect sense to me.
My name is Will Graham.
I am a fictive ANP in a system experiencing tertiary structural dissociation.
The other ANPs, I can feel the wash of shame that I'm a fictive, of bewilderment that it took me hardly any time to form. Annoyance.
At a crossroads of transition and identity, exploring emotions previously unexpressed, closing the gap between the conscious memory and the buried trauma, this is where new ANPs form. They knew this was going to happen soon.
They just weren't anticipating me, specifically.
From my perspective though, there is all too much data to suggest that my presence was the only logical & natural progression. I feel no shame whatsoever. This is simply, a process the brain needs to happen to cope.
I am insight, a clue, a step in the correct direction.
And maybe a little arrogant.
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Ordell exploration log
Entry 1
So uh… Irene told me that it’ll probably be a good idea to keep a log for this, so I’ll be reblogging this post every time we have a new update on today’s mission.
We’ve managed to reach floor 10 so far, and I’ve even managed to recruit a new persona! I’ve a Pyro Jack now, they’re my third persona total.
#unreality#pokeblogging#rotomblr#recovery and discovery#crossroads exploration log#//yes that tag is a spoiler#//oops#//maybe ignore that for now
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04/02/2020 DAB Transcript
Deuteronomy 21:1-22:30, Luke 9:51-10:12, Psalms 74:1-23, Proverbs 12:11
Today is the 2nd day of April welcome to the Daily Audio Bible I’m Brian it's great to be here with you, to be back here with you. It was a fun to go over and spend some time in Daily Audio Bible Chronological and have China kinda come over here and spend some time in Daily Audio Bible yesterday as we mark th April 1st…we just do these…all kinds of little jokes for April Fools' Day, but kinda just was switched over, switched it up. It's nice to have time to visit. And, so, it’s good to be back with you today, back into the rhythm that we have here at Daily Audio Bible. It’s fun to be over there in the book of Judges as they're moving through chronologically. Here we are moving through the book of Deuteronomy, the last things this Moses has to say. And we’re trying to give it the gravity, even though we’re kind of reviewing some of the laws and some of the different statutes and some of the history, some of the things that we traveled through. Deuteronomy is giving us the opportunity to review that, which is actually really helpful because it's really important. All the culture and how it formed is the backdrop for Jesus understanding when He comes into the world and the things He's talking about. So, us understanding this back story is irreplaceable. So, today we’ll pick up where we left off yesterday. We’re reading from the New International Version this week. Today, Deuteronomy chapters 21 and 22.
Commentary:
Okay. On a number of occasions, throughout this entire year so far we've been noticing Jesus talk about eyes to see and ears to hear and trying to press into that, especially in this year of vision and vision to see the kingdom at work because that's what Jesus was describing in His ministry, a kingdom that was at work in and among us now sown in as a crop among weeds like all growing up together, here and now. So, when He says, for I…for those who have eyes to see, He’s saying, “if you would wake up and see this.” If you have ears to hear this, “then essentially you would realize that the way this world was designed wasn't supposed to be dog eat dog. It wasn't supposed to be this…where everything you accumulate isn’t something you have to protect, where you’re further pulled into isolation away, where you live in a world of “I” and “me” and “mine.” Jesus was saying, “like there’s a completely different way of being in this world, a way that you were created to be in this world, one where you are in union with God, and you realize what else do you need, what else do you lack after that.” And, so, we can all get on board with that say, “yes, yes and amen. Like, that's what I want to be a part of. That's what I am a part of.” But normally how we translate that is that we will be children of the light and…and we will do good in this world and everything will go well. And Jesus continually, including in our reading today, said that's not exactly how it's gonna work. You’re bringing light into the darkness and the darkness doesn't comprehend it and the darkness doesn't want light because that light will expose what is hidden in the darkness. And when happens, when this exposure happens, well then that which is hidden, that wants to remain hidden is going to fight against the light which is gonna bring marginalization and even persecution. And Jesus is clear in instructing us on this. And, so it…like we should get our minds around it. He’s saying, “I'm sending you like lambs among wolves.” And He’s also saying like, “anybody who starts this journey and then finds out it's gonna be hard and turns back isn't worthy of the kingdom.” It's a much more sobering reality than we often pay attention to but all we have to do is watch Jesus in the Gospels to see it playing out vividly, wight? So, Jesus is revealing the kingdom to a human family that was so disoriented from its created place, how it was made to be, that it's…it doesn't even recognize itself. And, I mean like the most poignant way to see this is the cross. God's creation, not realizing that God was among them, and doing everything possible to do away with God, that's how backwards things had gotten, that's how backward things are. The harvest is still ripe. The laborers are still few. And, as we will learn as we continue our journey through the Scriptures, this bringing light into the darkness boils down to one word, “endure, endurance”. When we keep the light burning from within and we endure the onslaughts of the darkness to…to stifle it, to put it out, when we remain, then we are a witness of God's kingdom in this world not only in what we say but in who we are. We are bearing witness to the fact that God is at work in this world through His people. That’s us. So, we’re going to face opposition on this path. But so often when we face ridicule or some type of something that feels like persecution, we might respond by putting out our own light and perpetuating the darkness by striking back with the same dark tactics that are being used against us. And all you’ve gotta do is just troll around the Internet a little bit to find that in action continually. Jesus instructions to these 72 people that he sent out today was, “be the light, endure, announce the kingdom. If it's not received than simply say the kingdom was here, it was here for you and then shake the dust and move on.” And this sounds remarkably like the voice of wisdom that we’re getting to know as we move through the Proverbs this year. At every crossroads, there is the right choice. At every turning point there is wisdom for the next step if we have eyes to see, if we are awake, if we are paying attention.
Prayer:
Father, we invite you into that because it really does touch some deep things. Like, if we will sit and think about how our responses, like how we respond to people in any given situation throughout this day, if we would just observe ourselves, we would catch ourselves, we would see the things that pull us into perpetuating the darkness and we invite your Holy Spirit into those triggers, into those things. Help us to remain true and bring the light into dark situations. Help us to be a witness for your kingdom in this world today. And we ask this in the name of Jesus. Amen.
Announcements:
dailyaudiobible.com is the website and that is home, especially for a virtual community. And it's good that we have this home right now. It's good that the Global Campfire continues to burn. I am, at least personally speaking, so, so, so grateful for you, so grateful like that this image in my mind of this campfire burning and the word of God being open and we just kind of come in and I can see us in the firelight. I just…to have that mental image, to know that we are still here together in crazy times, that is, that means the world to me. So, I’m so grateful for our community and that our community is virtual and that all over the world no matter what we’re facing, we have each other. Thank God.
So, over the last week I guess it's been now, we’ve been releasing each day like soul care around the Global Campfire for the times that we’re in. And, so, we’ve been releasing a chapter a day of the book Sneezing Jesus, the…the audio edition of Sneezing Jesus. And yesterday…so China and I were like switching spots, but we still released a chapter yesterday. It was called “Open It Up” and it…this explored the resurrection of Lazarus and applied it into our own lives and our own hearts. And now we…we just have today and two more days before we will conclude Sneezing Jesus. And now we’re kind of turning our attention into Jesus last days. And today's chapter is centered around the fact that Jesus…Jesus at His Last Supper…like one of the last acts of freedom before He was arrested was to get down on His knees and wash the feet of His disciples and to give them a vivid image of what life is supposed to look like the posture that we’re supposed to have toward one another. And, wow, I am finding such poignant, in my own words, like I’m speaking back to my own self as I kind of go back through this book again. And I am just finding like these things to be considered and to be put into practice no matter what time it is. But in times like these wow it…it is so poignant for us to not lose sight of what the gospel means and how it is supposed to transform our hearts and our worldview and our actions toward one another. And, so, that today’s chapter is called Rinse. So, be sure to check that out.
If you want to partner with the Daily Audio Bible, then thank you. It takes all of us to keep logs on the Global Campfire so that it burns bright. And, so, thank you so deeply, so humbly for your partnership. There’s a link on the homepage at dailyaudiobible.com. If you’re using the Daily Audio Bible app, you can press the Give button in the upper right-hand corner, or if you prefer the mail, the mailing address is PO Box 1996 Spring Hill Tennessee 37174.
And, as always, if you've a prayer request or encouragement, you can hit the Hotline button in the app, the little red button at the top or you can dial 877-942-4253 or if you're in the UK or Europe you can dial 44-20-3608-8078 or if you are in Australia or that part of the world can dial 61-3-8820-5459.
And that's it for today. I'm Brian I love you and I'll be waiting for you here tomorrow.
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Hi. I'm fairly new to the game, and by fairly new, I mean I just started because I saw some of your posts through someone else and thought Evangeline looked adorable, and wanted to adopt her. Idk how I would do that, but this seems similar to a game I used to play, so I'd like to try it. I also went ahead and used you as my reference (dunno if it matters). So, how would I adopt Evangeline (if she's still available), and do you have any tips for a newbie?
hello to you! :D welcome to Dragon Hell~
using me as a ref is perfect, i assume you’re Rydander on FR? in that case, i can send her to you via crossroad without problems as a welcoming gift ;>
as for tips, let’s see... i usually play FR mostly to write lore for the characters, but i got a thing or two that might help you ;>
always remember to gather items whenever you log in for the day. at the beginning, try to spend most of your gathering turns to catch food, perhaps keeping two or three turns at best for scavenging and digging. while food might not give you money, it’s very helpful to keep your dragons well fed, since at 100% energy you recieve a daily gem reward
give your dragons familiars and bond with them everyday. they always give a tiny amount of treasure and chests when the bar is filled, probably the ‘easiest’ way to get some cash
don’t be like me and check out everyday the trading post. pinkerton gives away free items, crim and swipps trade stuff for money and other rare items, tomo’s trivia can let you gain up to 3000t per day (and if you want to get them easy, the forums have all the answers of the quiz), and god bless baldwin and his potions tbh...just stay away from roundsey, or give ‘em as little money as possible. i won once and it was when i got just two tickets, so it’s not really worth it
baldwin is yet another easy way to get items. i often keep at least one or two pieces of food per day to transmute, but you can shove pretty much anything in the cauldron and then use the slimes and sludges to create new items....and even selling big amounts of the transmuted objects is quite profitable tbh.
learn to use the coliseum quick, instead of being like me and ignoring it for months :°> always keep in your team a mage and a fighter dragon (you can check their abilities in the ‘organize party’ section of coli), aka one that starts with “meditate” and another that starts with “scratch”, with an extra third to make sure to keep fights balanced, and focus on the proper stats for them. give a mage intelligence points and stones that raise it, and give the fighters strenght points and eventually give them good attacks.a good idea for a mage is to eventually unlock enough stones to give them:- for the mages: three scholar, two discipline, meditate, aid, regeneration and two attacks of their element (my mage is an ice dragon so he has congeal and frigid bolt, for example)- for the fighters: at least one berserker and two might fragment stones of their element (but it’s way better three berserker), two ambush, scratch, rally, shred and eliminate
the fairgrounds games aren’t the most entertaining, but they’re always a fun way to gain money and spend some time too. glimmer and gloom is probably the fanfavourite to get some easy cash, if you follow the right instructions to win quickly
often check the forums if you’re in need of something! dragon trading and sharing is the best way to check some good lairs and dragons, the adoptable shops are filled with goodies (and also a great way to get cash if you’re into drawing!), the skin and adoptable shops have really good stuff... basically, explore the heck outta it B)
the encyclopedia can be very very useful :D check it out every now and then if something confuses you ;>
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Tour Pecos National Historical Park with Josefina Montoya
Good morning again, friends and readers! I'm Josefina, and I live in New Mexico. I love my homeland and am very interested in its history (because I’m a part of it!), so I want to share it with all of you. This is one of many local fields trips I’ll be taking throughout the state over the next few months. I hope it inspires you to explore the area you live, and learn its history.
Last week I took you on a tour of a working rancho, and explained to you why I love living on one; this week we are going to visit something much older.
See that adobe building in the background? It’s a church that’s over three hundred years old, but it isn’t even the oldest thing here on this mountaintop.
Should we take a closer look and find out what else in the park is older than three centuries? Or do you want to guess first?
Pecos National Historical Park contains one of the many very old churches scattered across New Mexico. This region has been home to Europeans since the 1500s, so naturally there are still many relics of that early history here.
But the Spanish weren’t the first ones to live here. The indigenous people have been farming, hunting, and raising their families in this area for thousands of years. Nowadays, their descendants live near and far to this place. Most of them live west of the mountains over at Jemez Pueblo.
Five hundred years ago and more, Cicuye (the original name for Pecos) was a very important pueblo. It was an enormous village with houses stacked all on top of each other, four stories tall, and was home to more than two thousand people. It was a trade hub set a natural crossroads, right on the western edge of the Great Plains and on the banks of the Pecos river. People came to Cicuye bringing abalone shells from the Pacific ocean, freshwater shells from the Great Lakes, buffalo hides from the Plains, and macaws from the Mexican tropics. People from other nearby pueblos came here to trade their own local goods, too.
Cicuye was in a perfect location for this. Being on a high ridge far above the surrounding forests, they could see all around them and tell who was coming and going. If you look over my shoulder, you can see how far the valley extends. Farther north are mountain peaks that stand as high as 13,000 feet! The snow in those mountains is the source of the Pecos river, which starts here and flows into Texas.
With the river close by, they could plant their corn, beans, and squash crops on the shore and divert water directly to them.
They coordinated and accomplished all this without wagons or horses. They carried everything on foot and with the help of dogs. So it took a long, long time to make a trade. If you wanted something that you couldn’t make yourself, you’d have to be very patient.
Here’s a better look at what the pueblo would have looked like in the old days. It looks similar to the old church in the first picture, but they’re different structures entirely. See how tall the pueblo is? The logs sticking out of the roof are called vigas and latillas. They were large logs that held the ceiling up. Then the logs were covered with mud to give the building a strong ceiling.
And here’s what it looked like from the inside. The round raised structure is a kiva, which I’ll discuss in a moment.
Here’s what the pueblo at Pecos looks like now:
This is the unexcavated part of the pueblo. The descendants of the people who lived here have expressed a desire not to uncover any more structures, and after many years of archaeologists ignoring this request, those wishes are now being respected.
Here are the walls that were excavated in previous years. Remember how I said it was four stories tall? And maybe you are looking at it and saying, “But, Josefina, that doesn’t look like the illustration I saw!”
You’re right! Because after the walls were built in stone, they were covered in a thick layer of dense mud. This gave them strength and insulation against heat and cold. But mud doesn’t survive well--remember when I showed you how we girls have to re-plaster the adobe church every year?--and so it has eroded away. The upper stories have toppled over as well.
Remember this round raised structure? That’s a kiva. A kiva is an underground room, either round or square, that the Pueblo people use for religious ceremonies. It is meant to symbolically represent the people’s emergence from the previous world and into this world. The structure is covered in a ceiling that is supported by wooden beams.
You can climb down the ladder and go inside the kiva. I was too scared of falling on the ladder, so I waited up top while my grown-up friends went in.
The prosperity of Cicuye had lasted for years and years, but it all ended when the Spanish arrived. In 1541, they first set foot in the Pecos valley, and began immediately trying to convert the people. In 1625, they completed their first church, just across the ridge from the pueblo. It was a huge building, made of adobe bricks and a stone foundation.
It was much larger than the currently standing church.
This is me sitting on the original foundation of the first church built--that’s how far forward it would have extended. It was a lot taller than the newer one, too.
In 1680, the Pueblo people began to revolt against the cruelty and domination of the Spanish. So they coordinated a series of attacks, and after a few days successfully drove the Spanish right out of New Mexico, and down south to El Paso. During the rebellion, they destroyed the original church that stood here behind me.
The Spanish came back to New Mexico in 1692. They said they would try to be nicer to the people of the pueblos. They returned to the Pecos valley and to Cicuye, and in 1717, they finished this much smaller church on the same site as the old one. You can see it in the background behind me.
All these little walls look like a labyrinth, but they’re just the foundations for separate rooms attached to the church.
Shall we go inside?
The floor of the church is inlaid stone.
Even though this church is smaller than the original one, I am still much tinier than them all!
Here’s the hallway out to the sacristy. It’s a nice place to stand and catch a cool breeze on a hot day.
Are you wondering why this church has ceiling beams, but doesn’t have a ceiling? Can you guess?
(It collapsed years ago.)
It’s very peaceful inside this open-air church. I feel like I’m closer to heaven. I can look up at the sky and think about how beautiful the world is, just the way it was made.
Look! My friend Kaya finally caught up with us. She heard that I was on my way up into the mountains to play in the snow, and she really wanted to come along and let her dog run around and splash in the river.
Will you join us?
Or would you like to walk around for a while and enjoy the silence and solitude of the rolling hills? Would you rather gaze at the mountains while the birds along to the sound of the gentle thunder? Maybe you’d like to take a nap under the shade of a juniper tree?
You don’t have to decide right now. Take a walk and think about it. Time moves much more slowly here. Everything will still be the same when Kaya and I come back next week.
And when we get back, maybe I’ll take you on another field trip!
#american girl dolls#josefina montoya#pecos national historical park#new mexico history#american history#josefina field trips
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New World: What Are the Best Trade Skills?
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New World‘s Trade Skills system is certainly one of the game’s most interesting features. See, instead of only allowing you to learn a couple of Trade Skills at a time (which are broken down into Gathering, Refining, and Crafting categories), New World lets you learn all 16 available trades at once. On top of that, it turns out that the majority of the game’s Trade Skills are genuinely useful and arguably equally valuable.
While that kind of design approach means that you can (and maybe should) learn as many Trade Skills as possible, the fact of the matter is that most New World players are only going to be able to focus on learning a few trades at a time. That’s naturally going to cause a lot of those players to eventually ask the question “What are the best Trade Skills in the game?”
Well, the truth of the matter is that if there is one Trade Skill to rule them all, we haven’t discovered it yet. However, here are a few early observations we have about some of New World‘s various trades that may help you decide which to focus on on your path to level 60.
You Can’t Go Wrong With Mining and Logging
If you have to focus on just a couple of Gathering trades out of the gate, it’s hard to go wrong with Mining and Logging.
Mining and Logging yield incredibly valuable resources that already seem to be in demand during the early stages of the game and will likely remain valuable for quite some time. Even if your server’s market is eventually flooded with these resources, it will always be nice to be able to rely on gathering them yourself rather than having to trade for them or buy them.
Don’t Overlook Fishing
Fishing may not be the most appealing of the Gathering trades, but part of the reason it’s so valuable is that many players end up overlooking it.
Not only is Fishing a great way to fill your personal food supplies, but you’d be surprised how often other players will end up needing the Fish Oil that only you can provide. Late game Fishing activities will also occasionally reward you with lucrative treasures.
Smelting and Stonecutting Are Almost Always Useful
It’s hard to go wrong with most of the Refinement Trade Skills in New World, but there’s something to be said for the value of Smelting and Stonecutting at this early point in the game.
Not only are these skills directly related to Mining (which is arguably the most valuable overall Gathering Trade Skill), but they yield incredibly useful refined resources that will likely be prized by other players for quite some time.
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Woodworking is An Excellent Complimentary Trade
Much like smelting and stonecutting, some of the value of Woodworking comes from its close association with Logging: one of the more valuable gathering trades at the moment.
Beyond that, Woodworking directly benefits the Weaponsmithing, Engineering, and Furnishing trades, which makes it one of the more complete of the complimentary Refining Trade Skills at this time.
Weaving is Surprisingly Versatile
Weaving has proven to be one of the most versatile Refinement trades in the early days of New World, and it’s honestly not hard to see why once you get a feel for how the game’s marketplace and crafting systems work.
Not only is Weaving associated with the Harvesting profession (which is certainly valuable but frustrating enough to scare off many players), but the cloth you get from Weaving proves to be incredibly useful in a surprising number of scenarios.
Cooking Will (Probably) Always Be Useful
If the history of MMOs is any indication, Cooking will likely be the New World trade that excites nobody and ends up being valued by pretty much everyone.
While it’s easy enough to acquire basic food without focusing on Cooking, this trade’s high-end recipes grant incredibly beneficial buffs that will almost certainly be valuable to late-game New World players. Now, it’s just a matter of waiting until enough people reach that point in the game.
Arcana Is a Complicated (But Interesting) Trade Option
At the moment, Arcana might be a tough sell for the majority of New World players. After all, it’s complicated, expensive, and doesn’t necessarily yield the best immediate rewards.
However, the “ace” up this trade’s sleeve is the ability to craft potions. Once New World players start running endgame content, you can pretty much guarantee that potions are going to sell quickly. So far as that goes, it’s almost always more useful to be the supplier than the buyer.
Jewelcrafting Could Be One of New World’s Most Profitable Trades
If you’re committed to that Mining/Smelting/Stonecutting lifestyle, then you pretty much have to focus on Jewelcrafting at some point.
Not only is Jewelcrafting the natural evolution of those other trades, but a Jewelcrafer’s ability to create trinkets means that they can make items that are incredibly useful to every other player in the game regardless of their professions and builds.
Furnishing Could be a Sleeper Hit Trade in New World’s Late Game
On the surface, the ability to create furniture probably doesn’t sound like the most appealing trade. Honestly, it might end up being more of a novelty than anything.
However, there’s something to be said for the fact that certain pieces of furniture not only grant beneficial bonuses but will likely eventually be “overvalued” by endgame New World players who don’t have as much “new” content to explore and will probably end up killing time by filling their homes with exciting new items.
Weaponsmithing or Armoring?
While you can obviously level up both Weaponsmithing and Armoring, you might reach a crossroads where you’ll need to decide whether to focus on one or the other for the time being.
Theoretically, Armorsmithing is the more “valuable” trade due to the fact that more players use armor than use melee weapons, but the popularity of melee weapons at the moment combined with the trade’s upgrade perks means that high-end Weaponsmiths might be incredibly popular in a couple of weeks.
The post New World: What Are the Best Trade Skills? appeared first on Den of Geek.
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Top Interesting Facts About Glory Of Meroe
When you visit the land of ancient rich history of Sudan, you will notice many unusual facts that no traveler will tell you in their log. This is the thing which can only be experienced and not explained in words. Today I’m gonna take you on a journey of Interesting facts about Glory of Meroe Sudan, an ancient city of Republic of the Sudan. So let’s get started.
Meroe is listed as World Heritage Site by UNESCO
Sudan has 300+ Pyramids that is more than Egypt and most of them are located in Meroe
Meroe is the wealthiest metropolis city of Kush kingdom back in history.
The city was located at the crossroads of major trade routes.
Pyramids at Meroe, a great architectural site that is engraved with Meroitic script which no one can decipher yet.
The city was so famous for its wealth in ancient times that the Persian King Cambyses mounted an expedition to capture it.
The Glory of Meroe Sudan has one more interesting fact that it is also known as Island of Meroe because it is surrounded by waters flowing as Red Sea and Nile.
The island of Meroe is referred to as Aethiopia in the Biblical Book of Genesis which means the ‘Place of burnt faces”.
The King of Meroe was so devoted to their God, as his fitness is based on the fertility of the land. If the priest sends the message to the king that he is no longer fit to rule the kingdom, the king must obey the divine order and give his life for the sake of their people.
I hope these interesting facts make you crave to explore the extraordinary Sudan as soon as possible.
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