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nofatclips · 2 months ago
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In the Beginning Was Water and Sky, a short film by Ryan Ward
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thebeatifulones · 1 year ago
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awesomefridayca · 3 months ago
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Podcast: Inedia & It's What's Inside (& Transformers One)
Greetings programs!  On this week’s show, we’re taking on two exciting films.  First up, a BC shot indie film that played as part of the 2024 Vancouver International Film Festival, Inedia.  Then we turn our attention to a new Netflix release, the single-location mystery movie It’s What’s Inside.  Both films are exciting for some of the same and some entirely different reasons, and we have a lot…
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starshinedragon · 1 year ago
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SSO: WINTERDALE Fan written main storyline
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The Map of Winterdale:
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The Life Warden Trees of Winterdale:
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Story design:
-> This is the updated version of an old post, taking into account the new main story quests and describing the quests in much more detail. -> It takes place after aging Concorde up and escaping Devil's Gap, after all of the main story quests up to 2023 December. -> Part of SSO Rewritten (my writing project of the whole story of SSO until defeating Garnok). You can find the story related posts with the tag "sso rewritten" -> Phases 1-2-3 is the main story so far, here I wrote phases 4-5-6 which are the main story quests connected to Winterdale.
-> The area of Winterdale was established in the Star Stable Winter Riders game and I added elements from SSO (kallters, rangers, druids) to fill in the empty places. The focus characters of the Winterdale main storyline are going to be Katja (as the main opponent), Linda (as she is her rival), Mr Sands (redemption arc) and the kallters. The setup for them is already in the game with the extremely effective hook when the MC spots them in Dino Valley leaving. The thematic guide for the Winterdale story is the rumor of the Ice Witch, already suspected to be Katja. The final confrontation of this phase is tied to Garnok and Pandoria.  
So saddle up and get ready for the adventure!
PHASE 4 –  Entering and exploring Winterdale
PART 1: Icestorm
Unlocking Winterdale:
-> MC is called to Valedale. At the runestones before the portal spiral leading to the Secret Stone circle, we meet with Avalon, Evergray and the druids who arrived from Winterdale. The leader of the Winterdale druids is Cairn Stevenson (middle aged, but younger than Evergray, white beard, blue and brown robes) and his horse is a white Percheron wearing new brown and light blue druid tack, called Ossian. They came to ask for help, since the storm in Winterdale has gotten worse. Last night a huge blizzard hit the valley and they think it is magical and suspect the hand of the Ice Witch might be in it. They are unable to dispel it and ask for the help of the Soul Riders.  
-> We ride with them through Dino valley and they give us some exposition about Winterdale. They say Pine Hill ruled over most of the valley historically. They tell us about the cold micro climate, when the kallters migrated from Dino Valley to Winterdale, and that the current persisting winter storm started many years ago. The storm is sometimes weaker, sometimes stronger, but always present. It cut them off from the other parts of Jorvik as the Frostfire pass leading to Ashland and the Seaview pass leading to Marchenghast froze over and the blizzard halted the works on Northlink tunnel. The Lord of Pine Hill mansion, who has the strongest voice in how Winterdale runs itself does not seem to care anymore. Avalon asks them how did they leave and intend to go back to Winterdale then if there is no way open.
-> MC, the Soul Riders, Avalon, Evergray and Cairn arrive at the Icengate where Nanook and Sedna (kallters) wait for us on horseback. They perform a ritual and open the magical lock on the passage. The team is escorted through the tunnel of ice and rock, made of a similar design as Stonecutter’s vault. Halfway through it Magnus Steinar’s ghost appears as he guards this tunnel. Sedna tells him everyone here is a friend and they are to have safe passage through the Icengate whenever they please. The team exits the tunnel high in the mountains and looks over the snow covered Winterdale valley ravaged by the blizzard.
Fighting the Storm:
-> The team descends on the steep Meander trail (from the Winter Rider game) and arrives in Meander Stables, where the druids set up camp. You are greeted by Eric Lowe, the owner or Meander stables. There you are introduced to the other druid characters of Winterdale by Cairn. They tell you of the situation: the magical storm started some days ago and won’t stop. Katja’s frost powers wreaks havoc, flash freezes sweep across the valley every other minute and the winds, snow and raining icicles destroy houses, stables and threaten to freeze everyone to death. The team is asked to help the valley. MC agrees to help, while the druids try to figure out a solution to stop the storm.
-> MC is sent on four different missions in four consecutive days with the Soul Riders to introduce you to the layout of Winterdale. For each mission, you go to a location in Winterdale to help the people fight the storm by dispelling frost, gathering firewood, saving the animals, etc. To get anywhere, you have to ride through the storm. Each time a flash freeze is coming you have to take cover. Icicles rain on the way indicated by the circles appearing in front of your horse that you have to dodge. You and your Soul Rider partner get there, help out and return to Meander. First, you go with Lisa to Cape Point village, next with Anne to Icewind Station, then with Linda to Pine Hill village and finally with Alex to Anvil Woods Druid Village and back to Meander.
Dispelling the Storm:
-> In the meantime, Evergray and the druids tried everything and figured out that they can’t dispel the storm alone and need help from Fripp. MC is sent to ride back to Valedale through the Meander trail, Icengate passage and Dino valley (there is not an available trailer in Meander yet- not until you open Northlink). You ride to the spiral portal in Valedale and fail to open the way.
-> Katja appears on horseback, cornering MC, tells you that they have blocked your access to the Secret Stone Circle. MC vows to stop her terror of Winterdale, but she just laughs and tells you not if I stop you first – forever! She sends fer frigid powers after you. You race back to Meander the way you came, dodging icicles and also Ice Spectres, that are like shadow seekers, but made of mist and frost and are controlled by Katja. You get back to Meander and tell the druids that Katja blocked you from opening the portal. Evergray is unusually cheerful about this and when they ask him why is this a good thing, he tell you that he figured it out. Katja blocked you from going to the Secret Stone Circle, because the solution lies there. By uniting the power of MC, the Soul Riders, druids and kallters and Fripp, you will be able to stop the storm. Avalon, the forever optimist points out the only problem is getting there.
-> You can actually get to the Secret Stone Circle on foot, however, there is one problem besides the storm, and that is the cursed Nightmare Forest. You have avoided it so far, taking the paths next to the Meander river, but now you have to go through it. As only the Soul Horses are strong enough to go through the storm and the dark forest, Alex, Anne, Lisa and Linda are riding double with Cairn, Avalon, Sedna and Uyarak (the other magic user of the kallters beside Sedna) and MC takes Evergray. You ride through the storm, hiding from the flash freezes and ride into the dark forest. The Nightmare Woods in covered in snow and ice, shadow seekers patrol and dark blue and purple wisp-like spirits drift amidst the gloomy trees. The team takes the path through the abandoned Crescent Lake Ranger Station up to the Aurora pass and then the western road leading up to Starshine Mountain. You ride up the steep mountain path (design based on the Starshine Legacy games) and get to the broken bridge.
-> Katja appears behind you sending an army of Ice Spectres. You run through the narrow path and jump the broken bridge. She stops before the jump and her horse rears, not being able to come closer to the Secret Stone Circle. Fripp awaits you in the circle and tells you don’t worry, no servant of darkness can come into the circle again, because he woke up the guardian tree of the Circle: Astral Crown. You see the formerly leafless big tree towering over the circle now covered in azure and lilac leaves, that shine like stars. The riders dismount and form a magic circle, everyone positioning themselves in front of each runestone. They perform a ritual and dispel Katja’s Icestorm from Winterdale.
PART 2: Exploring the valley
The Roads to Winterdale: Marchenghast and Northlink
-> Now that the storm is gone, MC can properly explore the valley. The Secret Stone Circle’s portal to Valedale is open again. A cutscene takes you back to Meander so you don’t have to ride through Dino valley again. Eric, the owner of Meander stables thanks you for saving the stables and the village and promises to put in a good word for you for each place in Winterdale. The Meander Championship is unlocked, it runs through the Coldstone forest and Frostbitten fields.
-> After the full introduction to the Meander area, it is time to open Winterdale properly for people and the horse trailers. Eric sends you to Cape Point to meet a ranger friend of his (Aiobhinn, the leader of the Winterdale rangers) who will lead you through the Seaside pass up to the Marchenghast Castle. Eric apparently knows everyone in Winterdale.
-> At the Marchenghast Castle they open the gate for you. There are very few people and servants there and MC meets the lord of the castle. He was told that you stopped the storm and asks how. As you can’t say magic, can choose from different stupid options to try to explain scientifically how you stopped a whole blizzard. Whatever you choose, Lord Marchenghast laughs and says he know about magic in Jorvik, don’t worry he just thought you would be better at lying. He opens the gates and grants you safe passage through the castle and estate and sends you on your way. The rocks have been removed from the road in Goldenhills and cars can now access it, opening the trailer options in Winterdale.
-> MC rides to the Baroness and tells her that the storm is over and the work on the Northlink tunnel can continue. You are sent to tell this to the workers. While the main story calls you back to Meander, the tunnel dailies are now unlocked, requiring you to help in the work for seven days to build the tunnel.
Rangers and Pine Hill:
-> Eric tells you Aiobhinn liked you and is willing to properly show you Winterdale, now that the storm is gone. You are led though Coldstone forest with the blue crystals and trail riding pathways and arrive in Explorer’s Rest Ranger Station. You are going with Aiobhinn as she checks on all of her rangers throughout the valley. You help the rangers clear the paths covered by the snowstorm, unlock races. They show you the path leading to Frostfire pass, but it is not accessible, until it melts.
-> Next, you ride north, and he shows you Pine Hill village and tells the gossip about the lord of the mansion, Mr Sands. You meet the people of the village and stables, unlocking many side quests. The ranger shows you the Rimefang woods, but you only ride on the path next to Meander river, because the forest is infested with wolves. Frosted mammoth pine trees, fallen trunks, misty woods. If you go too close to a wolf, it will start to chase you and you need to gallop to lose it. If it catches you, you are teleported out of the woods with the message: “Your horse got you out, but be careful, next time you might not be this lucky!” She tells you there is a hidden kallter village in the middle, but you can’t reach it, unless they invite you.
-> You ride to Icewind station. You meet Henry Stevenson(the old guy from the Winter Riders game), second in command to Aiobhinn and brother of Cairn who is the leader of the rangers at Icewind station. He reports to Aiobhinn and tells you the rumors about the Nightmare Woods and that there are two abandoned stations there. They plan to man them again one day, but not until the woods are haunted. You unlock side quests and races in the Icewind Woods.
Druids and Cape Point:
-> Aiobhinn remains in Icewind and Henry offers to guide you through Anvil Woods to meet the druids and his brother. You ride to Anvil Woods and are introduced to their Life Warden Tree, Wise Leaf. They built their village around it. The tree is a gigantic oak who talks in verses, metaphors and talks like an old wizard and is generally whimsical and wholesome. In the side quests, you help the druids fight against Dark Core, as the corporation wants to cut down the forest. The Anvil Bay Championship is unlocked (joint project of the druids and rangers, organized by Henry and Cairn, running through Anvil and Icewind).
-> The druids tell you of their brothers and sisters in the other druid village of Winterdale: Jorwatch. You go there and meet them, unlock quests. They tell you that they guard the path leading to Jorcrater, since noone is allowed to enter as it is too dangerous. Finally, MC is asked to meet Fripp and Cairn in the Secret Stone Circle and you are rewarded with 100 Star Coins (just like at the end of each phase).
PHASE 5- The Kallters and Mr Sands
PART 1: The Redemption of Mr Sands
Secrets of Pine Hill Mansion:
-> Meeting at the Secret Stone Circle. The dark side have been awfully quiet lately and the Soul Riders suspect they are up to something. With Pine Hill Mansion so close, Linda proposes a plan for she and MC to sneak into Pine Hill Mansion (like she did in Starshine Legacy 2) and gather information. MC meets Linda in Pine Hill Village and they wait for nightfall.
-> The hole in the wall Lisa made back in SSL 2 is still there, hidden by a bush, but Linda knows where to find it. It is dark now and you have to find your way through the maze. You do, but there are some guards and dogs outside the house, you have to sneak past them. This time, unlike in the game, you get in through the greenhouse after finding an open glass panel. Linda tells you of the adventure they had here back in high school with Lisa, when she got stuck up in a scaffolding. Luckily, the house itself is empty so you are free to wander.
-> In the main hall, Linda shows you the pictures of the Soul Riders she saw last time here. However, there are four new pictures on the walls, paintings of the Dark Riders (Sabine, Katja and Jessica) similar in style, wearing similar ceremonial dresses. The fourth picture is still covered with a tarp, high on the wall, so you can’t see. MC and Linda get into the library and start looking for clues. Linda finds Sands’ journal. They find out about Rosalind, who was burned at the stake hundreds of years ago for being a suspected witch. She was in fact, a druid and Sands hates the druids because they didn’t save her. He himself turned to dark magics trying to bring her back, but only managed to reach Garnok, who offered him immortality and Rosalind back if he helps the forces of darkness achieve victory.
-> Mr Sands appears and captures them, trapping them in two magic circles. Linda and MC focus their powers (playing a slider-click mini game), but cannot bring his spell. Linda asks him about Rosalind and tells him she understands why he did it, but this is not the way. She manages to upset Mr Sands enough to break his concentration and MC breaks the magic circles. Linda makes a moonlight flash and they run away, escape through the main entrance. Meteor and MC’s horse wait for them there and they escape Pine Hill Mansion.  
Saving Justin (again):
-> Katja makes a plan to lure the Soul Riders into a trap. Just like she kidnapped James in Starshine Legacy 4, she now plans to kidnap Justin. Justin has discovered his druid powers since meeting the Singing Yew in South Hoof and has been training. Justin was to meet MC for training in Silverglade, but he doesn’t arrive. After waiting a bit, you get up to investigate. MC finds signs of struggle and uses moon vision to see what happened. You see Katja surprising Justin and even though he tries to fight back, Katja charms and mind controls him, like she did to James. You call the Soul Riders to tell them Justin was kidnapped, but they say Katja already called and gave them an ultimatum: she wants MC to come to Dark Core Platform and bring their Soul Horse.
-> It is an obvious trap, but you have to go. No sneaking this time: you are to meet the goons at the DC ferry in Moorland. MC and their horse are brought to the platform and led in front of the portal, where Katja, Jess, Sabine and Mr Sands wait for you. Katja is keeping Justin in a magic circle at the edge of the platform where he last fell and Mr Sands is not happy about this situation at all.
-> Katja says get on with it, sacrifice MC’s horse to bring Garnok into this world. MC uses her powers to make a shield around them. Katja says fine, then I will push Justin off the platform and time you can’t save him. MC asks Sands if he is going to let this happen? What would Rosalind think of him now? She would surely not want a kid to die so she can live again? Mr Sands hesitates, doesn’t know if he is willing to sacrifice Justin for a promise of Rosalind. MC says Garnok is a force of destruction, not life and he is lying to Sands and cannot bring back Rosa, but Justin lives and he is his family. Katja is waiting for permission from Sands and she is getting more impatient by the minute. She yells at Sands to give the order and he can’t.
-> Katja pushes Justin off the platform and MC can’t do anything from the shield. The Dark Riders laugh, but Justin levitates back up. He says he has been practicing and just like his mother, Catherine, he is also very talented. He didn’t like almost dying the last time and prepared for this case. Katja is furious, and raises her hand at him, saying, cute, but cheap tricks won’t save you from the true power of darkness. She shoots dark energy at him, but a shield appears around Justin, cast by Mr Sands and it reflects the power back to hit Katja. The explosion also dazes Sabine and Jess.
-> Sands shouts at MC to flee and take Justin while they are dazed. Justin jumps on your horse and you also want to take Sands. Before he can react, a blast of dark energy hits him from behind, cast as a joint spell of Jess and Sabine. Jessica says I have always wanted to do that. You have to flee and leave Sands there.
-> You escape the platform and leave with the little boat to Goldenhills. You ride to Jasper’s farm with Justin and meet the Soul Riders there. Jasper is scolding you for getting Justin into trouble, doesn’t like this druid business that took his Catherine from him. You tell the others what happened. Linda speaks up, says I am fine with being the one to say it, but we need to save Mr Sands now. Justin agrees.
Saving Mr Sands:
-> Meeting at the Valedale spiral, going to the Secret Stone Circle, Justin is also there. Reporting what happened to the druids. All druids from Harvestlands and Winterdale met to debate whether to save Mr Sands. The conclusion is that we need allies and intel so we are going to rescue him from Dark Core. The others say we cannot be even sure that he is alive, so Linda and MC conjure up a moon vision to look for him. It shows that he lives, but barely, kept captive in some unknown Dark Core facility. You have to find out where.
-> Spying on DC with Derek. As a government agent, he knows where and how to get the information to find Sands. MC, Justin and Derek go to every possible Dark Core location and follow a trail. Finally we end up at the station above Valedale and manage to find a photo validating that Sands have arrived to the location of his imprisonment. It is not written where as DC is very secretive about him.
-> We meet up at the Valedale spiral and show the picture to the others saying that is all we have found, ready to give up. Lisa looks at the picture and recognizes the place: it is the DC Barricade, where she freed Starshine from is SSL 1. It is located just north from Anvil Woods, but the road is closed so we need a boat again.
-> Going to Cape Point to find someone willing to ferry us there. The Soul Riders and MC all plan to go and we manage to convince Justin to stay in Cape West as it is too dangerous for him to come. With the guidance of Lisa, we sneak into the DC Barricade at night. Linda conjures a vision and now that we are closer, is able to find Sands. He is held in the main building where Starshine was also held. MC, Lisa and Linda are going on foot, trying to find Sands, while Alex and Anne take the horses to a point where we can get on to escape.
-> We go through the Barricade and see many weird Dark Core projects, shipments of drakonium, artifacts, pandorian creatures in cages and imprisoned in a runic circle there is a massive, formless shadow monster. We can only see its glowing six eyes and huge clawed hand. We manage to sneak into the main building and find Sands in the same cage where Starshine was imprisoned. He spots them, but someone is coming. MC, Lisa and Linda hide and see Katja is there to taunt Sands.
-> She laughs. Oh look, how the mighty fall. Held captive in the very cage where you imprisoned the first soul horse. Another failed quest of yours. You could not get anything done even back then. Maybe I am going to be the new general of Garnok now. Sands tells her no, she isn’t going to be as she is nothing compared to Elise. You are weak, Ice Witch. You compensate well with your smarts, but you always were and will always be weak. And you know Garnok only values raw power. You are nothing to him.
-> He knows this will make her lose her cool. Linda realizes this is an opening and attacks Katja. They duel and Katja is too angry to concentrate. MC and Lisa get the cage open and get Sands. Katja wants to shoot him with dark power again, but Sands throws it back at her, weakening her a great deal. Katja uses an illusion spell, but Linda had enough of her magic. She counterspells, makes Katja lost in her own illusion labyrinth. The team runs and gets on the horses. Alex has stolen the remote opening the gates as Lisa instructed and we escape. We get to the shore and the ferry takes us back to Cape Point. Justin meets him and Sands says sorry for everything.
-> Mr Sands reconciles with Justin and the Baroness and moves back to Pine Hill Mansion. The Pine Hill Championship is unlocked. He becomes our ally, gives the Soul Riders important information about Dark Core and the Dark Riders. He promises to help us against Garnok.
-> MC has a vision: Darko has been stuck in the realm between worlds ever since Elisabeth’s sacrifice. Now Garnok needs a new general, so he rescues Darko. MC tells this to the others and Sands warns them that Darko is unpredictable, dangerous, very power-hungry and not to be underestimated.
PART 2: Cleansing Starshade Woods
Gathering intel:
-> The Nightmare Woods are still inaccessible, infested with darkness and shadow seekers. Team meets up in Meander, Linda’s idea is to check on Mr Sands and ask him for help in cleansing the Starshade Woods. MC and the Soul Riders ride up to Pine Hill Mansion and knock. A very grumpy Mr Sands opens the door and tries to send you away. You convince him to let you in, but he continues to be extremely grumpy. He leads you to the library.
-> You ask him what he knows about the Nightmare Woods. He tells you it is was the dark side’s plan to stop you from accessing the Secret Stone Circle, Darko, Jess, Katja and Sabine all kept throwing their worst dark magics to corrupt the forest. Over the years, the Starshade woods got so dark, the druids had to leave, the rangers had to leave and now noone dares to go into the haunted forest. Sands doesn’t remember all the monsters and magic that was thrown in there, so the Soul Riders keep investigating and find lists of them.
-> Sands also tells you, that the forest has a dark secret, but even he doesn’t know what it is. You have to find out if you want to cleanse the forest. Going around Winterdale, asking to people about the Nightmare Woods. Long investigation, eventually you go to Lord Marchenghast, but he only gives you cryptic answers. You investigate the Baroness’ and Fort Maria’s library too to find out more about Lord Marchenghast.
-> You find out what happened in the Starshade Woods hundreds of years ago: that was where the witches (druids) were burned. You and Linda go to Marchenghast Castle to confront the lord about it, but you cannot find him. You go into the castle and get lost in it, realizing it is cursed. You keep wandering and see the pieces of history as it was basically a tragic misunderstanding and the then young and gullible Lord Marchenghast was pressured into ordering the burning of witches. He and the castle was then cursed by one of the dying druids to suffer misfortune until he admits the truth. You and Linda finally find him in the „throne room” of the castle. Linda realizes using her powers, that the visions were not the complete truth, the castle shows you the lies of Marchenghast. You get him to admit he is not blameless in the tragedy and it is his fault as well. When the truth comes out the curse of misfortune is lifted. Marchenghast gives you a diary of the events.
-> The main story continues as you prepare for the Battle for Starshade Woods, but the Matchenghast Castle side quests are now opened. Lord Marchenghast wants to open the castle as a museum for the public and host an equestrian championship. MC is tasked to try to convince people that the curse is gone. You get merchants and horse people to come and organize the first Marchenghast championship. As the name roughly means „dark fairy tale” new magic horse breeds will be available to buy here after you do the introductory fairy tale quest line for them.
Preparation:
-> MC and the Soul Riders make a plan for the Battle for Starshade Woods. Now you know the druid ghosts, that originally haunted the place and the dark creatures the forces of evil put there. You have to find ways to neutralize each. Linda briefs you on the plan: come back every day to decrease the darkness of the woods to a manageable level until we can finally go in to cleanse the forest. You get a progression bar and have to complete daily quests for some weeks like with the Rune Runner grind.
-> You get multiple, various dailies every day. One quest is always soul riding, where you are sent into the edge of the forest to close a portal, vanquish a dark creature, etc. The other two are coop quests with one of the Soul Riders. With Lisa, you sneak in, avoiding the hostile creatures and heal and cleanse plants and animals from the darkness. With Alex, it is basically a sniper mission, you ride to a high point and shoot Shadow Seekers with lightning. With Anne, you use your light powers to dispel the dark wisps, collect their light and use it to cleanse a patch of forest from the darkness. With Linda, you ride to certain points in the forest and dispel Katja’s illusions by playing various mini games.
-> Every time you reach a milestone in the progression bar, you get a quest about the druid ghosts that died or were burned in the forest. The druids were five in total: Nimue, Moria, Lucius, Einar and Rosalind. You have to help the ghosts find peace. First, you find them in the forest, then you solve their murder (for example one was frozen to death by Katja), you make their last wish happen (e.g. take their bones out of the forest and to the place where they want to rest eternally) or bring their descendants to meet them (convincing people to come meet a ghost in the haunted forest is tricky). Lucius was Marchenghast’s friend and now wants revenge on him. MC convinces him to just talk and maybe tell him to go to hell, but Lucius ends up forgiving him and from now on lives in the castle.
-> Rosalind is the last one, who wants to meet Sands when you tell her he is alive to make sure he is okay. You bring Mr Sands to the Nightmare Woods and Rosalind says goodbye and tells you all that now she can rest in peace. The progress bar is completed and the Battle for Starshade Woods can begin.
Battle for Starshade Woods:
-> Druids, Soul Riders and MC gathering in Meander again. As the darkness decreased in the woods, Sabine and Jessica appeared attempting to restore it. You cannot let them undo your work, so it is now or never. The plan is to sweep through the forest, dispelling the final remnants of darkness and cleanse the Starshade Woods for good. The battle takes three days.
-> On the first day, you go into the part east of Crescent Lake station and disperse the remaining Shadow Seekers and dark wisps with the soul riders. The druids march behind you, cleansing the trees and animals. You get to Crescent Lake station, but Jessica is waiting for you there, defending it. Boss fight: she stands in the middle with a magic shield around her, powered by Shadow Seekers she summoned. You have to charge your lightning powers with the „catch a runner” soul riding mechanic and shoot the shadow seekers. After that you can hit her shield and defeat her. If the timer runs out she releases a dark explosion that knocks you out and you have to start again. When you defeat her, she retreats into the dark woods. You have taken the eastern part of the woods back.
-> The next day, you meet up in Cape Point village and do the same dance. You cleanse the part of the forest west of Storm Hill with the druids coming behind you. Sabine is waiting for you at the top of Storm Hill, promising she won’t go easy on you like Jess and makes a circle of fire around her and MC. Her bossfight works similarly to the Mr Anvir fight in Pandoria, except she is the monster chasing you. You have to dodge waves of fire, falling firebolts, gather sparks of power the Soul Riders summon to charge your attack and then run into her. She flees and you have Storm Hill Station.
-> The third day, you help Lisa and Anne first in pushing the front in Crescent Lake, then you fight with Linda and Alex in Storm Hill. In the middle you find Darko who is ready to unleash a massive dark creature he borrowed from Garnok. The thing is standing behind him in a cloud of darkness and you can only see its glowing evil eyes. Darko says if the forest can’t be theirs then it will be noone’s and the creature will have it. Mr Sands appears and taunts Darko. He says maybe you got what you wanted but it is not as easy being Garnok’s general as he thinks. Mr Sands counterspells Darko and the creature attacks its master. Darko teleports them both away in a panic and we win. Linda asks Sands if Darko is dead, but Sands says probably not, he has proven quite difficult to get rid of. -> The Nightmare Woods are cleansed and it returns to its original state: the Starshade Woods. It looks similar to the Hollow Woods, but with blue wisps flying around and also has a mother runestone and quests. Now we can get to the Secret Stone Circle on foot and the Winterdale rangers send people to the Crescent lake and Storm Hill Stations. The Starshade Championship is unlocked.
PART 3: The Kallters
The Blizzard:
-> Katja appears once again and unleashes a blizzard, but only on the Rimefang Woods. MC and the druids want to help, but noone can reach the kallter village unless they are invited. MC goes into the blizzard into Rimefang Woods anyways, trying to dodge the wolves. They start chasing MC and you run, but end up cornered in a gorge. A kallter girl Erika and her wolf Idun appear and save you. She leads MC to their village.
-> You meet the kallters: the council of leaders are Takuraq, Sedna, the high priestess and Uyarak, the spiritual leader (kind of a druid) whom you already met in a previous quest. Erika is the daughter of Takuraq. You have already met Nanook, who is a horse breeder. Malina and Anniq are the twins of Sedna, girl with golden hair, boy with silver and they do a little moon and sun circle magic. Kauyar is the main wolf trainer and Nasami is his wife.
-> MC is led into the communal hall and the council of elders accept your help against the wolves and Katja, but you have to gather reputation before progressing with the main story. Erika introduces you to the kallter village. It is in the middle of the Rimefang woods, next to a small lake. You have fishing dailies here. All of the kallters have their own tame wolves that keep the wild ones away from the village.
Gaining their trust:
-> In order to be able to properly help them and move around in the forest, you need a wolf. MC is sent to speak with Kauyar, who helps you bond with a wolf. They will run next to you in the Rimefang Woods and keep the wild wolves away so now MC can go wherever in the Rimefang Woods. You name it like you name a new horse you buy.
-> MC gathers firewood in the forest, helps repair the village walls, lights fires that the storm estinguished. In the forest, you have to hide from the flash freezes and dodge icicles, like in the first storm when you entered Winterdale. You have chores in Nanook’s stables for the fjords. You are introduced to Silver Runebark, the kallters’ Life Warden tree, that keeps Katja’s storm from destroying the village. When running around in the Rimefang Woods, you can sometimes see a wolf bigger and meaner than the others watching you. The kallters tell you it is called Amarok, but are strangely secretive and refuse to tell you more.
Fall of the Ice Witch:
-> Once you gathered enough reputation, the main storyline continues. The wolf pack of Amarok attacks and MC helps Nanook protect the kallters’ fjord horses. Katja is there, helping the wolves wreak havoc and using her ice powers. She says she has finally come to have revenge. MC helps stop her from freezing the village, but Nanook is cornered by the wolves. He turns into a bear and fights Amarok. The wolves are driven back and Katja flees.
-> Sedna and Nanook tell MC, that Katja is half kallter and hates them, wants to destroy the village. Nanook and his brother were cursed by Katja into a form of a bear and a wolf. MC agrees to help break the curse. The brothers have to trust each other again to break it (Amarok thinks Nanook betrayed him). Sedna and the twins help MC.
-> You have to find clues on how to break the curse. With Erika, you sneak into the den of the wolf pack using your magic. You find the writings of Amarok that he wrote before going crazy and permanently becoming a wolf. It tells you the full story of how Katja became like this. For looking different, having strong powers and being only half kallter the villagers treated her like an outsider and blamed her for every bad thing happening. She eventually got recruited by Garnok and destroyed the kallters’ previous village in Dino valley, making them leave for Winterdale to find a Life Warden Tree, that can protect them from the monster they created.
-> You confront Sedna and Nanook with this and they admit it is the truth. Nanook also chose the village over Amarok at one point and he is bitter. Amarok in turn used his wolf form to hurt Nanook’s horses and the cycle goes on. Erika says this is stupid we cannot be like this or the village is done for. Katja appears in front of the gates. She says now you see MC, I have a good reason for doing this. Help me get justice. MC says no and Katja unleashes the strom, blasting open the gates and the wolves pour in. Nanook changes into a polar bear and fights Amarok again, wins. Katja wants him to give in to hatred and strike Amarok down. This way he would complete the curse and stay as a bear forever because of his hatred. MC shouts to him not to and Nanook realizes. He changes back into a human and holds out a hand, saying i forgive you brother and hope you can forgive me as well. Amarok has managed to change back to human as well and takes his hand. The curse is broken. Katja shrieks impossible, but she cannot do anything. MC and Sedna unite their power and dispel the storm and Katja flees. Amarok returns to the village and the wolves of the Rimefang woods are no longer hostile.
-> Unlocking the Kallter Championship. You are rewarded with 100 Star Coins as it is the end of a big main story phase. The Wintersoul grind: the second "free" horse, like the Rune Runner. Now that you have completed the kallter questlines, you can start the soul riding-like grind and reputation collection with Uyarak. The Wintersoul is a special silvery-gray kallter fjord horse with ice blue kallter markings and it wanders in the Rimefang Woods. It was created when the a remnants of katja’s evil storm was trapped in a horse that ran away from Nanook’s stable. It has part of Katja’s power, freezing parts of the forest around it, needs to be tamed and who better to take care of it than MC.
PHASE 6 – Apocalypse
PART 1: Ashland and Sabine
Frostfire:
-> The dark side is properly angry now, that you have defeated every one of them again. They gather more dark power and openly attack Winterdale, sending Sabine to wreak havoc with her fire powers. Sabine always wanted to prove herself as best- now she wants to prove herself to Garnok, drunk with power.
-> The siege lasts a week, Sabine attacks different magical parts of the valley each day, until she depletes the powers she got. Every day MC gets called to a location and has to stop her. She brags about showing you all, that she is better, stronger, than Katja, who failed, just like Sands. Once the week is over she leaves and noone like the calm before the storm. The Soul Riders decide you have to figure out where she went, but before you could get on with it the earth shakes and there is a plume of smoke rising from Ashland.
Ashland:
-> This is bad. You have to get there to stop whatever Sabine is doing before she makes the volcano erupt and destroys half of Jorvik. First, you five are taking Avalon, Evergray and a Winterdale druid and ride to Explorer’s Rest and a ranger escorts you to Frostfire pass, but it is still frozen over. The druid says there is another way into Ashland. You ride to Dino Valley, but of course the path is still frozen.
-> The druid directs us to go talk to the Life Warden Tree of Dino Valley in the summit. Glacier Heart is peacefully slumbering still and we debate how to wake her. Before the team decides on anything, the ground shakes again and she wakes. At first she gets angry at you, but you manage to explain to her, that this is not your doing and you want to go to Ashland to stop it, but the path is frozen. Glacier Heart sighs: Do I really have to talk to her? Can’t you people just melt the ice of the road? The druid tells her respectfully that we are in a hurry, trying to stop the volcano from erupting and covering half of Jorvik in ash. That does it, because Glacier absolutely does not want warmth in her valley.
-> You can hear the telepathic communication between the trees. Glacier Heart calls out to her sister, Fire Glory in Ashland. She is very chatty and very ADHD and very excited about everything. It takes some tries for Glacier to explain to her that people want to go to Ashland, but the road is frozen. Fire Glory is very excited that she will get visitors and says hold on one second. She uses her fire powers to melt the ice on the road and the path to Ashland is finally open.
-> The team rides to Ashland and arrives in Ashfall village. There is a small community living there, some families and druids. The people grow extraordinary fruits and plants in the volcanic soil and the druids are stationed there to watch the volcano. Ever since the first quake, ash is falling from the sky like snow and the ground shakes here even more often. You ask about Sabine, but they didn’t see anything as they had to hide. You leave your druids in the village and go to ask Fire Glory about her.
Firefall:
-> Meeting Fire Glory, who is on one of the surrounding peaks, overlooking a valley. She likes the warmth in here, can’t image living in a cold place like like Dino and won’t shut up about how much she finds the fires beautiful. Linda politely shuts her up saying surely she would not want the valley to burn tho. She says no and we ask her is she saw Sabine. She did see her.
-> First, Sabine went to the caldera, and tried to control the fires to empower herself, but could not. Glory then saw her running around in the valley looking for something. We ask if she knows what, and the tree tells us about the Firestones. Hundreds of years ago, then the mysterious meteor shower rained pandoric stones, many landed in Ashland. Along the years they collected the fire energy of Ashland, and their pink glow turning to orange, they have become Firestones. Sabine is probably looking for these.
-> The Soul Riders and MC run around Ashland to collect the stones before Sabine does. Two progression bars show your and Sabine’s stones collected. When you found all you can, you return to Ashfall village as the druids found some more firestone locations. You go out, get them and now you have more stones, than Sabine.
-> When you return to the village however, you find the Soul Riders locked in anti-magic nullification circles. They tell you Sabine came and she was stronger than the four of them and she kidnapped Avalon. Alex tells MC that you are the only one still strong enough to defeat her, that’s why she attacked them separately. Sabine called you all to the volcano to surrender or she throws Avalon into the volcano.
-> You five ride up to the caldera. Sabine is at the edge, holding Avalon with magic over the lava. She’d drawn five more anti-magic circles and orders you to stand in it and surrender. Your lives for Avalon’s. The Soul Riders and MC all do, their powers are useless now.
-> MC has a plan to play on Sabine’s weakness. You kneel before her and admit defeat, saying she was right, she achieved what Sands could not, succeeded where Katja failed and Dark Rider Malumi is really the strongest opponent. The Soul Riders look at you like you’ve lost your mind and their reaction sells it to Sabine, who lowers her guard. Then you push Sabine and blast her with lightning and reach out for Avalon, barely catching him. Sabine falls into the lava and as her concentration is broken so are her magic circles and the Soul Riders help you pull Avalon up. Alex says nobody tell Fire Glory, but I fripping hate this place.
-> You collect Sabine’s firestones and go back to the village. As you have no use for them, you take them all to Fire Glory. She is very happy and melts the ice blocking Frostfire pass, opening the final blocked path to Winterdale. You ride back there.
PART 2: The Fall of Pandoria
Spying:
-> With Sabine gone, Katja weakened and Darko hurt by his darkness creature the Keepers of Aideen decide it is the perfect time to strike. Council meeting in the Secret Stone Circle, making a plan for how to defeat Garnok. Fripp tells us that he found the weakest point of Garnok’s prison: the Pools of Pandemonium in Devil’s Gap. He tells us that as of right now, he is imprisoned between the dimensions, that’s how he is able to access both Earth and Pandoria and that is how he was able to get Darko out of there. We debate different plans, but no decision yet.
-> The Soul Riders gather in Fripp’s rooms below and say that Linda and MC should scout DC using visions. You sit down to meditate and a series of cutscenes take place. First you see Darko standing in front of the portal, talking to a shadowy figure in it. They talk about Garnok’s return approaching, but the plans have been set back, since Sabine fell. The dark figure says my return also nears, you just have to buy some time. Darko asks what strategy you suggest and the dark figure says: They are so trusting in each other, it is disgusting. Time for some doubt. Conquer and divide, sow discord, make them make a mistake.
-> Darko’s evil plan, what we don’t see, is to make the Soul Riders send Garnok to Pandoria, where he will gather even more energy, will be stronger than ever and will be able to finally anchor himself to Earth. Darko knows MC is spying in a vision and he stages a scene. MC and Linda see him and Jess talk about how they must stop the Soul Riders from banishing Garnok to Pandoria.
-> We tell what we have seen to Fripp, not knowing this is a trap. Fripp thinks it makes sense. We have to sacrifice one world to save the other. We tell this to the druids and they agree to the plan, believing Garnok will be powerless and unable to reach Earth anymore if we manage to banish him to Pandoria. However this decision really divides the good guys, as a lot of druids believe Pandoria is not evil, there are creatures living there and the Keepers swore to protect all life. Evergray doesn’t like it either: How would you feel if someone decided Earth has to go, just so your world can live?
-> Ydris appears: How indeed. I believe one would feel quite resentful towards said people and would swore never no help them with anything ever again. Some druids ask him how did he get in here, but he just point at the runestones. I am pandorian you imbeciles. Typical humans. You surround yourselves with the magic of my world, take what you want and let the rest rot. Don’t count on my help when Garnok comes to destroy you all. Zee rears and they vanish.
-> The druids still go ahead with the plan. MC and the Soul Riders are piecing together the ritual that they will use to imprison Garnok in Pandoria. You go to the libraries of Silverglade, Fort Maria and Pine Hill with Linda to study magic circles. You gather magical herbs with Lisa, practice portals with Anne and go to Pandoria with Alex to gather crystals.
-> Now you only need to go to Devil’s Gap and convince Sive to let you do this. Linda stresses the whole way how will you convince Sive to give up the ancestral home of the vala (even if they drew power from Garnok’s prison), but when you get there she’s nowhere to be found. The Chaos Vortex is worse, than ever, a storm is raging above the gorge and lightning strikes. MC goes well that was easy, but Linda says easy never meant anything good for the Soul Riders. You go back to Fripp to report that you are good to go. Your final quest is going with Anne to close all of the portals to Pandoria.
Devil’s Gap:
-> Arriving at Devil’s Gap: the team still debates wheater they should do this, but settle for yes, they won’t have another chance like this. Using the many narrow, winding stone pathways of the valley you draw the lines of the magic circle. At certain points you carve pandorian runes into the rock walls as makeshift runestones. You make the whole valley into a big magic circle to open the gate of the prison for a moment, then banish him to Pandoria. The success of your mission relies on the fact that he is technically still sleeping.
-> Once the magic circle is done, however, Garnok stirs. MC has to ride with each Soul Rider to four different points of the valley and help them activate a rune, before riding to the middle. While riding through the pathways Garnok’s tentacles appear (like in SSL 4 and when you escaped Pandoria after finding Anne). You activate the four runes and manage to ride to the middle to complete the ritual. Garnok roars, a portal opens and the dark presence leaves the Pools of Pandemonium and is sent to Pandoria.
-> The good guys think they have won, but trouble hits immediately. Darko appears on one of the rocks above you, laughing at how you fell right into his trap. He meddles with the spell. Linda and MC have a vision of Garnok turning Pandoria dark blue and purple, breaking the islands and laughing, deep as an earthquake rumbles through the doomed world.
-> You have to act immediately. MC and Anne open a portal to Pandoria and the Soul Riders go there to stop him from destroying all of Pandoria. Once he’s done, he will also come for Earth, your only luck is that he is too busy breaking Pandoria. Linda directs you to make a binding rune, similar to what you did in Devil’s Gap. Riding around, dodging his powers. You manage to contain Garnok in Pandoria, but the realm now answers to Garnok and tries to kill you. Escape from Pandoria, the portal is collapsing. Some sun circle druids sacrifice themselves, staying behind to stabilize the portal, while we escape.
PART 3: The Hope of Pandoria  
War effort:
-> Pandoria is off-limits now. All the portals are closed and the locations are guarded by druids to alert us if anything tries to come through. Garnok is empowered by Pandoria and even through he cannot come to Earth, his evil magic can reach it. Garnok-effect appearing everywhere in Jorvik, the sieges led by Katja, Jess, or Darko. MC has to fight it with soul riding quests.
-> Chaos in Ashland, a fiery entity terrorizes the valley. The Soul Riders are sent there to investigate. Sabine returns as a flying fire-ghost entity(the ghost model is like in the picture in SSL 3's Pandoria) and she is really pissed at you. She joins the sieges.
-> This cannot go on, we need a plan. MC suggests to use Jessica. We need information, have to find out how to defeat this kind of void power and how to seal Garnok back to sleep. Jess has a rivalry with Katja and still wants to outdo her to show Garnok she is the stronger one. We organize an ambush: Anne is the bait. When she attacks her, all of us appear and say we just want to talk. We manage to strike a deal with her- in exchange for information, she will have a victory over us that Katja did not. Some druids and Anne are against this plan, but they have to make a sacrifice to have a chance.
-> Jess tells the info we need right away. Anne is suspicious, says she must be lying, why not wait until we fulfilled our promise? Jess says because she can count on the good guys being disgustingly honorable and if she told something useful, they will surely make good on their promise. Jess reveals that Pandoria can be saved if we bring Garnok back to Earth to his prison. The prison ship also used the dimension between world to keep him imprisoned. If we manage to do this, his generals will lose a good deal of power also. Linda still uses moon power to see the truth and announces that she’s not lying.
-> Agreeing on the plan: the Soul Riders are to attack the DC Barricade, pretending that we are trying to free the creatures and get the artifacts. Now we cause all kinds of havoc in DC territory. Katja and Jess arrive to protect it. MC and the Soul Riders have set a trap for Katja and we imprison her in a circle. As Darko arrives Jessica attacks us and we pretend to fall back to put on a show for him. Jess got a good point from Darko for defending the barricade, while Katja failed again.
-> We tell the information we got from Jess to Fripp and he agrees to the plan. We need to try and save Pandoria even if it means endangering Earth, as we cannot let another world be destroyed by Garnok. We just need to convince the druids of it when we get the chance.
Shadowfrost
-> Evergray calls us to meet in Valedale. Why hasn’t Sabine come back to her human form? Evergray suggests the Dark Riders can be defeated by the combination of their own power and their opposite Soul Rider’s. For Sabine it was fire and lightning. Jess must be defeated by darkness (in Pi’s swamp) and Anne, Katja by ice (in Dino vale) and Linda. We plan to make these happen. We split up: MC helps Anne and Lisa defeat Jess first, while Alex and Linda prepare to defeat Katja. If we manage they too will turn into elemental ghosts (shadow and frost), like Sabine. They will still be able to fight us, but without human consciousness, just as primordial powers. Until they get their bodies back, this will leave Darko alone in fighting us.
-> Anne and Lisa lure Jessica into Pi’s Cauldron Swamp, playing on her pride. Anne can go all in, make it seem like she gave in to hatred, then when Jess is sure she will win, Anne reveals Jess has walked into a trap pursuing Anne. She stepped in the darkness seal made by Pi, which draws power from Jess’s magic. Lisa, Anne, and MC focus their powers on Jess, she disappears, a dark ghost flies away from the swamp. This was the easy part.
-> MC, Alex and Linda go to Dino Valley, but Katja knows already what happened to Jess, she is angrier than ever. Finding her at the Ice Witch portal, she attacks us. 1st race through Dino: to lure her to the frozen lake, where we can fight her. 1st phase: Soul-riding-like bossfight in the frozen lake, Katja has a frost shield. Dodging icicles, Linda helps see where K’s magic will hit, so MC can dodge it, Alex shoots her shield with lightning. MC has to keep them ice-free, free them if they are iceblocked. Without Linda, MC can’t see where the ice will hit and without Alex it is only her shooting the shield. After removing half of her shield here, Katja starts breaking the ice on the lake.
-> 2nd race: to the higher valley, through the pine forest. The 2nd phase of the fight takes place amidst the ice columns, same fight, lightning strike her, remove her shield. She is defeated, but with the last of her power, summons illusions of many characters, hides herself as one of them. Linda and MC is find the one and point at it for Alex to blast it with lightning. When Alex turns, the illusion wears the body of James. Katja begs Alex as James not to hurt him, but Alex collects the storm from above the valley and lightning strikes her. A frosty ghost flies away. Cutscene: Darko roars and curses before the portal of DC platform as the three elemental ghosts hover before him silently.
Saving Pandoria
-> Soulriding stuff all over Jorvik, fighting the three Dark Rider entities. The Keepers try to agree on the plan. The options: A, Fully sever G’s connection to Earth and get rid of hom for now (he still may find a way back later) and let Pandoria die, or B, Save Pandoria by bringing Garnok’s full consciousness back to his Earth prison, just like Jess said. The alliance finally decides to try to heal Pandoria, sever Garnok’s link to it and defeat the monster on Jorvik for good.
-> MC and the Soul Riders are going to the Garnok-ruled Pandoria: instead of pink, it is dark blue now. We are trying to stay hidden and set up a base camp. Anne really hates being here, we have to talk her into not breaking We have to avoid Shadow Seekers and corrupted creatures. We manage to heal a small bit of Pandoria.
-> Darko notices this and comes to confront us. He siphons power from corrupted Pandoria and gives the Dark Riders their human bodies back. They are so empowered, they are just toying with us. We take part in the three bossfights for each of them, losing in each. Our Soul Rider partner magics us to safety every time, but ultimately, it seems like we have lost. Our Aideen magics start to weaken as Garnok gets stronger. His giant silhouette appears on the horizon in the distance in an epic shot.
-> MC still wants to try and fight Darko, but he blocks all your pathetic attempts at magic. The Soul Riders are on the ground, giving up. Even Lisa says all hope is lost. Then, Ydris appears with the Hope of Pandoria to save the day. For him it transforms from a fridge into a pink and golden blazing Sun and flies up to the sky its searing rays of light burning away garnok’s darkness. The low roar or a kraken reverberates from the distance.
-> Ydris combines his power with the Soul Riders’ and MC's, but Anne is still on the ground. He shouts at Anne: Stand up Sun of Pandoria and help us send him back to his prison! Concorde walks to her and holding onto Concorde, Anne is pulled to her feet. She guides the spell, and we banish Garnok from Pandoria completely, back on his prison ship on Earth, fully anchoring him to Jorvik. Darko and the Dark Riders are also sent back to Earth.
-> Linda walks up to Ydris to thank him, but he says he is still angry at them for doing this to Pandoria. He only helped the world, but still won’t ever help us again. Pandoria is accessible again, but parts are still corrupted and in ruins. Garnok is banished from Devil’s Gap and the Chaos Vortex disappears.
-> Victory, end of main storyline in Winterdale. You get a reward of the final 100 Star Coins upon returning to the Secret Stone Circle and the druids talk about possibly soon heading north to meet their brothers and sisters in Spring Valley.
TO BE CONTINUED!
THE OTHER PARTS:
SSO Rewritten 2nd Part: Springvalley https://www.tumblr.com/starshinedragon/716459529087401984/sso-rewritten-springvalley?source=share
SSO Rewritten 3rd Part: Summerplains https://www.tumblr.com/starshinedragon/726343248992419840/sso-rewritten-full-story-series-summerplains?source=share
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ludmilachaibemachado · 7 months ago
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Alice Ormsby Gore and her then boyfriend Eric Clapton at the Melody Maker Awards Pop Star awards in 1969, which was held at the Waldorf Hotel in London. In the first image, Eric and Alice are both holding trophies awarded to Clapton and his band at the time, British supergroup Blind Faith. In the second image, Alice reads a copy of the Melody Maker newspaper while Eric seems engaged in conversation. The trophies he was rewarded with are at his feet🌺🌷🌺
📸David Cairns🌷🌺🌷
Via @alice.ormsby.gore.archive on Instagram🌷
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davidstanleytravel · 3 months ago
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A plaque at Eric Cove, Nunavik, Quebec, Canada, reads: "Hudson's Bay Company incorporated 2nd May 1670 Wolstenholme Post established on this site August 13th 1909 by W. Ralph Parsons cairn erected 1935".
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whitegoldtower · 1 year ago
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Volkihar Angst - Songs For Each of Them (and my OC) if you feel like crying today
Valerica: “and you’d say you love me and look in my eyes, but I know through mine you were looking in yours.” “And I am relieved that I left my room tidy, they’ll think of me kindly when they come for my things.” - She had to do what was best for her and her daughter, no matter how much it hurts both of them. Nonetheless, she can’t shake her guilt. She wishes she could have been a better mother to Serana. “I am relieved that I left my room tidy… Goodbye.” - a little note in her study, before she disappeared to the soul cairn.
Eddard: “pack and get dressed before your father hears us, before all hell breaks loose.” “We hope your rules and wisdom choke you.” - Isran says that all the vampires deserve to die. Eddard can’t bring himself to kill them, knowing their stories.
Garan Marethi: “you look so tired, unhappy, bring down the government, they don’t speak for us.” “A job that slowly kills you” - He’s so tired. He’s past the point of trying to care, trying to solve problems, trying to resolve tension. The castle could be burning, and he would just go to bed and sleep, and hope that the flames kill him quickly.
Ronthil: “I’m not here, this isn’t happening.” “That there, that’s not me.” - I headcanon that the poor baby is constantly dissociating, but also trying to mediate the others, trying to get them to let go of their masks and hold him, talk to him, convince him that reality isn’t what he’s experiencing. He wants a family. He thinks that it’s all a dream and he’ll wake up back at home with his mother. But his mother has been dead for centuries.
Serana: “You’re growing tired of me and all the things I don’t talk about. Sorry I don’t want your touch, it’s not that I don’t want you.” - Serana doesn’t want to explain a damn thing about herself, she owes you nothing. She adores you, but she’s tired of having to think about what happened to her. She equally loves and resents Valerica. Still, she feels like she has to explain herself to be valued as a person.
Vingalmo: “But your skin, did you notice your skin? It cries a soft weep like mine.” “‘Cause I want, I want, I want…” - He feels worthless and hides it all behind a mask of being horrible to anyone who tries to get close to him. He feels that all of his worth is stored in the fact that he’s an altmer with eternal beauty. Like he’s only good for sex and violence. But he craves emotional connection. Harkon picked him because he was pretty, promised him power, promised him the world, and then tossed him aside when he got bored. He’s got some very deep emotional scars.
And as a bonus, all of them:
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comic-bastards · 9 months ago
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Review: Rat City #1
By Dustin Cabeal 
It has been a long while since I have read a Spawn comic book. I find it infinitely interesting that it is still being published monthly, probably as one of the most consistently published monthly books from Image in general but also from a founder of image. That sheer fact alone makes it an anomaly in comic books as every other creator that founded Image or has moved on from the publisher or is almost incapable of producing a monthly comic book. Eric Larsen is possibly the only other person, but even then, the irregularities of the scheduling of Savage Dragon and its spin-offs makes Spawn a standout and now in 2024. It seems Spawn is expanding its universe; it is becoming More than just Spawn and a few miniseries. I have noticed increasingly that I am seeing different titles related to Spawn, but Rat City caught my attention more than the others.
Cybernetic Spawn is not anything new to the Spawn Universe. I think it actually exists in some form in the action figures first and foremost, but it is relatively new to have an ongoing series about a cybernetic-esque Spawn. Rat City is just a catchy, grungy futuristic name. I mean, no one thinks of rats and goes, that's pleasant. Rat City gives you this futuristic Judge Dread-esque, grimy city to deal with which is a perfect fitting for Spawn and a Spawn spin-off book.
The story, however, begins a bit average. A bit formulaic and especially in the Spawn Universe. Injured Soldier, probably turned on by their government. We see an overjealous kill machine on a Black Ops hit team shooting and killing civilians, and anyone else in the way. As they look for their target, a supposed villain/weapons dealer. The target knows why they are there and reiterates to them that they are a businessman, your government's lying to you, but it does not matter. He is shot in the head and disposed of. Upon exiting their caravan is blown up by someone who knew they were there, even though the mission was clean and completed. Two of the soldiers wake up in a medical bay being told that they are going to be given prosthetics and nano injections to make them improved and more useful to their governments. We follow our main character, Peter Cairn, as he goes through the program. Eventually he washes out because he is not making the benchmarks that they want to see. He is not a big enough super soldier for the project, so they wash him and others out of the program.
Now, he is a city plumber. I guess. I don't know. He's just in a giant hole dealing with doo-doo looking water and referring to himself in the third person but using his terrible call name introduced during the first mission. An event that happened in Spawn that I am completely unaware of having not read the issue, has affected/lapsed into this this universe. Whether it is somewhere in the future or on the same timeline, even a parallel Earth, I do not know. It is not super relevant to the story. It is just an origin point for our character. We are teased with the coming origin of this new Spawn who lives in Rat City. We are teased with the potential of the government portrayal that created him and possibly intentionally so he would be fed into the system that creates cybernetic super soldiers.
There is not a lot that you have not read before in terms of the story, but it is okay. It is competent enough. It is enjoyable enough and in a strange way it is refreshing to have a thoroughly well put, consistent comic book like this. It is nice. No, it is not going to get five stars on the rating because it is just not that groundbreaking or anything like that. But it is a solid comic book, and it is a book that I would gladly pick up monthly. That and I’m not giving everything I read a rating anymore.
A lot of that has to do with the issues art, the art is good and has a dynamic look overall. There’s good action and violence. It has this grimy futuristic used feel to it. I am curious to see if they can do solid world building and build the city into a character. I mean, it is called Rat City. So, you would hope and think that the city itself is going to play into being a character and that is going to be the only thing that could potentially sink the art. I remember the first time I read an issue of Spawn, the alleyway really came across as a larger than life set piece and hopefully, they can accomplish the same in Rat City.
Otherwise, the art is what you would expect from not only just a Spawn comic or an action military comic book. It has ripped dudes with lots of muscles with Cybernetic muscles that have muscles somehow. And it just presents itself in a nice package. I was concerned when I saw that it had three different colorists, but it was so consistent between the three of them that I never noticed the change, even though there was a very stark line of this colorist ends on this page this colorist begins on that page. It flowed nicely and overall looked great. There is a sense of style and personality to the art and again it fits with that Spawn universe. It is not Spawn from the 90s. It is not Spawn from the early 2000s, but it just has this very Spawn feel to it. I think that, is important if you are going to do a shared Spawn Universe, it must look like a consistent artist house style in a way or at least have the same sensation since we do not really do that in comics anymore.
Overall, the art was stronger than the story. Maybe even hindered by it a little bit at times but again it is a consistent solid first outing. I would be curious to see how this plays out in future issues or as the series grows and develops in the writing. The writing and art team grow and develop with each other. I think so often that is forgotten and that a first issue is just a hard intro. Everyone is getting their footing. You want to make your best presentation to get more readers, but it is that growth, it is that stride that hit somewhere after issue six that it just kind of kicks in and you can really see the art and the craft grow and develop together. Sometimes the first issue just needs to show that potential for me as a reader to get me to that next stage. I will stick around to that next stage and see what happens. For that reason, I am very curious to read more Rat City. I think for a first issue it is a solid outing. It makes me want to read more. It gets me interested in reading more Spawn comic books. Whether it be the long-running ongoing series that has somehow stayed afloat, this entire time, or some of these other spin-offs that I have been seeing, and that alone is a success for first issue to entice me with the rest of the universe/brand.
Rat City #1
Script/Plot: Erica Schultz Art: Zé Carlos Colors: Jay David Ramos, FCO Plascencia, Marcello Iozolli Lettering: Erica Schultz Publisher: Image Comics
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goalhofer · 10 months ago
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Where every player played during the 2004-05 NHL lockout: New York Islanders
DEL: Sven Butenschön (Adler Mannheim) EIHL: Eric Cairns (London Racers) HockeyAllsvenskan: Trent Hunter (Nyköpings Hockey) NL: Jason Blake (C.D.H. Lugano) SL: Arron Asham (E.H.C. Visp) Czech Extraliga: Roman Hamrlík (H.K. Hamé Zlín) & Radek Martínek (H.K. České Budějovice) Liiga: Janne Niinimaa (Oulun Kärpät) & Tomi Pettinen (Rauman Lukko) AHL: Wade Dubielewicz (Bridgeport Sound Tigers), Eric Godard (Bridgeport Sound Tigers) & Jeff Hamilton (Hartford Wolf Pack) RSL: Oleg Kvasha (K.K. Severstal/K.K. C.S.K.A. Moscow), Garth Snow (K.K. S.K.A.) & Alexei Yashin (K.K. Lokomotiv) SEL: Adrian Aucoin (Modo Hockey), Mariusz Czerkawski (Djurgårdens I.F. Ishockeyförening), Janne Niinimaa (Malmö Rödhökar) & Mattias Weinhandl (Modo Hockey) Didn't Play: Shawn Bates, Rick DiPietro; Jr., Mark Parrish, Michael Peca & Dave Scatchard
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classicalmusicdaily · 1 year ago
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A current member of the Canadian Opera Company Ensemble Studio, Mr. Cairns was recently seen as the Prince of Persia in Turandot, the Witch in Hansel and Gretel, Gamekeeper in Rusalka, and is covering Alfredo in La traviata. He’s performed Don Ottavio in Don Giovanni and Gherardo in Gianni Schicchi with the Centre for Opera Studies in Italy, Liberto in The Coronation of Poppea with Opera Theatre of St. Louis, and Detlef in The Student Prince at the Chautauqua Institution, where he placed first in its Sigma Alpha Iota Competition. Other roles include Count Belfiore in La finta giardiniera, Sam Kaplan in Street Scene, Sam Sharkey/Lumberjack in Paul Bunyan. A force in competition, Mr. Cairns is a semifinalist in the 2022 Metropolitan Opera Eric and Dominique Laffont Competition and a finalist in the 2022 Neue Stimmen Competition. He was the First Prize winner of the 2018 Canadian Opera Company Ensemble Studio Competition and winner of the CBC Music Young Artist Development Prize. Mr. Cairns earned his master’s degree in opera performance at the University of Toronto. Hello, dear Matthew! Thank for accepting my invitation. It is such a pleasure for me to have you interviewed! You have just returned as a winner of the 2022 Metropolitan Opera Eric and Dominique Laffont Competition. How was this experience for you and what lessons have you learned from it? Winning the Metropolitan Opera Eric and Dominique Laffont Competition was a wild ride. To have the chance to sing on that famed stage, where many greats have sung, and be supported by one of the worlds finest orchestras was truly a dream. What set this competition apart from others was the level of support that we were given from the Metropolitan Opera Staff. Upon arrival to New York City they made it their priority to make sure we were comfortable and had everything we needed to succeed. We had coaching’s and dramatic sessions to make sure we were prepared and felt comfortable singing in such a large space. They also gave us tickets to all the Operas that were being performed at the Met during our stay. It was a surreal experience to watch a production from the audience and then to sing on the stage shortly after. I learned no amount of mental preparation could calm my nerves, and to trust my voice in a large hall. How do you prepare for an important competition? What do you have in mind when choosing the repertoire and maybe the most important question, how do you deal with stage fright? I normally like to make sure my arias are well prepared and feel comfortable to sing even when I might feel exhausted or stressed. As far as repertoire selection goes, I choose arias that I love, that I know an audience will love. Sometimes competitions have restrictive repertoire requirements that make it harder for certain fachs to create a cohesive repertoire package, but my rule of thumb is “Sing what you love to sing, that you know you sing well”. I suffer from stage fright every time I sing. What helps me is to reassure myself that I have done the work and I am ready to show up and do my job. A quick prayer before I go on stage helps, but generally I get quite nervous for competitions, auditions, and performances. reposted from https://opera-charm.com/
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nqmusicpress · 2 years ago
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Walter Trout - Australian Tour
Locals that have been around for a while might remember a back in the mid 80s when John Mayalls Bluesbreakers hit Cairns and played a legendary show at Kuranda Amphitheatre. Known for introducing upcoming new guitarists to the world (Eric Clapton, Mick Taylor and Peter Green are ex Bluesbreakers), Mayall had gun guitarists Walter Trout and Coco Montoya in tow for his Cairns Jaunt. It’s been a…
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monriatitans · 2 years ago
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Realism is Bad, Actually
Offset your carbon footprint on Wren: https://wren.co/start/zoebee The first 100 people who sign up will have 10 extra trees planted in their name!
* Description: * We say we love "realistic" fiction like Batman, Red Dead Redemption 2, and Horizon: Forbidden West. We say we love when our characters "act like real people" and "have realistic dialogue." But it's worth asking: Are these things ACTUALLY realistic? And if not, is realism even worth trying to capture?
* chapters: * 00:00:00 - Intro: Concrete Monsters 00:04:17 - Part 1: Using Realism 00:10:34 - Part 2: Investigating Realism 00:17:27 - Part 3: Criticizing Realism 00:40:32 - Intermission 00:43:17 - Part 4: Replacing Realism 00:59:16 - Conclusion: Sounds Good 01:08:39 - Outro & Poem
* Sources: * ---Books ------“Gamic Realism”: Player, Perception and Action in Video Game Play - Hanna Sommerseth ------Half-Real: Video Games between Real Rules and Fictional Worlds - Jesper Juul ------Hunting the Dark Knight - Will Brooker ------Imaginative Realism: How to Paint What Doesn't Exist - James Gurney ------Maps of the Imagination - Peter Turchi ------Method and Madness - Alice LaPlante ------reality tv: realism and revelation - Anita Biressi and Heather Nunn ------Rules of Play - Eric Zimmerman and Katie Salen ------The American Monomyth -  Robert Jewett and John Shelton Lawrence ------The Militarization of Childhood - ed. J. Marshall Beier ------The Rules of Play - Katie Salen and Eric Zimmerman ------What is Cinema? - Andre Bazin 
---Articles ------“A Grounded Investigation of Game Immersion” - Emily Brown and Paul Cairns ------“Foley Sounds vs Real Sounds” - Stefano Trento and Amalia De Götzen ------“Footsteps with character: the art and craft of Foley” - Benjamin Wright ------“Making fictions sound real – On film sound, perceptual realism and genre” - Birger Langkjær ------“Perceived realism and the CSI-effect” - Logan A. Ewanation, Susan Yamamoto, Jordan Monnink & Evelyn M. Maeder ------“Reading Realism: Audiences’ Evaluations fo the Reality of Media Texts” - Alice Hall ------“Realism in FIFA? How social realism enabled platformed racism in a video game” - Sam Srauy and John Cheney-Lippold ------“Selling Marvel's Cinematic Superheroes through Militarization” - Brett Pardy ------“Skeleton Keys: Teaching the Fiction of Narrative Truth” - Douglas P. Felter ------“Social Realism in Gaming” - Alexander R. Galloway ------“The One Measure of True Love Is: You Can Insult the Other” (Interview) - Sabine Reul and Thomas Deichman ------“The Perceived Realism of African American Portrayals on Television” - Narissra M. Punyanunt-Carter ------“Videogames of the oppressed: critical thinking, education, tolerance and other trivial issues” - Gonzalo Frasca 
---Videos ------"Reality Isn’t Always Right" - Solar Sands (   • Reality Isn't Alw...  )  ------"SHUT UP ABOUT PLOT HOLES" - Patrick (H) Willems (   • SHUT UP ABOUT PLO...  )  ------"What's the Point of R-Rated Superheroes?" - Patrick (H) Willems (   • What's the Point ...  ) ------"Why Do We Care if Movies Are "Realistic?" - Patrick (H) Willems (   • Why Do We Care if...  )  ------“MASSIVE sound design breakdown of The Lord of the Rings Trilogy” - INDEPTH Sound Design (   • MASSIVE sound des...  ) 
* Further Watching: * ---"How Animal Sounds Are Made For Movies And TV | Movies Insider" - Movie Insider (   • How Animal Sounds...  )  ---"Does Representation Matter?" - Legal Kimchi (   • Does Representati...  ) 
* quote reads (in order of appearance) * ---Caelan Conrad ------Twitter: https://twitter.com/CaelanConrad ------YouTube:   / caelanconrad   ---Mica (Ponderful) ------Twitter: https://twitter.com/PonderfulYT ------YouTube:   / @ponderfulyt   ---Little Hoot ------Twitter: https://twitter.com/hoot_little ------YouTube:   / littlehoot   ---Aranock ------Twitter: https://twitter.com/Aranock1 ------YouTube:   / @aranock   
* edited by Charlie Flowers * YouTube:   / @xxinrealtimexx   Twitter: https://twitter.com/xXinrealtimeXx 
* To Support Me: * ---Become a channel Member! ➤   / @zoe_bee   ---Join the Patreon! ➤ https://www.patreon.com/zoe_bee ---Make a one-time donation! ➤ https://ko-fi.com/zoebee ---Join the Discord! ➤ https://discord.gg/8GBmS9Qug9 ---Check out my second channel! ➤   / @zoecee   ---Watch my D&D game! ➤   / @thejaycorn   ---Watch my Blades in the Dark game! ➤ https://www.twitch.tv/itucrew 
(disclaimer: This video was sponsored by Wren.)
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etcemais · 2 years ago
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Confira a lista completa dos indicados ao Annie Awards, o Oscar das animações.
-MELHOR LONGA-METRAGEM Red – Crescer é uma Fera Pinóquio por Guillermo del Toro Gato de Botas 2: O Último Pedido A Fera do Mar Wendell & Wild
-MELHOR LONGA-METRAGEM INDEPENDENTE Charlotte Inu-oh Le petit Nicolas: Qu’est-ce qu’on attend pour être heureux? Marcel the Shell with Shoes On O Dragão do Meu Pai
-MELHOR PRODUÇÃO ESPECIAL Planeta pré-histórico Superworm O Menino, a Toupeira, a Raposa e o Cavalo The House Sandman MELHOR CURTA-METRAGEM Amok Black Slide Ice Merchants Love, Dad The Flying Sailor
-MELHOR ANÚNCIO Can’t Negotiate the Melting Point of Ice Minions: The Rise of Gru/The Office Save Ralph Ted Lasso: The Missing Christmas Mustache Today’s Holiday Moments are Tomorrow’s Memories
-MELHOR ANIMAÇÃO PARA TV – IDADE PRÉ-ESCOLAR Elinor, a Curiosa A casa de bonecas da Gabby Rise Up, Sing Out Guardiões da Floresta The Tiny Chef Show
-MELHOR ANIMAÇÃO PARA TV – CRIANÇAS Abominável e a Cidade Invisível Big Nate Moominvalley A Casa Coruja Ursinhos em Curso
-MELHOR ANIMAÇÃO PARA TV – PÚBLICO ADULTO Bob’s Burgers Harley Quinn Rick and Morty Os Simpsons – A Casa da Árvore do Horror XXXIII Tuca & Bertie
-MELHOR MINISSÉRIE Baymax! A Surda Absurda HouseBroken ONI: A Lenda do Deus do Trovão Undone
-MELHOR FILME DE ESTUDANTES Au revoir Jérôme! Birdsong Synchronie Passagère The Most Boring Granny in the Whole World The Soloists
-MELHORES EFEITOS VISUAIS PARA TV Carros na Estrada Love Death + Robots Planeta pré-histórico O Menino, a Toupeira, a Raposa e o Cavalo The House
-MELHORES EFEITOS VISUAIS EM FILME Avatar: O Caminho da Água Lightyear Pinóquio por Guillermo del Toro Minions 2: A Origem de Gru A Fera do Mar
-MELHOR ANIMAÇÃO DE PERSONAGENS NA TV Aziz Kocanagullari (Entergalactic) Toshihiro Nakamura (ONI: A Lenda do Deus do Trovão) Henrique Baron (StoryBots: Answer Time) Tim Watts (O Menino, a Toupeira, a Raposa e o Cavalo) Kecy Salangad (The House)
-MELHOR ANIMAÇÃO DE PERSONAGENS EM FILME Teresa Falcone (Red – Crescer é uma Fera) Eric Anderson (Red – Crescer é uma Fera) Tucker Barrie (Pinóquio por Guillermo del Toro) Jorge Capote (Os Caras Malvados) Min Hong (Os Caras Malvados)
-MELHOR ANIMAÇÃO DE PERSONAGENS EM LIVE-ACTION Avatar: O Caminho da Água A Fera Finch Jurassic World: Dominio Peacemaker
-MELHOR ANIMAÇÃO DE PERSONAGENS EM VIDEOGAME Cuphead – The Delicious Last Course God of War Ragnarök Horizon Forbidden West Moss: Book II Potionomic
-MELHOR DESIGN DE PERSONAGENS NA TV Joe Sparrow (Amphibia) Entergalactic (Meybis Ruiz Cruz) Alberto Mielgo (Love Death + Robots) Rebecca Chan (ONI: A Lenda do Deus do Trovão) Marie Delmas (Guardiões da Floresta)
-MELHOR DESIGN DE PERSONAGENS EM FILME Massimiliano Narciso (Sorte) Jesús Alonso Iglesias (Gato de Botas 2: O Último Pedido) Ida Hem (O Despertar das Tartarugas Ninja: O Filme) Taylor Krahenbuhl (Os Caras Malvados) Pablo Lobato (Wendell & Wild)
-MELHOR DIREÇÃO NA TV Lissa Treiman (Baymax!) Yûzô Satô (exception) Amy Bench e Maya Edelman (More Than I Want To Remember) Daisuke “Dice” Tsutsumi (ONI: A Lenda do Deus do Trovão) Peter Baynton e Charlie Mackesy (O Menino, a Toupeira, a Raposa e o Cavalo)
-MELHOR DIREÇÃO EM FILME Domee Shi (Red – Crescer é uma Fera) Guillermo Del Toro e Mark Gustafson (Pinóquio por Guillermo del Toro) Dean Fleischer Camp, Kirsten Lepore e Stephen Chiodo (Marcel the Shell with Shoes On) Nora Twomey (O Dragão do Meu Pai) Henry Selick (Wendell & Wild)
-MELHOR MÚSICA NA TV Rob Cairns (Love Death + Robots) Zach Johnston e Matteo Roberts (ONI: A Lenda do Deus do Trovão) Isobel Waller-Bridge e Charlie Mackesy (O Menino, a Toupeira, a Raposa e o Cavalo) Ego Plum (The Cuphead Show!) Gustavo Santaolalla (The House)
-MELHOR MÚSICA EM FILME Ludwig Göransson, Billie Eilish e Finneas O’Connell (Red – Crescer é uma Fera) Alexandre Desplat, Roeban Katz, Guillermo del Toro e Patrick McHale (Pinóquio por Guillermo del Toro) Dan Wool (Mad God) Daniel Pemberton (Os Caras Malvados) Mark Mancia, Nell Benjamin e Laurence O’Keefe (A Fera do Mar)
-MELHOR DESIGN DE PRODUÇÃO NA TV Primal Histórias de Shopping ONI: A Lenda do Deus do Trovão O Menino, a Toupeira, a Raposa e o Cavalo The House
-MELHOR DESIGN DE PRODUÇÃO EM FILME Pinóquio por Guillermo del Toro Mad God Gato de Botas 2: O Último Pedido Os Caras Malvados A Fera do Mar
-MELHOR STORYBOARDING NA TV Kaneko Yoshiyuk (Cyberpunk: Mercenários) Grace Liu (Kung Fu Panda: O Cavaleiro Dragão) Mike Ruocco (Looney Tunes Cartoons) Emily Dean (Love Death + Robots) Karl Hadrika (The Cuphead Show!)
-MELHOR STORYBOARDING EM FILME Nima Azarba (Minions 2: A Origem de Gru) Dave Feiss (Minions 2: A Origem de Gru) Anthony Holden (Gato de Botas 2: O Último Pedido) Jeff Snow (Mundo Estranho) Javier Ledesma Barboll (Mundo Estranho)
-MELHOR ATUAÇÃO DE VOZ EM TV Candi Milo (Looney Tunes Cartoons) Fred Tatsciore (StoryBots: Answer Time) Tara Strong (Os Jovens Titãs em Ação! e DC Super Hero Girls: Caos no Multiverso) Karen Malina White (A Família Radical: Maior e Melhor) Maurice LaMarche (Zootopia+)
-MELHOR ATUAÇÃO DE VOZ EM FILME David Bradley (Pinóquio por Guillermo del Toro) Gregory Mann (Pinóquio por Guillermo del Toro) Jenny Slate (Marcel the Shell with Shoes On) Wagner Moura (Gato de Botas 2: O Último Pedido) Zaris-Angel Hator (A Fera do Mar)
-MELHOR ROTEIRO NA TV Cirocco Dunlap (Baymax!) Mitch Watson, Emily Brundige, Ben Lapides e Sarah Allan (Big Nate) Andrew Kevin Walker (Love Death + Robots) Enda Walsh (The House) Lisa Hanawalt (Tuca & Bertie)
-MELHOR ROTEIRO EM FILME Domee Shi e Julia Cho (Red – Crescer é uma Fera) Jason Loftus (Eternal Spring) Akiko Nogi (Inu-oh) Dean Fleischer Camp, Jenny Slate, Nick Paley, Elisabeth Holm (Marcel the Shell with Shoes On)
-MELHOR EDIÇÃO NA TV Amphibia Ovos Verdes e Presuntos O Mundo de Karma Star Trek: Lower Decks O Menino, a Toupeira, a Raposa e o Cavalo
-MELHOR EDIÇÃO EM FILME Lightyear Red – Crescer é uma Fera Pinóquio por Guillermo del Toro Gato de Botas 2: O Último Pedido A Fera do Mar
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justcravingattention · 6 years ago
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Visited my old Isles boyfriends at my parents’ house today.
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leighlim · 3 years ago
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One of the interesting things about Brad Wright's science fiction procedural is the photography.
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(Hopefully by this point you’ve finished all three seasons of 'Travelers' , the kind of person who isn’t bothered by spoilers, or are just deciding if you still want to keep watching.)
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This is probably one of the shows that has garnered a 7/10 but really blew it during the pilot. I thought it was not compelling because I was convinced that it wasn't the show for me. But then I attempted to rewatch it...
....and...looks like if it was not for me latching on to those last few minutes (I'm going to say that it probably came down to Patrick Gilmore's performance)...I would have not continued on.
Because if I walked away, I would have missed how this show is exactly what I was looking for: character driven drama mixed in with the goal of saving the world. There's a surprise too! The humour (though it's probably maybe 10% of an episode...and sometimes not even there...it just sits right in my own blueprint).
It wasn't only until I rewatched the scene between Grant and Kat that it occurred to me...that Grant's time period wasn't about choosing vegetables over meat....it was....there was no choice at all. I thought it was quite interesting that us viewers are given the impression that the time travellers only ate plant based food....which would explain Grant's fascination for fresh vegetables...but it's not towards the end (was it during the last couple of episodes of Season 3?)
PS: So...yes....if you're looking to start the series...start in Episode 2...then return to the pilot whenever you feel like it.
(I think I feel similarly to the pilot as I do with the first season of 'Homeland...but maybe it's the struggle to fit everything in that episode? But then...the show managed to dole out information in the right doses without it feeling like there's a hole there...)
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Highlight:
INT. THE MACLAREN HOME (KITCHEN) - DAY
KAT is preparing her husband's first cup of coffee for the day. GRANT walks in from the lounge room.
KAT
Tough night?
GRANT
Uh...a long night.
KAT pours milk as the Traveller observes her closely. Time slows as she dips a spoon and gives it a stir.
KAT
There you go.
He takes the mug and gives her a small smile.
GRANT
Thanks.
After a gulp he gags.
KAT
Oh, no. Is the milk off?
She takes the mug from him.
KAT
You know, the power was out almost all night.
She studies the contents for a moment and gasps.
KAT
I am going to the fabric store later today. Do you want me to pick up that linen for your mother?
GRANT squints at her.
GRANT
My mother?
She takes a swig of the coffee and hands back the mug to him.
KAT
That milk is fine.
He considers the liquid again and the penny drops.
GRANT
(to himself)
This is cow's milk.
KAT scoffs.
KAT
What animal were you expecting?
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My verdict of the show: 7/10
Link to the timestamp commentary: None (If you would want me to do one for the film…throw me a nudge!)
A Formal Review of the show: None (I might? But it isn’t labelled as a comedy...though there are humorous moments with I greatly appreciate….but if you’re really keen for me to do one…let me know.)
My Thoughts about the creation and development of the show: None (Additional reading material would be queued up if I was given enough nudges.)
More of my comments about the show: None planned
Instagram Entry: TBA (There has to be one due to the interesting approach to photography)
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inexplicably-spookified · 4 years ago
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oc spritesss
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