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So there was going to be a lot more but consider this a part 1? For OC Lore Drops.
(none of this was drawn today but because it was storming earlier and I got some rest, I feel like I really want to knock out commission work and do not have time to draw something to post today without messing that rhythm up.)
Also a little bit more: Simeon is a romance novel writer and his hobby is people-watching. His ability to sense the supernatural entities is so exciting to the hellhound who just adores /trying/ to get the jump on him but always ends up 'sniffed out' before she can.
#my characters#i had a lot of fun working on this a while back and would love to go back to drawing more info but#at a later date when i dont owe art and have more energy to spare#there are also a lot more Just A Guys in my plots it is truly one of my favorite things to make#such as deacon in the deity plot who is just a human mortal guy dude and gets very involved with the various deities of the world#such as tolliver the just a guy without a soul in the plot evil bound#where all of the other characters are demons or folklore related (like the boogeyman / sandman / and halibut the siren)#its just such a fun dynamic to create around for me personally ?? its in most of my plots lmao#also ego and serenity my beloved oc otp is an example#ego is the older prince thus going to be king while his younger brother extreme can make portals and hop dimensions#and serenity his dearly beloved fiance is actually an energy alien pretending to be human and struggling a bit but ego writes it off as#hes just a weird guy whatever who cares (then becomes friends and really adores the awkwardness its so cute?)#and ego to top it off is scared of the supernatural elements like gets SO scared at ghost stories#so serenity thinks his existence of being an alien would scare ego so he feels really bad that ego thinks he likes him bc hes not a human#but yeah ! just a guy is so key to most of my oc plots and its why a lot of the times i latch onto side characters#i love the just a guy in the background (looking at you chris miller dbh i love you)#its why i tend to love non romantic options in otomes or non party member npcs in rpgs#i just LOVE to see a guy in a situation not having the best time or a guy thriving in a situation despite the odds#its very fun ! and honestly just a guy is a gender neutral term to me but its mostly a guy (masc) because#girls arent allowed to exist in fiction unless they have plot relevance unfortunately (most times)#sorry that got really long in the tags im gonna draw now
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I don't usually buy in to most of the generational stuff because a lot of it is just another rung in capitalism's divide and conquer strategy.
But, like, when I was a teen and the emo music was a thing, a lot of it I just found way too whiny. Now there are emo nights at the bars and I see people of my generation all nostalgic and really getting into it. And I'm happy for them, but I don't like it any better now than I did then. Not that I can't stand it. I developed an ability in childhood to turn most unpleasant sounds into background noise (otherwise I couldn't cope), so whatever. If I want to be at my friend's establishment when he's hosting an emo night, it is what it is.
But another thing was a lot of the cutesy talk. Not all of it, and I happen to have my own, some shared with friends, but like that "huggles" and "thankies" etc. was just too much. And online RPG, LARPing, and shit just... I was never one of the popular crowd but that was too cringe even for me. lol
Anyway, unlike emo music, which again, not my favourite, but manageable, one blessing among many of my generation growing up and being adults in the adult world is that most of those people either grew out of the cringe or learned to keep it quiet. So I thought I'd never have to see that shit again.
WRONG. Because some of those little shits grew up and incorporated that stuff into their businesses, whose files I have to check! And worse than that, one of these fuckers tried to initiate RPG speak into the company chatbox in a weird attempt at flirting and getting a lower price (did NOT work).
All this to say: goddam millennials!
#had a friend who was really into online RPGs#and she'd tell me about them over the phone and read off a session to me#and I had to try so hard to be supportive and be happy for her#but I just did not want to be privy to that#*holds you carefully*#*stares at you with pleading eyes*#*smirks evilly*#never mind the story she wrote...#I'm sorry to any of the lovely women in my laptop who are into this shit#I'm happy for you#I am#I know you wouldn't go into a work chat and think adding that in would be acceptable#I just really shouldn't have to run into that anywhere but the non-work-related internet#and even then only rarely#I should not have to check the quality of an omegaverse fabric print
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HELLO! I am boss/izon/owe, im an adult, && this is my blog for RPG games -- mainly, OFF. I remade bc i wanted a fresh start!! i will erm. freshen this blog up eventuallys soons. maybe.
no bigots/exclus/proshippers. You're not welcome here. free palestine.
#pinned#im not too pressed abt everyone who followed me b4 refollowing me especialyl since im not posting art here (4now)#but!! i wanted to remake anyways.#what else am i even supposed to put in a pinned post. wtf.#👽.file#<- for non off/rpg related posts made by me :3#resources
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im nearly done with painting the OC lore video art and then I can get back to brainrotting mianite lore and aus and good omens this is gonna be so good
#idc its oc work itll flop but im havin fun with it#secret hint- its connecting all my previous mc series and characters#<--- loves a good multiverse plot#non est ad astra mollis e terra via: smp multiverse#lafakiwi talks#mianite rpg related btw if anyone cares#its technically a mianite AU since thats the premise of the RPG#but this project is specifcially about the stupid little dianitee gorgon character im playing who's unintentionally become tom coded#watch my pov watch my pov#i havent had a chance to comment much on moot posts but once im done with this i can bc the worms will have calmed down for a second
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I really don't have patience to the whole way of thinking the whole argument is based on. I'm just going to leave here this video by Matt Colville about the book Ellusive Shift
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The gits of it is - no one EVER knew how to play this fucking game, people had arguments before the official first edition, the white booklets era. Most people played based on their own interpretation, then arguet about it in zines. All the crunch in the AD&D onward was Gary Gygax's attempt to make the rule for everything because he grew greedy and wished to kill the competition that built careers on explaining his crappy rules better than he did (also, he made AD&D to screw Dave Arneson of his due money).
In any other context I would agree with the proposed argument, but in D&D calling in question anyone's merit as conversation participant because they didn't memorize the useless numbers for useless rule that is only in this game to appease people waxing nostalgic over Gary's horrible, spite and greed-fueled design, is not only anti-intelelctual, it is openly spitting i nthe face of the history of the hobby to declare yourself as only one who knows better. Fuck that.
I think an important part of the "D&D is easy to learn" argument is that a lot of those people don't actually know how to play D&D. They know they need to roll a d20 and add some numbers and sometimes they need to roll another type of die for damage. A part of it is the culture of basically fucking around and letting the GM sort it out. Players don't actually feel the need to learn the rules.
Now I don't think the above actually counts as knowing the rules. D&D is a relatively crunchy game that actually rewards system mastery and actually learning how to play D&D well, as in to make mechanically informed tactical decisions and utilizing the mechanics to your advantage, is actually a skill that needs to be learned and cultivated. None of that is to say that you need to be a perfectly tuned CharOp machine to know how to play D&D. But to actually start to make the sorts of decisions D&D as a game rewards you kind of need to know the rules.
And like, a lot of people don't seem to know the rules. They know how to play D&D in the most abstract sense of knowing that they need to say things and sometimes the person scowling at them from behind the screen will ask them to roll a die. But that's hardly engaging with the mechanics of the game, like the actual game part.
And to paraphrase @prokopetz this also contributes to the impression that other games are hard to learn: because a lot of other games don't have the same culture of play of D&D so like instead of letting new players coast by with a shallow understanding of the rules and letting the GM do all the work, they ask players to start making mechanically informed decisions right away. Sure, it can suck for onboarding, but learning from your mistakes can often be a great way to learn.
#rpgs#dungeons & dragons#I went back to tumblr mad how on Reddit every non-d&d sub related to rps is not about what they claim to be about#but is instead about complaining about d&d#so pardon me if I'm rude#but holy fuck#it's far from my favorite game#I recently almost got banned on a forum for telling someone to play better rpg like Blades in the Dark#which I like much more btw#but WOW I'm sick of all this salt#d&d dominates the market because even people who don't like it and keep saying to play different game only ever talk about hating D&D#if you put half this energy into promoting other games d&d would probably be dead by now#am I the only person who blocks out things he falls out of love with?#really?#Youtube
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So what about FATE? How is it not universal as an RPG?
The biggest non-universal dimension of FATE – at least in its modern incarnations – is that it has a very strong set of baked-in assumptions about the relationship between players and player characters.
This is something I've talked about in the past; to somewhat oversimplify, there are roughly four ways for a player in a tabletop RPG to relate to their character:
The Isekai Stance: I am my character, and my character is me. I'll have my character do whatever I myself would do if I happened to be, for example, an elf wizard.
The Actor Stance: I'm an actor, and my character is my role. I'll have my character do what I feel it would be psychologically realistic for them to do under the circumstances.
The Storyteller Stance: I'm a narrator telling a story, and my character is the co-protagonist of that story. I'll have my character do whatever I feel would make for the most interesting story.
The Gamer Stance: I'm a person playing a game, and my character is my playing-piece. I'll do whatever it takes to win.
This generally isn't a useful way to classify either players or games; games typically have weak baked-in assumptions about which stance their players will adopt, and to the extent that these assumptions are present, a game may make different default assumptions for different parts of play. A common set of assumptions is actor mode outside of combat and gamer mode in combat, for example.
FATE is, of course, an exception to the rule, in that it has very strong baked-in assumptions about what stance players will adopt toward their characters, and further assumes that play will occur at least mostly in this mode. The Fate Point economy that forms the core of the gameplay loop 100% assumes that you're going to be playing in storyteller nearly all of the time – the types of decisions it's asking players to make on a moment-by-moment basis are frequently straight up unintelligible from any other perspective.
This is a big part of why suggesting FATE because it can "do anything" can go over like a lead balloon: the folks making this suggestion aren't taking into account the possibility that a given group's players may not vibe with the system's assumptions about how players relate to their characters. Storyteller-mode-all-the-time is actually a fairly uncommon group play style, and it often seems that FATE fans don't realise this!
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Metagaming Is Good, Actually, You Just Suck At Playing Pretend
OK so metagaming is a term with an incredibly nebulous definition, but the way it gets thrown around - particularly in That Fandom - is just ridiculous. You are, in fact, playing a game. For fun. You should make your in-game decisions based on what will be most enjoyable for you, and the other participants in this game, and to do that well, the nature of the game is a consideration.
Some, non-exhaustive, examples of positive metagaming: -Deliberately taking plot-hooks even when you don't have a good IC reason to. -Deliberately grouping up with the other PCs even if they're basically strangers. -Making genre-appropriate decisions for the type of game you're in (being overly curious in Call of Cthulhu or petty and melodramatic in Monsterhearts). -Making tactically optimal choices in challenge-based games (such as osr dungeon-exploration, or 4e combat). -Not taking actions that will be unwantedly upsetting for other players ooc (such as not using arson as a weapon if a player has trauma relating to a house-fire).
'being in character' is not a suicide-pact compelling you to make bad decisions because 'it's what my character would do', and indeed 'it's what my character would do' is shorthand for a particular type of shit player for a good reason! If you fuck things up by making stupid ic decisions, or unfun ooc decisions, to avoid 'metagaming', you're a shit player.
If 'how would I know that' comes up, you can just make something up to explain it. RPGs are games about making things up. Add an incident to your backstory, maybe, and get some free character development out of it.
Anyway, yeah, despite what some people will tell you, metagaming is a positive behaviour so long as you're not deliberately using it to enable behaviours that would be toxic even without metagaming.
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A case of twice-mistaken identity: on “Asherah” in Strange Journey

In 2009, Atlus released one of their most unique games to date - Strange Journey, an rpg set in a deliberately unrealistic setting in which demons exist, while the UN does something beyond issuing a non-binding resolution in the face of crisis. In contrast with many of the previous SMT installments, Strange Journey only introduced a handful of new demons. They were some of the last designs Kazuma Kaneko provided for the franchise, but most of them became instant fan-favorites, sparking a veritable avalanche of fanart (by Megaten demon standards, at least) and endless discussion. Going by the raw numbers on pixiv and similar sites, the consensus view seems to be that the standout among them is the “protagonist” of this article, seen above. The English translation of the game, as well as official English translations of all subsequent Megaten media, opted to romanize the name of the discussed entity as Asherah. I have a strong reason to suspect this is wrong, and that “Asherah” is not who most of us assumed she is on this basis. In this article, I will explain the origin of the term asherah and examine if it was ever the name of a deity. I’ll also look through its cognates in multiple languages. Finally, every Megaten fan’s favorite fringe tome will be consulted for additional hints. As a result, the true identity of “Asherah” shall be revealed.
“A horrid thing”: the asherah in the Bible and related sources
The term asherah appears in the Bible, though it’s actually up for debate if it can be interpreted as the name of a deity (Steve A. Wiggins, A Reassessment of Asherah With Further Considerations of the Goddess, p.105). Ignoring occasional modern attempts at emending passages which do not require that, it occurs forty times in scriptural sources (A Reassessment…, p. 110). Nearly all of them point to the asherah being some variety of cultic object. In some cases a plural form is given, though the grammatical gender is inconsistent, with examples of both asherot (Judges 3:7) and asherim (1 Kings 14.23; 2 Kings 17.10; 23.14). The masculine variant is more common, which makes it unlikely the singular form was particularly commonly viewed as a feminine noun - unless, perhaps, the compilers considered an intentionally ungrammatical plural some sort of irony (A Reassessment…, p. 110-111).
Most of the references are fairly formulaic, and occur in passages from books belonging to the tradition of “Deuteronomistic History” explaining why Yahweh became angry with the kingdoms of Israel and Judah. In those cases the anger appears to be tied to placing one or more asherah in the proximity of an altar. Based on the fact that an asherah could be planted, and destroying it was typically accomplished by burning or hewing, most likely they should be understood as wooden objects (A Reassessment…, p. 111-112). Nothing more can be established with certainty, and in absence of precise descriptions labeling any objects recovered from excavations as examples just because they’re wooden should be avoided (A Reassessment…, p. 261).
A possible reference to Asherah understood as a foreign deity might be present in 1 Kings 18:19, where “400 prophets of Asherah” are among Jezebel’s associates singled out by the prophet Elijah (A Reassessment…, p. 127-129). However, it is implausible that this reflects historical reality. Jezebel hailed from Tyre and no deity bearing an even barely similar name is attested in the local pantheon of Tyre - or, for that matter, in any other Phoenician city in the Iron Age (Spencer J. Allen, The Splintered Divine. A Study of Ištar, Baal, and Yahweh. Divine Names and Divine Multiplicity in the Ancient Near East, p. 280).
A further example might be 2 Chronicles 15:16, where at least according to the Masoretes Asherah is used as a personal name. The passage deals with the deposing of queen mother (gebirah) Maakah by king Asa of Judah after she created an unspecified “horrid thing” for Asherah - or, if the Masoretes were incorrect, perhaps created an asherah, a “horrid thing”, for herself (A Reassessment…, p. 125-126).
Rabbinic tradition generally considers the asherah to be a type of tree (A Reassessment…, p. 148-149). Similarly, the Septuagint (and by extension other translations derived from it) renders the plural form of this term as “groves” (A Reassessment…, p. 269). While especially in the 1990s it was common to argue that the hypothetical namesake goddess must have been some sort of tree deity as a result (A Reassessment…, p. 239), no evidence in favor of this interpretation is available (A Reassessment…, p. 261-263). In the end, the supposed arboreal Asherah is little more than a result of overinterpreting a historical guess about the meaning of a term whose original context was entirely lost by the first centuries CE (A Reassessment…, p. 269).

A decorated pithos from Kuntillet Arjud (wikimedia commons)
As far as extrabiblical materials go, the most relevant source offering some further hints about asherah are two early first millennium BCE Hebrew inscriptions from Kuntillet Ajrud in Egypt which mention blessing someone by “Yahweh of Teman and his asherah” and “Yahweh of Samaria and his asherah” (The Splintered Divine…, p. 265). It’s up for debate if “Yahweh of Samaria” and “Yahweh of Teman” were understood as two fully separate deities - the way, say, Ishtar of Nineveh and Ishtar of Arbela were in Mesopotamia - or simply as two regional manifestations of the same deity (The Splintered Divine…, p. 272). The fact that similar formulas find no other parallels in any other texts in Hebrew doesn’t help (A Reassessment…, p. 204). This is ultimately outside the scope of this article, though.
What matters for the discussed subject is that the original publication of the Kuntillet Ajrud material in 1979 sparked what by the early 2000s came to be referred as an “Asherah boom” or “Asherah craze” (Izak Cornelius, The Many Faces of the Goddess: The Iconography of the Syro-Palestinian Goddesses Anat, Astarte, Qedeshet, and Asherah c. 1500-1000 BCE, p. 3).
Crucially, the inscriptions were commonly held as evidence that Yahweh had a wife, and that she was named Asherah (A Reassessment…, p. 190). Nothing explicitly indicates that their authors considered asherah to be the name of a goddess, though (The Splintered Divine…, p. 309).
It is entirely possible that the familiar wooden cultic object is meant (A Reassessment…, p. 198). We might be dealing with a formula similar to Eliezer’s considerably later) invocation of the altar of the Second Temple alongside Yahweh, which obviously does not indicate that he treated a piece of furniture as an independent deity (The Splintered Divine…, p. 309). It might also be worth noting that an asherah was made for Yahweh in Samaria under king Omri’s orders, according to 1 Kings 16:33 (The Splintered Divine…, p. 278).
It should be noted that while one of the inscriptions is accompanied by a drawing (as seen on on the illustration above), it is unlikely to be related to its contents (A Reassessment…, p. 199-200).
It has been argued that a further reference to “Yahweh and his asherah” occurs in a roughly contemporary funerary inscription found in Khirbet el-Qôm in the West Bank, though the poor preservation of the text makes any translations tentative. It cannot thus be used to argue even for a link between Yahweh and the cultic object asherah, let alone for the existence of a goddess named Asherah (A Reassessment…, p. 190-196). It has been argued that it is effectively a Rorschach test of sorts for a given author’s views about the asherah and Asherah (A Reassessment…, p. 274). Ultimately it’s difficult to evaluate if Yahweh ever had a wife, let alone if that wife was named Asherah. If that was the case, it’s hard to disagree that the archeological evidence is beyond sparse, though (A Reassessment…, p. 281).
Looking at material from other nearby areas from the first millennium BCE does not provide any further evidence for a goddess named Asherah. The Phoenician term ʾšrt, which is likely a cognate of asherah, has a handful of attestations (one inscription each from Umm El-Amed, Acre and Pyrgi), but invariably refers to a place - presumably a (type of) shrine or sanctuary - not to a goddess (A Reassessment…, p. 212-214). An alleged Phoenician attestation of Asherah on an amulet from Arslan Tash seems to actually be a reference to the Assyrian head god Ashur, and the object might be a forgery anyway, which would render it virtually worthless as a source (A Reassessment…, p. 210-212).
The supposed Aramaic evidence is even more flimsy. An alleged reference to Asherah (ʾšyrʾ) on a fifth century stela from Tema turned out to be a misreading, with a local deity named ʾšymʾ actually meant. A stela from Sefire does affirm that a cognate, ʾsrt, was used to designate a type of sanctuary, much like in Phoenician, though (A Reassessment…, p. 214-215).
“Lady of the sea”: Athirat in Ugarit
If the evidence for the biblical asherah being a theonym, rather than a term, is flimsy at best, where does the idea that a deity with an identical name existed? To find an answer, we need to travel a few centuries further back than the oldest material discussed in the previous section.
In the early twentieth century, excavations in Ras Shamra in nothwestern Syria revealed that this site was originally a Bronze Age city, Ugarit - and that the local pantheon included Athirat, whose name was suspiciously close to a biblical term for some sort of cultic implement (A Reassessment…, p. 225).
It needs to be stressed that the information from Ugarit cannot be transferred to areas further south in different time periods (The Many Faces…, p. 18). Also, in particular the labeling of Ugarit as “Canaanite” - very common online - should be avoided. It was not located in Canaan - this label only applied to the area more or less from Byblos to Gaza (The Many Faces…, p. 8); it belonged to the circle of Amorite culture (Dennis Pardee, Ritual and Cult at Ugarit, p. 236).
With that in mind, let’s look at Athirat. Her name is undeniably a cognate of the biblical term and its Phoenician and Aramaic analogs. It might very well be that the word originally meant “holy place” or “sanctuary”, and that a theonym developed from it, rather than the other way around (A Reassessment…, p. 221-222). It’s worth stressing right away that Ugarit provides by far the most references to any of the cognate terms which are the subject of this inquiry - Athirat is, ultimately, better attested than asherah (A Reassessment…, p. 105).

Tablet with a section of the Baal Cycle (wikimedia commons)
Athirat is arguably best known from, and most prominent in, the Baal Cycle (A Reassessment…, p. 33). She first appears in the section dealing with the conflict between Baal and Yam, the sea god, though her precise role in the relevant passage is uncertain. She might be involved in providing Yam with a new name or title (A Reassessment…, p. 34-42). Her role in the second of the three sections, which deals with the construction of a palace for Baal, is much better understood. Baal and his ally Anat convince her to mediate with El, her husband, so that Baal can have a house built for himself. Athirat doesn’t appear to be fond of them (in fact, at first she assumes they want to fight her), and convincing her requires numerous gifts provided by the craftsman god Kothar-wa-Khasis. It’s possible Yam, despite already being defeated by Baal earlier, is also present in this scene, and that Athirat temporarily restrains him with a net while her negotiations are ongoing (A Reassessment…, p. 42-74). Athirat makes her final appearance in the third part of the cycle, in which Baal temporarily dies at the hands of Mot. The implied hostility between her and Baal seemingly resurfaces, as Anat remarks that she will surely rejoice after hearing about his untimely demise. El tasks her with appointing a replacement, which she promptly does, choosing Attar to act as a new king of the gods. She seems to be so enthusiastic about this that it has been suggested that it is this opportunity to show off her position this way that’s the cause of her good mood, as opposed to Baal’s death (A Reassessment…, p. 75-77). Athirat’s role is overall less prominent in other literary texts in which she appears. These include the Epic of Keret (A Reassessment…, p. 25-33); Shachar and Shalim (A Reassessment…, p. 86-92); and a variety of shorter or fragmentary compositions (A Reassessment…, p. 92-98). She only occurs with a limited frequency in sources tied to the sphere of cult (A Reassessment…, p. 274).
While none of the Ugaritic texts make that explicit, it can be safely assumed that Athirat was regarded as the wife of El, the head of the pantheon (The Many Faces…, p. 99). Nothing indicates she played this role vis a vis Baal (A Reassessment…, p. 84). The only cases where they occur side by side are offering lists, and this is ultimately as informative when it comes to determining the connection between them as a modern church named jointly after, say, St. Andrew and St. George is for establishing the personal connections of the respective saints (A Reassessment…, p. 101)
El and Athirat have a variety of matching titles, designating them as senior members of the pantheon and creator deities - while El is the “father” and “creator” of the gods, Athirat is accordingly the “mother” and “creatress” (Aicha Rahmouni, Divine Epithets in the Ugaritic Alphabetic Texts, p. 331). The former title only appears once in the entire corpus (Divine Epithets…, p. 73), the latter - six times (Divine Epithets…, p. 276-277).
It needs to be stressed that the “maternal” titles do not designate Athirat as some sort of Frazerian “Great Mother”. They are a reflection of status: she is a creator deity, and a senior member of the pantheon, but not some transcendent all-encompassing ur-mother (A Reassessment…, p. 237). Simply put, she does not represent the popcultural image of a “mother goddess” (A Reassessment…, p. 83-84; The Many Faces…, p. 99).
It is perhaps best to describe Athirat as the divine counterpart of a queen mother, going by her portrayal in the Baal Cycle, especially her role in the appointment of a new king of the gods. It has been argued that her title rbt might specifically reflect this role, judging from the context in which its Akkadian cognate rabītu was used in Ugarit (A Reassessment…, p. 77-78). However, since the sun goddess Shapash is also designated as a rbt, this might be incorrect, at least as far as epithets of deities go (Divine Epithets…, p. 281-282). Athirat’s high status is also reflected by her placement in a trilingual god list based on the Mesopotamian Weidner god list, with Hurrian and Ugaritic columns added. It establishes an equivalence between her, Ninlil and “Ašte Kumurbineve” (Aaron Tugendhaft, Gods on Clay: Ancient Near Eastern Scholarly Practices and the History of Religions, p. 175). The former’s character was similar. She was the wife of a pantheon head, and the epithets highlighting her status similarly refer to her as the “mother” (ummi) or “creatress” (bānīt) of the gods (Divine Epithets…, p. 73). The latter is actually a pure scribal invention, though - the name simply means “Kumarbi’s wife”. No such a goddess was actually worshiped anywhere, she was invented entirely for completeness’ sake (Gods on Clay…, p. 177-178).
Yam (“Ym”), as portrayed in Shin Megami Tensei (MT wiki, via VeskScans)
Seniority is not Athirat’s only characteristic. Her most common epithet is actually “lady of the sea”, which occurs twenty-one times total - all of those attestations are from the Baal Cycle, though (Divine Epithets…, p. 281). While it contains the same word for sea - ym - as the one which doubled as a theonym, it is agreed that an ordinary body of water is meant in this case, not the sea god par excellence, Yam (Divine Epithets…, p. 284-285). Steve A. Wiggins suggests that the title might be a reference to some hitherto unknown tradition about Athirat’s origin, as opposed to an indication of involvement in unspecified marine matters. While this proposal is interesting, it ultimately remains entirely speculative (A Reassessment…, p. 273). Athirat’s presumed association with the sea might explain why a minor deity consistently described as her servant, Qudshu-wa-Amrur, is addressed as her fisherman (Divine Epithets…, p. 150-151). A further deity defined by a connection to Athirat is Dimgay, her handmaiden, though she is much more sparsely attested (and has no aquatic associations). In the sole text to mention her she is paired with Tallish, who fulfills an analogous role in the court of the moon god Yarikh (Divine Epithets…, p. 78-79).
Excursus 1: the illusory triple A goddess(es)

Anat (right) and her #1 fan, pharaoh Ramses II (wikimedia commons)
While Athirat’s connections with El and with her servants are well documented, a common misconception, repeated especially commonly in older scholarship, but also online, is that she, Anat and Ashtart were associated with each other so closely they basically formed a group. As an extension, the three of them are presented as the only major goddesses in Ugarit (and beyond). However, this grouping is both modern and entirely artificial. It’s worth noting that as far as the Ugaritic evidence goes, Shapash, the sun goddess, was actually comparably, if not more, important as Ashtart (A Reassessment…, p. 230).
Nonetheless, at least among Bible scholars it’s possible to find examples of complete and utter credulity leading to presenting Athirat, Anat and Ashtart as not just closely related, but somehow interchangeable (A Reassessment…, p. 283). Typically questionable publications aim to present Athirat and Ashtart as somehow identical or at least conflated with each other. This is based entirely on the superficial similarity of their Romanized names - they were not very similar in Ugaritic, seeing as one begins with an aleph and the other with an ayin. Ashtart doesn’t even appear in parallel with Athirat; if she is paired with another goddess, it’s Anat (A Reassesment…, p. 57). However, while Anat and Ashtart did share multiple characteristics, even they were not conflated with each other (The Many Faces…, p. 100), let alone with Athirat.

A typical depiction of Qadesh (middle), accompanied by Min (left) and Resheph (wikimedia commons)
Despite lacking any strong foundation in reality, the “triple A” misconception managed to influence early scholarship pertaining to a fourth deity - one who doesn’t even have anything to do with Ugarit, at that. Starting with the 1930s, the idea that the goddess Qadesh must be one and the same as “Asherah” arose. This rested on two far reaching conclusions: that if Qadesh appears with Anat and Ashtart in a single inscription, she must be a foreign goddess of comparable importance; and that qdš (“blessed”) was an epithet of Athirat in Ugarit (A Reassessment…, p. 226).
The first problem is that the sole source to group Qadesh with Anat and Ashtart - the so-called Winchester College stela - is nowhere to be found today. It has been lost at least since the 1990s, if not earlier (A Reassessment…, p. 229). It’s not entirely impossible that it was a fake, since back when it was still accessible to researchers in the 1950s it has been pointed out that the artist had an oddly poor grasp of the hieroglyphic script (The Many Faces…, p. 95).
There is also no evidence that qdš was a title of Athirat (A Reassessment…, p. 226). It does occur as a title of El in the Epic of Keret, though, and is actually grammatically masculine (A Reassessment…, p. 227). Alas, I don’t think anyone is bold enough to suggest Qadesh is El’s drag persona.
A further issue is that while no certain examples of depictions of Athirat have been identified, textual sources indicate she would in all due likeness look considerably less youthful than Qadesh does (The Many Faces…, p. 100). Considering all of these serious obstacles, it should come as no surprise that identifying Qadesh as Athirat largely fell out of favor by the early 2000s (The Many Faces…, p. 95). The modern consensus is that she actually wasn’t fully an “imported” deity in Egypt in the first place, in contrast with Anat and Ashtart. Her name does go back to the root qdš, but she was invented in Egypt (Christiane Zivie-Coche, Foreign Deities in Egypt in the UCLA Encyclopedia of Egyptology, p. 5-6).
Qadesh is first attested during the reign of Amenhotep III (1389-1349 BCE), already in a firmly Egyptian context, on a statue of a certain Ptahankh, an inhabitant of Memphis and affiliate of the priesthood of Ptah (Foreign Deities…, p. 3). It is also known that a temple dedicated to her existed in this city. Her firm position in ancient Egyptian religion is also presumably reflected in epithets such as self-explanatory “eye of Ra” and “great of magic”, a designation for goddesses linked to the pharaoh’s crown in one way or another (The Many Faces…, p. 96). She may or may not have been a love goddess, but no strong evidence in favor of this view exists (The Many Faces…, p. 97).
“Mistress of voluptuousness and joy”: Ashratum in Mesopotamia
While the notion of an association between Ugaritic Athirat and Qadesh is ultimately erroneous, she does have a “relative” who can be considered at least superficially similar: the Mesopotamian goddess Ashratum. While Ashratum can be effectively considered a derivative of Athirat (or, perhaps, a more divergent descendant of a common ancestor), it needs to be stressed that her character differed considerably (A Reassessment…, p. 219). Needless to say, information pertaining to her cannot be randomly applied to Athirat (A Reassessment…, p. 153).

Itūr-ašdum‘s votive inscription (wikimedia commons)
Her character is perhaps best exemplified by the most famous primary source dealing with her, a votive inscription invoking her dedicated to Hammurabi of Babylon (reigned c. 1792–1750 BCE) by a certain Itūr-ašdum. This text describes her as the “lady of voluptuousness and happiness” (A Reassessment…, p. 155-156). This title may or may not hint at involvement in the erotic sphere (A Reassessment…, p. 158). The same term translated her as “voluptuousness” - ḫili - also appears in the ceremonial name of her temple in Babylon, Eḫilikalamma - something like “house of voluptuousness of the land (A Reassessment…, p.163).
As far as I am aware, no study offers a good explanation for why Ashratum came to be associated with the qualities reflected in her title and the name of her temple. However, it has been securely established that her other Mesopotamian characteristics stemmed from her close association with the god Amurru, who was regarded as her husband (A Reassessment…, p. 219). It presumably reflected her own Amorite origins (A Reassessment…, p.153). Amurru (“the Amorite god”) was effectively a personified stereotype - the archetypal nomadic simpleton unfamiliar with urban life, a reflection of the Mesopotamian perception of Amorites arriving from the west (Paul-Alain Beaulieu, The God Amurru as an Emblem of Ethnic and Cultural Identity, p. 33-34). Textual sources indicate that his attribute was a crooked staff (gamlu), possibly originally associated with Amorites on the account of their pastoral lifestyle (The God Amurru…, p. 35-36). To put it in modern terms: you could compare him to a cartoony redneck or hillbilly, complete with a banjo and a jug of moonshine. Except people actually built temples dedicated to him, named children after him, and for all intents and purposes treated him as a valid, if not particularly major, member of the pantheon (The God Amurru…, p. 41-43).
As Amurru’s spouse, Ashratum could be referred to as “tenderly cared for in the mountains”. This is implicitly supposed to be understood as “cared for by Amurru”, seeing as he was regularly referred to as the “lord of the mountains”, bēl šadi (A Reassessment…, p. 158). He could simply be treated as an inhabitant of mountainous areas, though it’s possible his association with this environment doubled as a pun of sorts. The cuneiform sign KUR could be used to write both the word “steppe” (where one would expect to find migrating nomads) and “mountain” (The God Amurru…, p. 38-39).
Amurru’s connection similarly applied to his spouse, and is also reflected in their matching epithets - Amurru was the “lord of the steppe”, bēl seri, while Ashratum accordingly could be called belet seri, “lady of the steppe” (The God Amurru…, p. 38). It should be noted there was another, unrelated Belet-seri, who acted as Ereshkigal’s scribe - seri in this case being understood as an euphemism for the underworld (more about her in my next article). I’m not aware of any cases where the two were confused, barring a possible indirect example - Amurru apparently occasionally appears in the company of some of the goddesses who could be identified as Ningishzida’s wife; and the latter role could be fulfilled by Geshtinanna, who was regularly identified with Ereshkigal’s Belet-seri (Andrew R. George, House Most High. The Temples of Ancient Mesopotamia, p. 37-38). Given the expected difference in demeanor, it is a shame no source has the two belet-seris interact.
The association with Amurru is also why Ashratum could be called the “daughter-in-law of Anu”, the sky god and Amurru’s father. Online an incredibly antiquated interpretation seems to be spreading up to this day (including in Megaten context), with Ashratum misinterpreted as Anu’s spouse. This is the result of a misunderstanding: in both Sumerian and Akkadian, the term “daughter-in-law” (egia/kallatum) can also designate a bride. That simply reflects the fact that typically a father would pick his son’s wife, though - there’s no ambiguity whose spouse Ashratum is supposed to be (A Reassessment…, p. 157-158). Interestingly, a single unique source would indicate that in addition to the happy-go-lucky Ashratum at least some people in the south were aware of her “relative”. A unique Amorite-Akkadian bilingual lexical list published recently explains a-še-ra-tum as DIĜIR.MAḪ, ie. Bēlet-ilī, the "queen of the gods" (Andrew George, Manfred Krebernik, Two Remarkable Vocabularies: Amorite-Akkadian Bilinguals!, p. 115). On textual grounds, it was dated to the Old Babylonian period, specifically to the times of Rim-Sin I and Hammurabi (Two Remarkable…, p. 113). Based on the character of the goddess listed as the Akkadian “explanation” of the name (which you can guess from its meaning), it can be safely assumed that in this case the same deity as in Ugarit is meant - a senior, “respectable” goddess (Two Remarkable…, p. 118).

YBC 2401, the most complete copy of An = Anum discovered so far (Electronic Babylonian Library; reproduced here for educational purposes only) On the opposite end of the spectrum, the considerably later An = Anum appears to treat Ashratum’s section as little more than a wastebasket for any feminine western theonyms, including, inexplicably, Anat (Wilfred G. Lambert, Ryan D. Winters, An = Anum and Related Lists, p. 26). Note she has her own entry in the Amorite-Akkadian bilingual (Two Remarkable…, p. 115). In Ugarit, the trilingual list transcribes her name phonetically in the Hurrian column, and lists (distinctly male) Sagkud as her Mesopotamian counterpart - not Ashratum (Gods on Clay…, p. 176). Interestingly, since Ashratum appears in the original Weidner god list it can be assumed that scribes from Ugarit would be familiar with her thanks to the import of this source. Sadly, we have no clue what they thought about her and her Mesopotamian spouse (A Reassessment…, p. 161).
Excursus 2: odds and ends
A few other names cognate with the biblical asherah, Athirat and Ashratum are not attested well enough to warrant separate sections of their own.
A letter from Tell Taanach in Palestine written in Akkadian (the diplomatic lingua franca in the second half of the second millennium BCE) mentions a deity named Ashirat. This is most likely a reference to the same goddess as the one known from Ugarit. However, the text provides no detailed information about her - it only mentions a cultic specialist in her service in passing (A Reassessment…, p. 170-171). A ruler of Ugarit’s southern neighbor, the kingdom of Amurru, bore the theophoric name Abdi-Ashirta, “servant of Ashirta”. The variant form Abdi-Ashratum is also attested, so we are pretty clearly dealing either with another form of the name of one of the previously discussed goddesses, or a further deity with a cognate name. The matter is complicated by the fact that multiple times the name is written with typos by Egyptian scribes with only a rudimentary understanding of cuneiform, though (A Reassessment…, p. 168-169).
An apparent Hittite adaptation of the Ugaritic Athirat, Asherdu (sic), is attested exclusively in a short myth in which she and her partner in crime Elkunirsa (an adaptation of El, as you can probably guess) plot against a weather god of uncertain identity. The last of these characters clearly takes Baal’s role, but his precise identity cannot be established, as he’s only referred to with a generic logogram which could designate different weather gods, not with a given name. The entire composition might be based on some hitherto unknown southern forerunner, but not much can be said about its development beyond that (A Reassessment…, p. 172-175).
An example of Qatabanian script (wikimedia commons); no relation to cuneiform.
Finally, a handful of references to a more distant “relative”, Athrat, have been identified in texts from the kingdom of Qataban in Yemen dated to the second half of the first millennium BCE; she is thus separated from Athirat, Ashratum et al. by both a temporal and spatial gulf (A Reassessment…, p. 187). The available sources don’t provide much information about her. Two mention a temple she shared with Wadd, a local moon god, while another relays she received offerings alongside ‘Amm, the national god of the kingdom of Qataban (and possibly also a moon god). The nature of the precise connection between her and those two, and in particular whether she might have been viewed as the spouse of either of them, or even both (perhaps in different locations within the kingdom), is a subject of debate (A Reassessment…, p. 180-181). If she was, she might have been viewed as a solar goddess, though that remains uncertain (A Reassessment…, p. 186). The fact that it’s possible in some of the Qatabian inscriptions a structure is meant, and not a goddess, does not help much with the evaluation of the scarce evidence (A Reassessment…, p. 177-178).
“Genital center”: Asherah according to Barbara G. Walker

The Japanese edition of Walker's book (via an expired online listing with an asking price of 600+ USD [sic]; reproduced here for educational purposes only)
The previous sections more or less summarized what actual scholarship has to say about the term asherah and its cognates. However, with Megaten being Megaten, this is insufficient . No inquiry is complete without also consulting Atlus’ favorite publication: Barbara G. Walker’s magnum opus The Woman's Encyclopedia of Myths and Secrets.
Evidently not only Atlus is enamored with her writing - it has influenced a number of other popular Japanese franchises, especially Fate. It also has overwhelmingly positive reviews on Goodreads. There is a non-trivial number of people out there who find it credible, despite the author’s complete lack of relevant credentials, poor sourcing, and questionable at best methodology. Ironically, I have a strong suspicion that Walker herself might no share this view. I’d hazard a guess that this tome - and Walker’s numerous other less discussed New Age publications, including such smash hits as I-Ching of the Goddess - are a cynical grift, since she describes herself as an atheist elsewhere (sic). I digress though.
Walker’s book contains a total of 29 references to Asherah. She gets her own separate entry, but it surprisingly only occupies one page. To be fair, we have to bear in mind that in the early 1980s, when the book was written, the “Asherah boom” was only starting. Most of the entry is not particularly unique, and is limited to Bible-based speculation from before the discovery of the “Yahweh and his asherah” inscriptions, with a dash of Ugarit. Walker basically subscribes to the notion of a “tree goddess” wholesale, and adds that clearly the “groves” were a metaphor for Asherah’s “genital center”. She had to throw in something uniquely baffling, though, and speculates the name Asherah somehow goes back to Old Iranian asha, which she translates as “universal law” (for the actual meaning of this term, consult Encyclopedia Iranica). Further, she connects her with Isis at random, and asserts she was worshiped in Thebes as a result (The Woman’s…, p. 66).
Elsewhere in the book Walker simply rehashes questionable dated scholarship of the sort already discussed earlier. She proclaims Asherah and Baal a couple (The Woman’s…, 85); in Anat’s entry she treats her and Asherah as interchangeable and, inexplicably, also as the goddess of Jerusalem (The Woman’s…, p. 30). Astarte gets similar treatment (The Woman’s…, p. 69). This identification also gets an extended version which includes Aphrodite and Lucian’s Dea Syria as bonuses (The Woman’s…, p. 44). As far as I am aware, the identification with Aphrodite is a Walker original. She liked it so much it also pops up in Adonis’ entry, where she explains he was paired with “Aphrodite or Asherah” in Mesopotamian Mari (The Woman’s…, p. 10). This sort of complete disregard for temporal (Mari ceased to exist in Hammurabi’s times) and linguistic rigor is a mainstay of her work. Interestingly, Walker appears to be entirely unfamiliar with Ashratum, and instead asserts that the Mesopotamian counterpart of “Asherah” was Ashnan. She describes this name as Sumerian (The Woman’s…, p. 66). In reality, Ashnan’s name is Akkadian and means “grain”; the same goddess’ Sumerian name was Ezina - which, as you can imagine, also means “grain” (Julia M. Asher-Greve, Joan Goodnick Westenholz, Goddesses in Context: On Divine Powers, Roles, Relationships and Gender in Mesopotamian Textual and Visual Sources, p. 41). Needless to say, she had nothing to do with Ashratum.
Conclusions: Asherah, Athirat, or Ashratum?
With both the credible and questionable sources summarized, it is time to finally try to figure out who the “protagonist” of this article is supposed to be.
The translators of Strange Journey evidently concluded they’re dealing with the sort-of kind-of biblical figure. The assumption that’s who “Asherah” is supposed to be is common among English-speaking fans, and recently made it to her entry on the new Megaten wiki, which proclaims the discussed entity was “depicted as the wife of (...) Yahweh” (which, as I already pointed out, is at best a theory). As some of you might remember, in the past even I accepted it, and it was quite surprising to me that Atlus - with the well known love of dubious material, and a penchant for making everything revolve around YHVH which if anything only grew in more recent instalments - did nothing with this in Strange Journey. Or in any other game, for that matter.
I think the answer why that never happened is simple: “Asherah” was never meant to be who the romanization made her. It’s a case of mistaken identity.

As demonstrated on the screencap above, the name used in the original game, as well as in SJR and subsequent SMT installments, is spelled as アシェラト in katakana. A quick search will demonstrate that the biblical term is actually rendered as アーシラト - that’s the spelling Japanese wikipedia uses, for instance.
Who is アシェラト, then?
While this might not be evident at first, apparently the conventional Japanese spelling of Ugaritic Athirat. Japanese Wikipedia claims so outright, though without providing sources. However, I think we can trust it in this case. Most of the relatively few non-Megaten results for アシェラト appear to come from Ugarit hobbyists, here is just one example; I can vouch for this person’s credibility, they are pretty clearly well acquainted with the primary sources and relevant scholarship.
This impression that Athirat, not Asherah, was the intended name is further strengthened by the romanization of the name used in Shin Megami Tensei Series 25th Anniversary Memorial Book: MegaTen Maniacs, a book released as a bonus with a limited edition of Strange Journey Redux (p. 133; thanks to @purseowner4thequalityanimation for directing me to it!):
This is far cry from Asherah, but remarkably close to the non-vocalized form of the Ugaritic Athirat’s name, aṯrt. However, the name is not all. The compendium entries also provide some clues. Her original one describes her as “a Semitic goddess who was the one to bring fertility to the Babylonian lands. She is known as the mother of the gods. It is believed that in Phoenicia, she became Astarte.” I’m not a huge fan of implying there ever was such a thing as a “Semitic pantheon” - only languages can be described as “Semitic”, deities, let alone a “religion”, not really (Michael P. Streck, Semites, Semitic in RlA vol. 12, p. 386-387) - but the information, by Megaten standards, is relatively rigorous. We get a mix of Ugaritic Athirat (“mother of the gods”) and Mesopotamian Ashratum (explicit reference to Babylonia), with the questionable conflation with Ashtart (Astarte is simply the Greek spelling of this name) I mentioned thrown in for good measure. No references to the Bible or the inscriptions which sparked the “Asherah boom” are present, though.
Perhaps most curiously, even if not ideal, the sources consulted were clearly of much higher quality than Woman’s Encyclopedia - which, in fact, seemingly didn’t have any impact on Asherah’s bio. Mashing Ashratum and Athirat together is questionable, much like mashing together, say, Zeus and Tyr based on the shared origin of their names would be, but it’s miles ahead of many other choices made by Atlus. SMT IV didn’t change much. She appears in an NG+ quest which presumably reflects Atlus’ love for unnecessary equations - in this case with Ishtar. The less said about that, the better.
When Asherah was later added to Dx2 - which for now is her final appearance in the series - she received a new compendium entry, which describes her as “a goddess from ancient Semitic religion, married to the Lord of the Mountains Amurru. She is thought of as the Mother of all Gods. As the goddess of love and fertility she was worshiped in ancient Babylonia. She is also known as Astarte in other religions.” Most of the information from the previous version returns, but we have a surprising case of doubling down on the reference to Mesopotamia - with a surprisingly accurate reference to Amurru thrown in. Once again, no trace of Yahweh, biblical cultic objects, or anything of that sort, though. Walker’s influence also cannot be detected. Later on, the Ugaritic material got an additional shoutout in Dx2 - with the advent of a feature letting the player turn spare demons into equipment, the option to turn Asherah into a sword with the ability “Lady of the Sea” was added. It should be noted that Dx2 later did throw the Bible into the mix, though - a craftable shield from the same update is named Asherah Pole, an obvious reference to the cultic objects discussed in the first section of the article. Still, I believe I’ve conclusively demonstrated nothing indicates that was the intent when the design was created for Strange Journey.
To sum up, ignoring the single outlier from Dx2, “Asherah” appears to be a mashup of the Ugaritic Athirat and Mesopotamian Ashratum - with the name clearly pointing at the former. That, at the very least, should be the romanization of it. I do think this adds a second layer of mistaken identity - Athirat and Ashratum have cognate names, but their character is dissimilar, and they were worshiped in different areas - but once again, the series has seen much worse.
My only problem with treating “Asherah” as Athirat is her design. It’s not that I necessarily dislike it (quite the opposite). It’s striking for sure, and its position as a fan favorite is well earned. I won’t delve into speculation whether the popularity boils down to Asherah being a large scantily clad woman covered in geometric patterns who’s easier to draw than fellow scantily clad large woman covered in geometric patterns Maya, and more prominent than fellow scantily clad and covered in geometric patterns (but not necessarily large) Cybele (who’s not in the base SJ which is beyond bizarre to me given that the game is a joyful tribute to Frazerian phantasmagorias by the way of Barbara Walker, but I digress). To be entirely fair, there isn’t really anything I could compare it to. No unambiguously identified iconographic representations of Athirat or Ashratum - let alone of the hypothetical “Asherah” - exist (A Reassessment…, p. 264). The so-called “pillar figures” are frequently labeled as “Asherah” (even in her wikipedia article), but for no particularly strong reason (A Reassessment…, p. 267).

Baal Cycle beach episode (personal screencap from 2021 or so; I do not recommend actually playing the gacha)
A question we should ask ourselves is whether it’s possible to imagine her playing her role from the Baal Cycle, given that it’s the most extensive source dealing with either Athirat or Ashratum. Despite never really adapting it, Megaten somehow managed to give us nearly the complete cast - and I would argue Baal, Anat, Yam, Mot and Attar all look like they could pull off their roles from this cycle of myths. How about “Asherah”? In theory she could, I suppose, though I personally would prefer Athirat to look visibly older, and somewhat less naked (I quite like this one). As the Mesopotamian Ashratum, the design would work perfectly fine, though. I will refrain from trying to evaluate whether the Old Babylonian official who called her the “mistress of voluptuousness and joy” would be fond of the contents of her pixiv tag, but I think her appearance represents this description pretty well.
The alien Dada from Ultraman, an Elamite boar vessel (via MET) and two pieces of Halaf ware (wikimedia commons)
As a side note, while Asherah’s coloration and patterns ultimately simply reflect Kaneko’s enthusiasm for an abstract art themed alien from Ultraman (I suspect the size does too), they unintentionally(?) make the “heroine” of this article resemble painted pottery - which works well enough, I think.
Post scriptum: Asura in Strange Journey
Asura, as portrayed in Strange Journey (MT wiki, via VeskScans) An article dealing with Asherah in Strange Journey - even one focused on different aspects of her role in the game - cannot leave out perhaps the most puzzling choice made during its development. I am referring, of course, to having Asura turn into her. Apparently a few years ago an assumption that Barbara G. Walker might be to blame was making rounds, though this is, surprisingly, entirely baseless (as documented here). My suspicion is that this has nothing to do with Asherah, and instead is a leftover of an earlier version of the game.
As revealed in the already discussed Megaten 25th anniversary book, Asura was initially supposed to turn into Ashur, the tutelary god of the city of Assur, and by extension Assyria as a whole (Megaten Maniacs, p. 133).
While there’s no deeper connection between the two other than a superficial phonetic similarity, presenting them as closely related is not actually not an invention of Atlus either. The notion that the Hindu Asuras have something to do with Ashur, or at least with Assyria more broadly, enjoyed some renown in the early decades of the 20th century, though even then wasn’t universally accepted (Hannes Sköld, Were the Asuras Assyrians?, p. 265-266). Today it is kept afloat largely just by all sorts of fringe websites, including but not limited to puzzling Hinduism-adjacent blogs and Atlantis truthers (are there people searching for the location of Hobbes’ Leviathan too?). Presumably, someone at Atlus found it in a similarly dubious source.
Ashur obviously didn’t make it into the actual game, and Asherah took his spot for some hitherto unknown reason. As per the same source (ie. Megaten Maniacs, p. 133), multiple other demons were replaced at some point in the game’s development. Interestingly, Ashur and Asura are the only case of only one half of a pair being replaced. Morax and Moloch were added as a replacement for Minotaur and Asterius, while Mithras and Mitra - for Asmodeus and Aeshma. Both of the scrapped pairs are closely related thematically: Asmodeus is a Jewish take on Zoroastrian Aeshma in origin; Asterius in this context was presumably intended as Minotaur’s actual given name (as given for example by Pausanias), and not one of the numerous other bearers of the same name in Greek mythology.
It sounds a bit as if some of the changes were done in a hurry. Going beyond the pairs, Ouroboros was supposed to be replaced by but they apparently failed to find someone appropriate - a figure with ma in the name who could take an “administrative role” among the mothers - on time (I think Ninimma would work - she has ma in her name, disputed claims of a “maternal” or “creative” role, and she clearly would work well as an “administrator” - but I digress). Even Mastema almost got replaced at the last minute. The developers apparently worried about his appeal to the potential audience, and considered replacing him with another angel, though no more precise information is provided. Given that he’s easily one of the most popular demons today this sounds pretty silly in retrospect.
Could it be that Asherah’s introduction was a last minute change like that? Perhaps Asura remained simply because there was no time left to design a more fitting demon to go with her (not that he was a particularly good match for Ashur in the first place)? These questions must remain unanswered, unless by some miracle more information about SJ development will emerge in the future, sadly. I feel obliged to point out that the Ashur case might've been a rare example of a situation in which Atlus could’ve instead just resorted to one of the series staples to make it more coherent. I’m talking, of course, about the persistent conflation of Asura and Ahura Mazda (as recently discussed by Eirikr here; note that even Asura’s SJ compendium entry brings it up).

The Assyrian god inside a ring (wikimedia commons)

The Achaemenid figure inside a ring (wikimedia commons) A connection between Ahura Mazda and Ashur, while not directly attested, is a fairly common subject of speculation in scholarship up to this day. To be specific, a symbol common in Achaemenid art, a winged figure inside a ring, is argued to be a representation of Ahura Mazda patterned on earlier Assyrian depictions of a god usually interpreted as Ashur (Michael Shenkar, Intangible Spirits and Graven Images: The Iconography of Deities in the Pre-Islamic Iranian World, p. 47-50; note that identification with Shamash is also relatively common, though).

A possible eastern depiction of Indra-like Ahura Mazda (left) with Nanaya (center) and Weshparkar (right) from Dandan Oilik (wikimedia commons) While Zoroastrianism is, at least nominally, aniconic, historically especially in the peripheries of the areas inhabited by its adherents (like the Caucasus or the western frontiers of China) the borrowing of iconography from neighboring cultures was frequent. The possible Ashur-Ahura Mazda depictions have less ambiguous parallels involving the iconography of Zeus (in Commagene, in Bactria, and on Kushan coins; Intangible Spirits…, p. 61-62) and even Indra (in Sogdia, sometimes complete with elephant mount; Intangible Spirits…, p. 63) being adopted to represent Ahura Mazda. I guess Ronde gets the last laugh here: the bizarrely Zeus-like Ahura Mazda accidentally turned out to be pretty accurate.
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HIII!! I'm a fan of your OC and your content in general. Do you have other OCs that aren't COD related? ^0^)
Also, do you have artists within the COD community that inspire you to create? <333
THABK UUUU!!!!! i do uave some non cod ocs!!!!
theyre very like related to me theyre less characters and more like representations of some of my experiences
this is swamp girl!! shes my self acceptance persona
this is the angel whos face i stole
and this is about like masking and the inexplicable feeling of guilt that follows me everywhere
this is my divine judgement oc
anywho
some of my big cod art inspos!!!
@/artistcalledbella absolutely amazing one of my absolute favourite call of duty (adjacent) artists i absolutely love her work!!!
one of my big general art inspos is plastiboo on instagram sosososo insane really big inspo to the like horror rpg vibe im trying to go for teheh
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if you don’t selfship, please don’t vote thanks!
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I will soon have the opportunity to play @anim-ttrpgs ’s Eureka: Investigative Urban Fantasy, and already it’s character creation process has greatly impressed me! I firmly believe that a character’s interactions with mechanics are a reflection of the character as a person. Eureka is a game that I feel exemplifies this philosophy very well, and because of it, it prepares players to understand their characters better than other RPGs before they start playing. There are very specific reasons for this namely Eureka is very explicit about what it expects from players, it gives players impactful customization options and it gives mechanical significance to character choices.
Eureka makes what it expects of players very clear. The typical Eureka character is an average person, at least most of the time. They have to have 3 square meals and have to sleep at night, or suffer the very real mechanical consequences. The book dedicates a significant amount of pages to remind the player of this. At character creation this ethos manifests in 2 distinct ways. One is that the character’s total ratings for skills must be equal to the character’s total penalties. For example, you may have a 2 in firearms and a 1 in reflexes (a total of 3 ), this then means you have to assign a total of -3 to other skills. The other is a suggestion, not a rule, that players seriously consider why a character might have a points on any skills, and especially why they should have the maximum rating of 3 assigned to one or more skills. For context 3 is the highest skill one can assign at character creation and is more or less the equivalent of having 10 years of experience or a masters degree (it means characters will only fail 8% of the time!). The latter does something very important by inviting players to be curious about their character. It reframes the question “what can I do to get the best rolls in x?” to “why is my character good at x?” Together with the rules for assigning skills it in turn begs the question “why is my character bad at x?”. As I began filling out the explanations for each skill I even found myself writing in character! This resulted in things like “Everything is easier if no one notices me” to explain a +1 to stealth or “I’ll be blunt…” To explain a -2 to comfort. They’re little details but they help make a character feel more fully formed. In this way Eureka has players give their characters tangible reasons for being good at something and unwittingly think about their character’s flaws, and this is just the first step in character creation.
Eureka gives players meaningful character customization that can complement a character’s concept. The trait section is filled with traits that either change how core mechanics work for a certain investigator or add extra bells and whistles to already existing mechanics. This helps investigators lean into their strengths or even their flaws. I’ll give two examples with traits that alter how players earn a crucial in game resource, investigation points. The two traits in question are “Ask Questions Later” and “Just one more thing”. The former makes it so the investigator gains no investigation points from skill checks related to the investigation and instead they gain them for non investigative rolls. In essence this opens the door for characters whose core strengths are their physical fitness to shine! Is your investigator good at breaking down doors and restraining people but is otherwise not as investigatively minded? This trait allows you to lean into that! “Just one more thing” on the other hand makes you lean into your worst stats, by making you even worse at them and rewarding you for it. In essence all social rolls to an investigation, except social cues, get a penalty but you get more investigation points when you fail them. So if you’ve made a socially awkward or unpleasant character, it becomes a flaw you are now encouraged to bring into the fiction as often as you can. Whatever your concept is, there’s a chance that any of Eureka’s over 40 traits will give you a bonus for a character choice you made for mechanical or rp reasons.
Beyond just stats and traits Eureka cares about who your investigator is. I think all the mechanics I’ve touched on so far do that to a certain degree. But if one exemplifies this the best it’s Truths. A truth is a conviction your character has and, when they are adhering to it, they gain a +1 bonus to their next 5 rolls once per scene. It’s uncomplicated, and is not restrictive, your investigator is not expected to always act according to their Truths, but they’re very much encouraged to do so. The best part? By this point a player probably already knows at least one Truth about their character, i knew mine. Remember my character’s explanation for being stealthy? That was one of their Truths “Everything is easier if no one notices me”. This has more or less been my experience for every subsequent character I’ve made. Eureka more so than any rpg I’ve seen wants players to build upon their concept in a way that is coherent.
Many games claim to be “fiction first”. These games are usually very light in mechanics, which is justified because it allows the story to take center stage, so they say. Eureka is by no means mechanics light, but it’s so far the only game that has truly felt fiction first at character creation. I believe the game being opinionated about its own mechanics broadly helps in this regard. It sets up expectations that one can then work within to make their characters more believable. I’m very excited to get to play it
#eureka: investigative urban fantasy#d&d#tabletop#tabletop gaming#game design#noir#detective#ttrpg#ttrpgs#honestly I feel there’s so much I had to leave out for brevity’s sake#I really recommend you check it out for yourself
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Bonjour, je fais pas ce post vis à vis du rpg, mais j'avais besoin d'écrire, de gribouiller ma vie quelque part, et je savais pas trop où écrire ça. Je fuis les réseaux sociaux comme la peste, et ici vous ne me connaissez pas, comme je ne vous connais pas, ou du moins que de loin. Et peut-être qui sait certaines personnes se reconnaîtront dans mon témoignage.
tw : mort, tentative de suicide, hypersexualisation, viol, abus, violence conjugale, abandon.
Moi c'est Suzy, j'viens de perdre ma mère, après 3 ans de silence entre nous. J'suis à l'autre bout de la France, je suis seule, et je ne peux même pas lui dire une dernière fois à quel point je lui en veux. Elle a joué l'autruche jusqu'à son dernier souffle. C'est frustrant, frustrant jusqu'à ce que j'en ai pleuré de toutes les larmes de mon corps, jusqu'à ce que je m'en veuille, jusqu'à me dire “c'est de ta faute”.
D'habitude, c'est moi qui écris des personnages à la vie tragique et de merde. Mais c'était simplement pour m'évader d'une réalité trop pénible finalement. Je le savais, mais je m'en rendais pas forcément compte. C'est là, face à la mort, que finalement je me retrouve devant ce mur. Il a toujours été infranchissable, mais c'est beau de rêver il paraît.
Je suis née dans la mauvaise famille, c'est ça qu'on dit. Une famille dysfonctionnelle composée d'un père qui trompait et d'une mère qui n'a jamais voulu vivre, une gamine abandonnée aux rêves déjà détruits depuis longtemps. Divorcés quand j'avais même pas 7 ans. Je me retrouve en ville, loin de mes amis d'enfance, et face à des harceleuses. Je reviens les cheveux coupés n'importe comment, je finis même avec un coquard, mais à la maison tout le monde s'en fout. En fait, j'existais pas. J'étais seule. Et pour exister, à 13-14 ans, j'ai eu la bonne idée d'aller me foutre en l'air auprès d'hommes qui avaient l'âge de mon père. J'étais inconsciente, j'étais abandonnée. Un soir, j'en pouvais plus, il était 2h du matin, et j'ai fixé la Loire pendant de nombreuses minutes, je voulais sauter, mais pour la première fois j'ai eu peur. J'ai pleuré, toute seule encore. Mais ce fut ma première envie. Ensuite, on s'en sort plus. On se fait du mal pour sentir quelque chose, et il est trop tard, on danse déjà avec les démons. Puis on finit entre la vie et la mort.
Je suis arrivée au lycée, sans aucun espoir. J'ai réussi à me faire des amies. De chouettes meufs avec lesquelles je couperais contact parce que j'aurais trop honte de ma vie. Parce qu'en première j'ai rencontré un mec, 25 ans. Ouais. Le type de mec que vous imaginez. Un mec qui a abusé d'une mineure, puis d'une jeune adulte pendant 4 ans. J'ai été victime de viol, de violences, j'ai été séquestrée. J'ai des cicatrices sur tout le corps, dont une sur le bras, une très grande, très épaisse. On pense que je suis partie à la guerre, non, on m'a juste fait passer à travers la fenêtre par jalousie, parce que j'avais osé parler à une amie toute la soirée. 4 ans d'enfer qui prirent fin après la rencontre de quelqu'un qui m'est plus que cher, qui m'a sauvé.
Dans tout ça, mes parents s'en sont toujours foutus. C'était de ma faute si j'avais raté mon bac (alors que j'ai jamais pu y aller), c'était de ma faute si je les avais pas contacté. “Ah quand on est amoureuse” me disaient-ils. Et quand j'ai fui. Quand je suis partie à l'autre bout de la France, ça a fait les outrés. Fille ingrate qui abandonne tout le monde derrière elle.
J'ai jamais réussi à raconter ce que j'ai vécu, mon hypersexualisation quand j'étais ado, ma relation abusive. J'ai été lâche ? Je me le demandais souvent avant d'appeler ma mère ce fameux 31 Décembre 2022. La veille de mon anniversaire (je suis née le 1er Janvier). Ce soir-là, elle s'est plainte, comme de nombreuses fois que j'étais pas avec elle. Puis j'ose : “Nantes (ma ville où j'ai grandi) me terrifie, je ne peux plus revenir.” et là c'est l'hécatombe, l'incompréhension. Puis je craque, je pleure, je balance tout, et je finis par lui demander : “pourquoi tu n'as jamais rien vu ?” Et elle me raccroche au nez en me disant “J'suis une mauvaise mère.”
Depuis ce jour, jusqu'à aujourd'hui où j'apprends son décès, elle est jamais revenue me parler. Entre temps, j'ai été diagnostiquée autiste (qui explique beaucoup de choses dans ma vie), j'ai perdu des proches et je lutte tous les jours contre les souvenirs de mon ancienne relation. Je tente de me soigner, d'être gentille avec mon corps. La mort me guette des fois, mais j'arrive toujours à lui faire face. J'ai espoir que mon avenir soit beau, loin des traumas, loin des choses qui m'ont tué une fois, deux fois et trois fois.
J'ai toujours vécu seule, j'ai toujours fait face seule à tout ça. J'ai jamais cherché du réconfort, ni même des félicitations. Je ne sais toujours pas pourquoi j'ai mérité ça, mais après tout on choisit pas sa famille, ni on est maître de son destin. C'est comme ça, c'est la vie.
Si vous avez lu jusqu'ici, sachez que je ne souhaite que le meilleur à tout le monde. Je vous embrasse et je vous souhaite de faire que de beaux rêves, loin des cauchemars de notre quotidien 🩷 Ça m'a fait du bien de finalement parler, et de ne pas garder pour moi. Je ne veux plus vivre dans la honte de mon histoire.
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Are there any articles, scholarly or otherwise, you would recommend about queerness (or lack thereof) and/in DnD?
Not really. Most non-academic articles that talk about queerness in relation to D&D are vapid puff-pieces about how D&D is totally queer because it has found purchase among queer folks in recent years, many of which are written by hobby outsiders or by people with a very narrow view of the hobby. And sadly I'm not plugged into the academic side of things.
What I personally think would be more useful than this would be to read RPGs with queer themes and queer text or subtext and thus get a direct idea of how those games textually engage with questions of identity in comparison with D&D. Because while many people may think that D&D having pride merch and a couple of pictures of gay elves in it is huge, it's basically nothing in comparison to actually textually queer games.
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I don't think any video game I've ever played that tries to deliberately play up the "liminal spaces" angle has ever achieved even a quarter the liminality captured by sheer accident in the act of backtracking in a certain brand of late 1990s to early 2000s console RPGs.
You know the ones – from that era where the idea of linear, event-driven stories had just caught on, but the practice of putting the world map itself on rails wasn't yet de rigeur, so you could in theory revisit anyplace you'd ever been, including the areas that literally only existed for the purpose of one specific setpiece.
When you returned to such an area, all of the monsters and NPCs would be gone, and there'd be no music or audio ambience because no non-event-related soundtrack for that area had ever been written, which made the game's regular sound effects seem conspicuously louder. Just wandering around in this empty, silent backdrop; maybe you'd run into an NPC the devs forgot to dummy out who still acts like the event is ongoing, repeating now-contextless lines of dialogue and gesturing frantically at thin air. Maybe you'd stumble upon a treasure chest you missed the first time around, and the "item get" jingle would crack like a gunshot. Maybe there'd even be a room where the devs neglected to unset the event flag, and you'd suddenly be assailed by pulse-pounding techno heralding the approach of nothing at all.
Like, forget the Backrooms – give me a game that plays with that.
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It's like Pokemon but mask off.
I like monster catching games and like with most westerners my first taste of the genre was with Pokemon. But it didn't end with Pokemon. A lot of people who fell in love with Pokemon rarely extended their interest to other titles. As a result many other members in the genre languished in obscurity. The most notable ended up being Digimon but Digimon never got a big piece of the pie, but when rpgs were having a monster catcher craze I jumped in.
Monster Rancher, Dragon Quest Monster, Digimon, Azure Dreams, Robopon, and even something completely off the wall.
And after playing that and many more I had my illusion completely shattered on how good Pokemon actually was.
Every game had a little something that Pokemon either dragged their feet on having or never had.
Robopon gives you the ability to customize and change your abilities based on whatever load-out you gave your Robopon. On a surface level this looks like something that makes the identity of your Robopon irrelevant but that's far from the case as items have to be compatible and certain levels of compatibility make moves more or less effective. But the most important part is acknowledging is that when this game came out Pokemon still had sparse, single use TMs and HMs that were permanent. Robopon allowed you to access to basically every move in the game, you just had to discover which combination of items on which Robopon enables it.
Dragon Quest Monsters 1 has a breeding system and mandates that you use it. Not only are bred monsters stronger than wild ones but carefully bred monsters can have unique and very powerful offspring and even if you settle on a specific monster and want it to be your main, the monsters have level caps that are less than 100 meaning that you'll fall off if you insist on holding a monster indefinitely.
Dragon Quest Monsters 1 came out a full year before Pokemon Gold and Silver came out and when that came out and had breeding as well, the differences were brutal. You were expected to wait out the egg hatching (as if running around in a circle was ever going to be a fun game mechanic), then your egg would hatch and the Pokemon would either be the mother in its base form or a not Ditto. But wait, it's even worse. Pokemon have breed compatibility that is obfuscated with vague terms and now instead of mixing and matching at will you have to consult an insane flow chart to divine who can make babies with whom and you just end up using Ditto anyways.
But the worst part is that outside of shiny breeding (and learning a couple of moves from the parents that can't be acquired otherwise) and getting baby forms you don't get anything special from breeding Pokemon because any random Pokemon can have the stats you're looking for meaning that catching Pokemon is going to be better than breeding in almost every regard.
Azure Dreams allowed you to fight with your monsters and your monsters followed you around in the over world. Two years prior Pokemon Yellow came out with the trademark mechanic of having Pikachu following you in the over world. But this feature would not consistently stay in future titles and it took till Arceus for a trainer to be ever slightly more involved in the fight than just standing and giving commands.
Monster Rancher sacrifices a lot of commonly loved mechanics in monster games in order to have the most definitive monster training experience. Monsters have to train via mini games and non-combat related activities.
Monsters get tired, they get sick, they eat, they have favorite and least favorite foods, they can get hurt, they can get angry, they can run away from home, they can cheat their training, and they can fight with or without your guidance. When you play Monster Rancher you will miss out on the exploration and the range of creatures but when you let your Pokemon get one shot because you didn't know the match-up and basically nothing happens to you or them you'll miss how Monster Rancher makes you care about the well being of the Monster and when you're in a cave or a patch of grass or a large body of water, grinding out experience by fighting a small handle of Pokemon over and over again (back then! I know experience gain is really easy now but back then) you'll wish you can just go to a real gym and exercise the experience you want.
Digimon World changes from game to game but the very first one for the PSone is THE game that screwed up how I felt about Pokemon's basic mechanics.
Digimon World 1 gave you only one Digimon to train and raise at a time and a couple dozen transformations but you could feed the Digimon, it has moods and behaviors, you need to discipline it, you can train it in combat or at a gym, you can adjust its stats, it can learn dozens of moves on top of a super move and Digimon are programmable. Intelligence isn't just a magic damage stat. The smarter your Digimon is the better it can comprehend specific commands and complex maneuvers, meaning that with enough training your Digimon can be told to do everything from evade oncoming attacks, go whole hog and do max damage, Defend from all attacks, or even conserve mana spending.
Dragon Quest Monsters had this as well where depending on how they are trained they handle fights and understand commands based on your training or lack thereof.
Nothing like this really exists in Pokemon. When Reverend breaks Pokemon down to "press the button to receive dopamine." It's a joke but in reality, as a trainer you should be expected to actually train your Pokemon well enough to actually do things on their own. In real life every trainer for every sport expects the person they train to be self directing, when you do a coliseum match in Dragon Quest Monsters you can't give monsters specific commands so you have to rely on how you conditioned them to fight well beforehand.
A Pokemon Trainer should be able to be hands off, and have your Pokemon handle it on their own. If you have to tell your Pokemon what to do and when to do it, have you really even trained them anything?
And you might think this is a long diatribe on what is clearly a post about Palworld but my point is that I play the Monster Collector/trainer games and have been finding Pokemon lacking for maybe 15 years. So I look forward to and support the little differences that make other monster collection/training games better than Pokemon and Palworld offers a very unique experience when compared to Pokemon.
Let me break it down.
Pokemon slowly phased out regular real world animals in favor of more Pokemon but they often gloss over how because there are no normal animals and there's just Pokemon for everything, that Pokemon have to be the main product that's consumed and killed and that hundreds of Pokemon more than likely exist to just be butchered and consumed regardless of how sentient and sapient
many of them are. At the very least Pokemon have their own food cycle where they brutally murder each other to stay alive.
In Palworld you don't have that issue! It's a dog eat dog world, whatever you don't feel like capturing or keeping you thrash 'em and scrap 'em. The game has ragdoll physics so when you're done murdering the sheep and stripping it of its assets you can roll its dead body into a river.
Pokemon talks a big game about friendship and love and how you can't just treat Pokemon like emotionless weapons. However, that's exactly what players do. There's no consequence for letting your Pokemon get nuked so there's no particular care for their well being. Nine times out of ten you don't win because you love your Pokemon more. You win because your Pokemon out levels the opponent or they hard counter the opponent.
In Palworld they don't worry about that ethical dilemma. You know what? Your Pals are weapons and if you really want to up the ante, give them a gun! In the Pokemon world most conflicts are resolved with a Pokemon battle but in Palworld killing people is a team effort!
Gary may think he's smarter than you but is he smarter than bullet?
Throughout the games and the movies and the comics and even TV show what you'll notice is that actually Pokemon battles are a low priority for most Pokemon owners. A lot of people treat Pokemon as family members and pets but even more use Pokemon as a utility to solve everyday problems or participate in special contests.
Depending on the Pokemon game you are playing the side content can enable ways for you to treat the Pokemon like a friend and not like a living gun. There are even mini games that allow you to train your Pokemon towards a goal that doesn't involve just fighting the opponent but these things aren't added on top of each other with each title, they're swapped out. Never the same mini games, never the same friendship mechanics and in each game they are very shallow.
In Palworld you are expected to fight with your Pals but the main feature is putting your Pals to work at your base. Building and turning your complex into a well oiled machine. Not every Pal does the same job so you're invited to get many pals for many different tasks.
So in Palworld they are a pet, they are also a gun, and a hammer. But it's all a core feature and not side content and there's no pretense where you pretend that the creatures you control is not just tools to serve you and do what you desire.
Speaking of desire! Pokemon has Winked and nudged at the idea that Pokemon are occasionally more than friends and pets. There are an odd amount of Pokemon that are more human than monster and there's a redacted text log that says Pokemon and humans were mates and got married. It's hard to know just how close Pokemon are to humans without it being kid friendly or just extremely strange.
Palworld doesn't have that issue! In fact.
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Here's Lovander! A Pal whose text entry more or less says that it's fucking everything that moves! It has only recently set its sights on humans, but that's not a big deal. After all, humans can be captured in Pal spheres like any other Pal. That's right game theorists! in Palworld humans are just Pals and are subject to the exact same mechanics.
It takes courage to say the quiet part out loud.
Now is Palworld the Monster Catcher game I've been waiting for? Kind of. It's in early access and if it adds more tasks and locations and objectives it could be quite good. Being completely unhinged and unethical is what makes Rimworld great. If this game can be modded easily, for 30 dollars. It's worth your time. Let's just hope that Craftworld was just a stepping stone for this and not an indication of the devs being more idea dogs than developers.
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I think games in which companions can yell at you for doing things they don't like should keep track of what sort of things you did, and incorporate them into dialogue.
I was revisiting Starfield to see if I could get some fun out of mods, and I actually did get some via a perfect stealth ring, and the ability to KO people from stealth.
Sarah saw this as attacking people (fair!), and got super angry at me (fair!).
Thing is, in dialogue with her, she didn't come off in a way I would put (fair!) after, because she absolutely refused to elaborate on what she was angry about. Asking her for specifics just made her angrier.
Now, based on why she was mad, one might argue I SHOULD put a (fair!) there. Why should she listen to my excuses?
Ultimately, however, it felt both fake and annoying. I couldn't take her sitcomish "if you don't know, I'm not telling you" response seriously.
Games like these could have responses and dialogue for specific grievances. There are specific things she doesn't like. Keep track of them. Everything from unwarranted violence to rudeness in dialogue could have counters and related dialogue for them.
The dialogue would remain a bit non-specific, sure, but it would be so much more satisfying for there to be actual relevant dialogue options, and different ways to diffuse the situation based on those options.
There could also be consequences for breaking specific promises.
I know this is all adding additional dialogue, but it's the sort of polish I'd like to have in an RPG, and it's the sort of thing that would make me take companions judging me more seriously.
I want some semblance of an actual discussion / argument with my companions, not getting yelled at until I say "sowwy."
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