#otherwise every let's play ever is piracy
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if you can't/won't get the dlc that's dropping on tuesday, i probably will be able to extract the audio and text of the new missions and sorta reconstruct the missions for your free viewing and listening pleasure :>
#it'll take me a few days but i'll do it#is it piracy? i'd argue no#otherwise every let's play ever is piracy#the assets will most likely be in the files regardless but the game won't load them if you don't pay#me personally? i'm not getting it#even if there was a reason for me to get it i think that locking this kind of content behind a paywall of any kind is absurd
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I'm just saying, I've been on the internet nearly 2 decades and the truth has always been this:
No company has ever suffered a single iota from any fanworks. Not a single pornographic image. Not one Fan-game.
Not one fan has ever tried to steal IP, not one fan has ever gone to court to challenge ownership of IP.
I've yet to see a Let's Play harm a single video game, I've yet to see a single mod worth taking down from corporate perspective, I've never once seen a company lose a single cent because of something you or I ever did as fans.
I've yet to see Piracy in any way have ever affected a company, nor entity, nor singular artist. It. Has. Not. Happened. The longest lasting meme from my childhood when Minecraft .jar Modding got popular, was that Winrar was cool for putting a 5 second pause before you can use the fuckin' thing, when 7-zip was free. Literally a company still around today and for no reason there's a 5 second pause before you're allowed to do anything. Cmon. Cmon ya'll. They can survive with that, a company can survive a sex mod for their game. Show. Me. An. Example. Otherwise.
It's been 2 decades.
We don't need to pretend shit about shit anymore. You should be allowed to make fan-games and put them online. You should be allowed to put tits on Geodude. You should be allowed to upload music, Roms, and TV shows online. There has never, been a point, where it Hurt These Record Setting, Streak, Setting, Record Setting Profit Companies. Who mind you, got half our dwindling wealth in under 2 years during covid. They're. Fucking. Fine. Every god damned time.
I can list, hundreds, thousands, of times where a company got an entire channel taken down with bogus copyright claims. I can find already compiled lists of these companies taking down reviews, I can show the myriad of sex abuse scandals at every god damn one of these companies.
I can't name a single fan that killed a company. I can name a shit ton of companies that Killed Their Employees however.
Quit taking their fucking side dipshit they aren't gonna fuck you bro.
#capitalism#I guess#Really I'm not that kinda smart#I just fucking notice shit#how the FUCK does anyone look at anyone company and accept them#christ man#like at the least? You can say “There's enough reasonable trust developed here” and not “Oh yeah they made a good product once :):):)”#ya gotta work with what ya got#but anytime people go to bat for a company I just don't get it.#They ain't gonna fuck you bro#they will never fuck you#you will never have sex#please understand they are the reason you are incapable of being loved#like the moment you recognize you matter more than any company? You fucking care about yourself#you care about others#when you work as a collective instead of constantly picking and choosing companies that somehow will Fuck You when you're so unfuckable you#don't even give a shit about yourself???#like man#it's time to grow up!#you're not a child anymore!#those logos MEAN NOTHIGN!?#You don't believe in Santa anymore like this is the ADULT next step#being a fucking consumer#being the other half of the free market#not being#Pay Piggy Useful Idiots#for fucking Companies#good god man#it's sadder than fanboying a fucking politician#like they aren't gonna save you bro
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Patent troll's IP more powerful than Apple's
I was 12 years into my Locus Magazine column when I published the piece I'm most proud of, "IP," from September 2020. It came after an epiphany, one that has profoundly shaped the way I talk and think about the issues I campaign on.
https://locusmag.com/2020/09/cory-doctorow-ip/
That revelation was about the meaning of the term "IP," which had been the center of this tedious linguistic cold war for decades. People who advocate for free and open technology and culture hate the term "IP" because of its ideological loading and imprecision.
Ideology first: Before "IP" came into wide parlance - when lobbyists for multinational corporations convinced the UN to turn their World Intellectual Property Organization into a specialized agency, we used other terms like "author's monopolies" and "regulatory monopolies."
"Monopoly" is a pejorative. "Property" is sacred to our society. When a corporation seeks help defending its monopoly, it is a grubby corrupter. When it asks for help defending its property, it is enlisting the public to defend the state religion.
Free culture people know allowing "monopolies" to become "property" means losing the battle before it is even joined, but it is frankly unavoidable. How do you rephrase "IP lawyer" without conceding the property point? "Trademark-copyright-patent-and-related-rights lawyer?"
Thus the other half of the objection to "IP": its imprecision. Copyright is not anything like patent. Patent is not anything like trademark. Trade secrets are an entirely different thing again. Don't let's get started on sui generis and neighboring rights.
And this is where my revelation came: as it is used in business circles, "IP" has a specific, precise meaning. "IP" means, "Any law, policy or regulation that allows me to control the conduct of my competitors, critics and customers."
Copyright, patent and trademark all have limitations and exceptions designed to prevent this kind of control, but if you arrange them in overlapping layers around a product, each one covers the exceptions in the others.
Creators don't like having their copyrights called "author's monopolies." Monopolists get to set prices. All the copyright in the world doesn't let an author charge publishers more for their work. The creators have a point.
But when author's monopolies are acquired by corporate monopolists, something magical and terrible happens.
Remember: market-power monopolies are still (theoretically) illegal and when companies do things to maintain or expand their monopolies, they risk legal jeopardy.
But: The corporate monopolist who uses IP to expand their monopoly has no such risk. Monopolistic conduct in defense of IP enjoys wide antitrust forbearance. What's the point of issuing patents or allowing corporations to buy copyrights if you don't let them enforce them?
The IP/market-power monopoly represents a futuristic corporate alloy, a new metal never seen, impervious to democratic control.
Software is "IP" and so any device with software in it is like beskar, a rare metal that can be turned into the ultimate corporate armor.
No company exemplifies this better than Apple, a company that used limitations on IP to secure its market power, then annihilated those limits so that no one could take away its market power.
https://www.eff.org/deeplinks/2019/06/adversarial-interoperability-reviving-elegant-weapon-more-civilized-age-slay
In the early 2000s, Apple was in trouble. The convicted monopolist Microsoft ruled the business world, and if you were the sole Mac user in your office, you were screwed.
When a Windows user sent you a Word file, you could (usually) open it in the Mac version of Word, but then if you saved that file again, it often became forever cursed, unopenable by any version of Microsoft Office ever created or ever to be created.
This became a huge liability. Designers started keeping a Windows box next to their dual processor Power Macs, just to open Office docs. Or worse (for Apple), they switched to a PC and bought Windows versions of Adobe and Quark Xpress.
Steve Jobs didn't solve this problem by begging Bill Gates to task more engineers to Office for Mac. Instead, Jobs got Apple techs to reverse-engineer all of the MS Office file formats and release a rival office suite, Iwork, which could read and write MS Office files.
That was an Apple power move, one that turned MS's walled garden into an all-you-can-eat buffet of potential new Mac users. Apple rolled out the Switch ads, whose message was, "Every MS Office file used to be a reason *not* to use a Mac. Now it's a reason to switch *to* a Mac."
More-or-less simultaneously, though, Apple was inventing the hybrid market/IP monopoly tool that would make it the most valuable company in the world, in its design for the Ipod and the accompanying Itunes store.
It had a relatively new legal instrument to use for this purpose: 1998's Digital Millennium Copyright Act; specifically, Section 1201 of the DMCA, the "anti-circumvention" clause, which bans breaking DRM.
Under DMCA 1201, if a product has a copyrighted work (like an operating system) and it has an "access control" (like a password or a bootloader key), then bypassing the access control is against the law, even if no copyright infringement takes place.
That last part - "even if no copyright infringement takes place" - is the crux of DMCA 1201. The law was intended to support the practices of games console makers and DVD player manufacturers, who wanted to stop competitors from making otherwise legal devices.
With DVD players, that was about "region coding," the part of the DVD file format that specified which countries a DVD could be played back in. If you bought a DVD in London, you couldn't play it in Sydney or New York.
Now, it's not a copyright violation to buy a DVD and play it wherever you happen to be. As a matter of fact, buying a DVD and playing it is the *opposite* of a copyright infringement.
But it *was* a serious challenge to the entertainment cartel's business-model, which involved charging different prices and having different release dates for the same movie depending on where you were.
The same goes for games consoles: companies like Sega and Nintendo made a lot of money charging creators for the right to sell games that ran on the hardware they sold.
If I own a Sega Dreamcast, and you make a game for it, and I buy it and run it on my Sega, that's not a copyright infringement, even if Sega doesn't like it. But if you have to bypass an "access control" to get the game to play without Sega's blessing, it violates DMCA 1201.
What's more, DMCA 1201 has major penalties for "trafficking in circumvention devices" and information that could be used to build such a device, such as reports of exploitable flaws in the programming of a DRM system: $500k in fines and a 5 year sentence for a first offense.
Deregionalizing a DVD player or jailbreaking a Dreamcast didn't violate anyone's copyrights, but it still violated copyright law (!). It was pure IP, the right to control the conduct of critics (security researchers), customers and competitors.
In the words of Jay Freeman, it's "Felony contempt of business-model."
And that's where the Ipod came in. Steve Jobs's plan was to augment the one-time revenue from an Ipod with a recurrent revenue stream from the Itunes store.
He exploited the music industry's superstitious dread of piracy and naive belief in the efficacy of DRM to convince the record companies to only sell music with his DRM wrapper on it - a wrapper they themselves could not authorize listeners to remove.
Ever $0.99 Itunes purchase added $0.99 to the switching cost of giving up your Ipod for a rival device, or leaving Itunes and buying DRM music from a rival store. It was control over competitors and customers. It was IP.
If you had any doubt that the purpose of Ipod/Itunes DRM was to fight competitors, not piracy, then just cast your mind back to 2004, when Real Media "hacked" the Ipod so that it would play music locked with Real's DRM as well as Apple's.
http://www.internetnews.com/bus-news/article.php/3387871/Apple+RealNetworks+Hacked+iPod.htm
Apple used DMCA 1201 to shut Real down, not to stop copyright infringement, but to prevent Apple customers from buying music from record labels and playing them on their Ipods without paying Apple a commission and locking themselves to Apple's ecosystem, $0.99 at a time.
Pure IP. Now, imagine if Microsoft had been able to avail itself of DMCA 1201 when Iwork was developed - if, for example, its "information rights management" encryption had caught on, creating "access controls" for all Office docs.
There's a very strong chance that would have killed Apple off before it could complete its recovery. Jobs knew the power of interoperating without consent, and he knew the power of invoking the law to block interoperability. He practically invented modern IP.
Apple has since turned IP into a trillion-dollar valuation, largely off its mobile platform, the descendant of the Ipod. This mobile platform uses DRM - and thus DMCA 1201 - to ensure that you can only use apps that come from its app store.
Apple gets a cut of penny you spend buying an app, and every penny you spend within that app: 30% (now 15% for a minority of creators after bad publicity).
IP lets one of the least taxed corporations on Earth extract a 30% tax from everyone else.
https://locusmag.com/2021/03/cory-doctorow-free-markets/
Remember, it's not copyright infringement for me to write an app and you to buy it from me and play it on your Iphone without paying the 30% Apple tax.
That's the exact opposite of copyright infringement: buying a copyrighted work and enjoying it on a device you own.
But it's still an IP violation. It bypasses Apple's ability to control competitors and customers. It's felony contempt of business-model.
It shows that under IP, copyright can't be said to exist as an incentive to creativity - rather, it's a tool for maintaining monopolies.
Which brings me to today's news that Apple was successfully sued by a patent troll over its DRM. A company called Personalized Media Communications whose sole product is patent lawsuits trounced Apple in the notorious East Texas patent-troll court.
https://www.bloomberg.com/news/articles/2021-03-19/apple-told-to-pay-308-5-million-for-infringing-drm-patent
After software patents became widespread - thanks to the efforts of Apple and co - there was a bonanza of "inventors" filing garbage patents with the USPTO whose format was "Here's an incredibly obvious thing...*with a computer*." The Patent Office rubberstamped them by the million.
These patents became IP, a way to extract rent without having to make a product. "Investors" teamed up with "inventors" to buy these and impose a tax on businesses - patent licensing fees that drain money from people who make things and give it to people who buy things.
They found a court - the East Texas court in Marshall, TX - that was hospitable to patent trolls. They rented dusty PO boxes in Marshall and declared them to be their "headquarters" so that they could bring suits there.
Locals thrived - they got jobs as "administrators" (mail forwarders) for the thousands of "businesses" whose "head office" was in Marshall (when you don't make a product, your head office can be a PO box).
Productive companies facing hundreds of millions - billions! - in patent troll liability sought to curry favor with locals (who were also the jury pool) by "donating" things to Marshall, like the skating rink Samsung bought for the town.
https://hbswk.hbs.edu/item/why-south-korea-s-samsung-built-the-only-outdoor-skating-rink-in-texas
Patent, like copyright, is supposed to serve a public purpose. There are only two clauses in the US Constitution that come with explanations (the rest being "truths held to be self-evident"): the Second Amendment and the "Progress Clause" that creates patents and copyrights.
Famously, the Second Amendment says you can bear arms as part of a "well-regulated militia."
And the Progress Clause? It extends to Congress the power to create patents and copyrights "to promote the Progress of Science and useful Arts."
I'm with Apple in its ire over this judgment. Sending $308.5m to a "closely held" patent troll has nothing to do with the "Progress of Science and useful Arts."
But it has *everything* to do with IP.
If copyright law can let Apple criminalize - literally criminalize - you selling me If copyright law can let Apple criminalize - literally criminalize - you selling me your copyrighted work, then there's no reason to hate on patent trolls.
They're just doing what trolls do: blocking the bridge between someone engaged in useful work and the customers for that work, and extracting a toll. It's not even 30%.
There is especial and delicious irony in the fact that the patent in question is a DRM patent: a patent for the very same process that Apple uses to lock down its devices and prevent creators from selling to customers without paying the 30% Apple Tax.
But even without that, it's as good an example of what an IP marketplace looks like: one in which making things becomes a liability. After all, the more you make, the more chances there are for an IP owner to demand tax from you to take it to market.
The only truly perfect IP is the naked IP of a patent troll, the bare right to sue, a weapon made from pure abstract legal energy, untethered from any object, product or service that might be vulnerable to another IP owner's weapons.
A coda: you may recall that Apple doesn't use DRM on its music anymore: you can play Itunes music on any device. That wasn't a decision Apple took voluntarily: it was forced into it by a competitor: Amazon, an unlikely champion of user rights.
In 2007, the record labels had figured out that Apple had lured them into a trap, selling millions of dollars worth of music that locked both listeners and labels into the Itunes ecosystem.
In a desperate bid for freedom, they agreed to help Amazon launch its MP3 store - all the same music, at the same prices...without DRM. Playable on an Ipod, but also on any other device.
Prior to the Amazon MP3 store, the market was all DRM: you could either buy Apple's DRM music and play it on your Ipod, or you could buy other DRM music and play it on a less successful device.
The Amazon MP3 store (whose motto was "DRM: Don't Restrict Me") changed that to "Buy Apple DRM music and play it on your Ipod, or buy Amazon music and play it anywhere." That was the end of Apple music DRM.
So why hasn't anyone done this for the apps that Apple extracts the 30% tax on? IP. If you made a phone that could play Ios apps, Apple would sue you:
https://gizmodo.com/judge-tosses-apple-lawsuit-against-iphone-emulator-in-b-1845967318
And if you made a device that let you load non-App Store apps on an Iphone, Apple would also sue you.
Apple understands IP. It learned the lesson of the Amazon MP3 store, and it is committed to building a world where every creator pays a tax to reach every Apple customer.
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My Shining Star
[STORY SOURCE]
Up until some recent events, I used to be an aspiring shiny hunter. Technically I was pretty good at it, too, at least by encounter standards. But even though I was great at finding my fair share of shiny Pokémon , I’ve never been able to keep any of them.
The first one of these shiny Pokémon I found was by a random encounter. I’d gotten lost in Rock Tunnel after forgetting to bring Flash, and spent so long in there that I ran out of Repels. Just as I was giving up hope that I’d be able to escape on my first run, she appeared.
I knew about shiny Pokémon, but hadn't ever thought I'd encounter one of my own in the wild. I was unprepared, and after a moment of staring in surreal wonder, I concentrated on figuring out how to catch her with my limited supplies. Thankfully it wasn't very hard, and soon I had my first legit shiny.
I normally wasn't creative with naming my Pokémon, but I wanted her to have a special name. I asked my mom for help, and she suggested "Star." I liked it, but the name itself seemed short and boring, so I added a couple stars to the ends to give her name a little flair.
I was beyond excited to put my first shiny into my team, and plowed through the rest of the cave. She was the light at the end of the tunnel, and I had to get out to the nearest PC, because I knew a shiny baby Cubone was waiting for me to adopt her.
I quickly fell in love with the little green dinosaur, and soon she was the shining star of my team. I used her more than my starter, and neglected the rest of my party a bit in the process, but still made it through the game alright. Setbacks didn't matter when I had a shiny.
Lots of time and multiple trips through the Elite Four later, I proudly turned ★Star★ into a level 100 Marowak. She was the first Pokémon I ever raised to level 100, and I couldn't have been prouder of her.
It had been a couple years, and I was starting to feel unsatisfied with just ★Star★. I was itching for more, and felt like I probably should have found some other random encounters by now, with all the time I'd spent playing.
Feeling inspired by all the shiny hunter videos I'd been binging on YouTube, I decided to start taking up shiny hunting. I was feeling ambitious, and decided to go straight to hunting for a shiny legendary Pokémon. I was a weird player who didn't really bother going after the birds or Mewtwo in my HeartGold, since I planned on transferring up my legends from my LeafGreen. I decided to rework ★Star★'s moveset for capturing legendary Pokémon.
The moveset I settled on was Bonemerang, False Swipe, Stone Edge, and Swords Dance. I decided to keep her moveset mostly offensive because she was still a member of my team, and not just a shiny-catcher. I planned on replacing False Swipe with Aerial Ace at some point, but I never got the chance to.
I decided to pick Mewtwo as my target. Lots of people find green shiny Pokémon overbearing and unattractive, but ★Star★ made me fond of them. Plush, Mewtwo was awesome, and I thought the two of them would look great together.
I spoke to ★Star★ aloud, saying, "Are you ready to do some shiny hunting, ★Star★?"
"★Star★ let out a roar!"
I thought she was just as enthusiastic as me.
I made it to Mewtwo, saved my game, and started the tedious process of soft resetting.
I’ll spare the details of how long it took, but eventually I came across the sparkling green Mewtwo.
I led with my team's Ampharos to paralyze it, and switched to ★Star★.
I remember being very lucky with this fight at first, with Mewtwo being fully paralyzed every turn.
I used Swords Dance to fully buff ★Star★'s attack stat so False Swipe would do as much damage as possible.
But even though I swore that I had chosen to use False Swipe, ★Star★ proceeded to use Bonemerang.
Shocked, confused and distressed, I watched as ★Star★ mercilessly beat the shiny Mewtwo down, knocking it out in one hit with her increased stats.
I felt crushed and dejected as I went back to the overworld. I blamed myself, thinking I had misclicked the wrong move and killed the Mewtwo myself. In my wave of disbelief, I absentmindedly talked to ★Star★.
"★Star★ is green with envy!"
I decided to go back to square one and start over.
A dozen thousand resets later, I saw it sparkle again and I was shaking with anticipation. Part of me felt twitchy and paranoid, like I should have used my Master Ball right away.
I decided against it because I wanted to hunt the birds later, but decided that if the Mewtwo seemed like it would run low on moves, then I'd use it as a last resort.
I probably should have listened to my guts though, because the same thing happened all over again. I knew for certain this time that I had chosen False Swipe, but the game purposefully made ★Star★ use Bonemerang. I saw it completely clear.
After seeing the Mewtwo go down a second time, I just cursed and slammed my desk a bit. I glared accusingly at my Marowak.
I decided to put my shiny hunting on hold. I used an Escape Rope to leave, and decided to place ★Star★ in the PC, quarantining her in an empty box for a time-out.
As I dejectedly hunted for a third time, I thought to myself what was wrong with my game. I wondered if it was just glitchy, or if I was misinterpreting the situation. I decided to convince myself that it was a mistake on the game's part; otherwise I wouldn't have been able to handle killing the Mewtwo twice in a row.
Finally, it sparkled one last time. I decided not to screw around while reclaiming this shiny. I had hunted it twice before, and decided to just use the Master Ball on it.
I had earned this.
After the initial rush of finally obtaining the shiny, I decided not to nickname it until I thought of something good, and watched as it got sent to the PC. I excitedly saved my game, and made my way out of the cave and to the nearest Pokémon Center.
But when I got there, the Mewtwo wasn't anywhere to be seen.
I shouted curses in confusion as I scrolled through every box in a state of denial. Where did it go, what could I have possibly done? I thought of all the ways I couldn't possibly messed up, did I have an evil hacked Pokémon from the GTS that deleted it, was this actually a bootleg game and Nintendo's anti-piracy revenge was to delete my legendary?
After a few minutes of searching, I gave up. My Mewtwo was gone.
I scrolled back to ★Star★'s isolated box and looked at my only green shiny in mourning. Obviously it wasn't something wrong with just her, but the game itself. In a game as glitchy as this, I was seriously worried that I might lose her, too.
After looking at her for a bit, it seemed like she might've been looking at me? I wasn't sure if she was supposed to do that, but in a game that was acting up like this, I didn't doubt it.
I took her out of the PC and put her at the front of my party to talk to her, to see if anything else was up.
"★Star★ nodded slowly."
She only did more random friendly things after that. Quite chipper for someone whose life might be threatened, I thought.
I decided to trade her over to Platinum for safe keeping. I wasn't sure what to do about the rest of my Pokémon on HeartGold, but ★Star★ was the most important one to me right now.
As I traded her over, I noticed that her eyes were red now, instead of the green I was just looking at. I was off-put by this inconsistency, especially with the recent events surrounding her. I forced myself to brush it off, however, notice I could do about it.
Even though I had an unfortunate experience with my HeartGold, my thirst for more shinies still persisted. Maybe it was the fact I had lost my shiny three times that I really had to fill the void, now. A couple weeks later, I found out about a method of shiny hunting called chaining, and wanted to try it out. I felt a little more at ease, since if you accidentally killed a shiny with this method, the chain wouldn't break, and you could keep going. Plus, Platinum should've been fine.
I chose Route 208, as it had a good selection of Pokémon for me to choose from. I wasn't picky, so I just started chaining whatever Pokémon I liked until I got a decent chain. I heard that the shiny odds max out at a chain of 40, so after that you can just keep resetting the radar until the grass sparkles.
I landed on Roselia, and sent out my shining star Marowak.
I started with False Swipe, since I wouldn't need to buff up ★Star★ for a LV. 19 Pokémon.
"★Star★ used Swords Dance!"
Oh no.
I panicked as memories of the last incident came flooding back, and how it had started out with her disobeying. Not giving her a chance to kill it, I frantically switched to the items menu to start throwing PokéBalls instead.
(Name omitted for personal reasons.)
I had plenty of them, so I stared throwing Ultra Balls, since they had the highest odds. At least one of these would probably work.
" blocked the Ball!"
"Don't !"
I tried throwing one, but it failed, as if I tried using it on a trainer's Pokémon.
I had no idea what in the world was going on, what could be stopping me from catching a wild Pokémon? Was my Platinum glitched out too? Was I cursed??
I tried using different balls, but nothing would work.
Eventually, I ran out of PokéBalls to throw. I'd failed the shiny.
Frustrated, but not enough to kill the Roselia, I fled the battle.
I had no idea what to do after that, and was exasperated. I wanted to berate myself, and that I should've tried test catching a normal Pokémon in Platinum first to make sure it was going to work okay. But really, how was I supposed to know that was going to happen? And always, conveniently when I was in the middle of hunting a shiny. I thought of berated my parents instead, if they had bought all my Pokémon games for me on eBay.
Was it really my games, thought? I don't even know if you can trade Pokémon from fake games. Was it my DS could it have been hacked? Can you even bootleg a DS? I tried going to the Internet for answers, and read some Reddit and random Pokémon forum posts about glitches and bootlegs for an hour, but gave up without finding a real conclusion.
So, I'd given up hunting for some time. But, I hadn't gotten tired of Pokémon. I bought Black for myself, and played through the story just fine.
I found out you could get a Shiny Charm if you completed the Pokédex. That made me excited, until I remembered my past luck. Was it worth trying again?
Shortly after transferring up all my Pokémon, I decided, yes. It was. I went for the hatching method this time, since the Pokémon ends up right in your party afterwards- no catching, no PC transfer. It would be my final test, and if THIS didn't work, I would officially give up on ever getting nice things.
Foreign Ditto in hand, I went to work. I went for a shiny Flygon, since they were one of the best looking, and it'd be a nice addition to my competitive team.
One long hunt and a really late night later, eyelids barely able to stay open, I saw it.
I'd never seen anything more beautiful.
Skipping the nickname, I rushed to immediately save my game, wasting no time. I checked my party to see my Trapinch was still there, and chalked it up as a success. I was an official shiny hunter now.
Since ★Star★ was level 100, I figured she could battle for my baby Trapinch until she could hold her own in battle. I only wanted to take her up a few levels, so I could personally train her afterwards. Just raising her immediately into a Flygon would be too soon.
I attached an Exp. Share to her, and started running around in the tall grass. After a little bit of grinding, my Trapinch made it up to level 8 before I accidentally stepped into the thick grass and triggered a wild double battle.
Knowing the wild Pokémon were too strong for the underleveled baby Trapinch, I wanted to flee, but I first noticed ★Star★'s sprite as it asked me what to do.
The end of her bone facing the wild Pokémon was no longer symmetrical, being sharpened at the end of it. I'd seen her sprite enough times to know it wasn't supposed to look like this.
I tried to flee, but it failed.
"★Star★ used Swords Dance!"
"The wild Pidove is watching carefully!"
"The wild Patrat is watching carefully!"
"Trapinch is watching carefully!"
★Star★ had started using moves on her own. Stunned, I tried to switch out.
"★Star★ can't be switched out!"
Giving up, I told ★Star★ to use Stone Edge on the Pidove, and told the Trapinch to use Bite on Patrat.
"★Star★ ignored orders!"
"★Star★ used Bonemerang!"
I gasped as she struck my Trapinch instead.
"★Star★ is green with envy!"
As soon as I read that text, it hit me. This wasn't any ordinary friendly fire.
"Trapinch fainted!"
It finally allowed me to run, so I immediately tapped the button and rushed to my party to see the damage.
My Trapinch was gone.
I tried resetting to bring her back, but it was hopeless. My shiny new baby had been murdered.
Connecting all the dots in my head, I realized the reason I'd failed every encounter was because of ★Star★.
My grief and fear quickly turned into outrage. I couldn't believe she'd done this to me. She'd made me suffer hunt after hunt, just to take every shiny away from me.
This was the source of my games acting strange, and I knew there was only one way to correct it.
Feeling rash, I rushed over to the PC and hovered over the "Release" option for a few minutes.
"★Star★ was released."
It hurt to let her go, but I didn't want my game behaving strangely with her around.
"★Star★ came back!"
"★Star★ will never leave you."
But she refused.
Resorting to desperate measures, I did the only other thing I could think of.
I traded the stubborn Marowak over to my nearly empty White version that I never got around to playing, and deleted the save file.
"Deleting all saved data... Don’t turn off the power."
"★Star★ will n"
Sayonara, ★Star★.
After deleting the save file, I thought things would start working like they should. Sometimes, I'd replay other Pokémon games just for the fun of it, hoping I'd find other shiny Pokémon with ★Star★ gone.
Almost comically, I somehow thought it would be a good idea to go full circle and try hunting on HeartGold for a shiny starter. I had heard from other shiny hunters that it was an easy hunt, and it was, only taking a few days.
I affectionately named him "Chico."
My first step into the tall grass, and...
"★Star★ is green with envy!"
I had never been so unhappy to see a shiny.
I guess she's been out in the wild all these months. And looking at her sprite, I can only wonder what she's been up to. I wonder how she feels to see me again?
Oh, no.
“Can’t escape!”
"★Star★ used Bonemerang!"
"Chico fainted!"
Of course, Chico was no match.
The game froze after I blacked out.
I figure it was because ★Star★ killed my only Pokémon.
"The save file is corrupted. The previous save file will be loaded."
My save file, corrupted with the loss of my starter's data, brought me back right to this spot that I was all too familiar with. Through frustrated tears, I begrudgingly went to pick a normal starter so I could play the game normally.
“I dare you to love again.”
And I’ve never found a shiny since.
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The Heart of Admiration - Part 7
Charles Vane x OFC
In which some things are left unspoken that perhaps should be said, and others are uttered that definitely should not have been.
Prompt: “Looking for mermaids?” Content: introspection, sex-negative attitudes, crass objectification, angst, angst, angst. Catch up here.
Notes: I’m embarrassed to admit how long it’s been since I posted the last part, so I’m not even going to look up the date. Especially since this chapter resumes right where the last one left off! I hope you can remember what was going on with all that “Mrs. Vane” nonsense, because none of the other characters are letting Hope (or Charles) forget it... Also, fair warning, this ends on an cliffhanger, but I do have most of the rest already written and hopefully will be able to put it out in a more timely manner. Words: 2300
It's so much worse than she had thought. Bad enough that Captain Vane might now have the impression that she feels some romantic inclination towards him, but to learn that it’s spread to the entire crew, too? Jack’s words have set her to brooding all the more intently. Hope barely even noticed him depart.
Because . . . she doesn’t feel that way about Charles Vane. Does she? What face could she be making, that Jack thinks he sees longing in her eyes when she contemplates their captain? A ridiculous notion.
And yet. Hope has never believed in lying to herself. A capable woman faces all of the facts head-on. To do otherwise would leave a lady trapped. Outmaneuvered. Society thrives on the soul-numbing lies it requires women to tell themselves. And Hope’s most fervent promise to herself was to leave that sort of thing behind.
No self-deception, then. When she thinks of Charles Vane, her chest warms. His presence on deck sets her heart beating faster, and the effect is not solely due to his authority, is it. He doesn’t speak much, but when he does she listens eagerly, interested in every rare glimpse into his mind.
Bother. Jack might be onto something.
Those stray thoughts she suffered through in the wee hours last night may not only have been sparked by Vane’s unusual proximity. The warmth in her body spreads lower.
When she turned to piracy, leaving Society, she abandoned its restrictions. This included a short period in which she satisfied certain curiosities. So her maidenhead is gone. Its passing was . . . anticlimactic. She hasn’t thought much about sex since then. Pities the women required to perform that marital duty on a nightly basis, if she’s being honest. And she’s quite motivated to keep to her course now, a life of independence that will hopefully culminate in the acquisition of a small fortune sufficient to set up her own comfortable retirement by the time age starts to stiffen her joints.
She’s surprised, then, to find the notion hidden in the depths of her mind that with Vane, such intimacy could be different. The way his hand had molded itself around her thigh last night, the feel of his arms around her and his breath against her neck when he’d smelled her perfume. Her body had responded so much more vigorously than expected.
But it was probably just the drink. And reactions such as those are always fleeting, aren’t they. Such feelings are not an acceptable reason to risk her respectful place on this crew by tumbling into bed with its captain.
Hope turns away from the rail, puts her back to the sea and gathers her thoughts into a forceful summary of conclusions. Yes, it seems she is harboring a certain affection for Charles Vane. But it’s manageable. Not something she is going to allow to interrupt her plans. If she can just figure out how to wipe the dreamy schoolgirl look off her face that certain perceptive members of the crew have apparently noticed, she should be fine. Because it’s not like her feelings are returned. He would have made a move by now. She remembers her early suspicions, that Vane might be attracted to her, but things had settled, quite comfortably, between them since then. She’s almost embarrassed to have been prideful enough to have thought it.
That issue being settled, she marches herself back up to the helm to adjust their course and sets her thoughts to things that are truly important.
~*~
Fellows pulls through; the cache is there, and no soldiers in sight. They make quick work of hauling it all onto the Ranger. The sun is slanting low by the time they’re done; they’ve had to swing around the long way to avoid being spotted by anyone that could later connect their ship to the theft.
Days like these remind Vane why he’s so grateful to have such a skilled navigator, who can locate their position so precisely that they can leave the sight of land and come back in at such an exact, advantageous angle. Swoop in on the cache from nowhere, and swoop right back out again. They’re like ghosts today.
Rich ghosts. He’d never hear the end of it if he ever drove her away with his clumsy, misguided affections.
Vane knows he will have to be very careful tonight. Their ship could not be seen returning from the location of the cache, and there was not enough time to return Mr. Fellows home from a more roundabout angle before sundown. Which meant their guide was spending the night on the ship, bunking with the crew, and Hope . . . Hope would of course be sleeping in the captain’s quarters with her “husband.”
Vane exhales, fingers gripping the railing as if the wood might impart some of its steadfastness. To have had her unexpectedly in his arms was one thing. A pure, heavenly moment that had caught him by surprise. It was quite another to know that she was to spend the night with him again. How could he possibly stay calm, and feel her body just beside his, in his own narrow bed?
It would be a simple thing to sneak a hammock into his quarters, of course. He feels his face burn a bit as he becomes aware that he’d like to pretend that particular solution had just never occurred to him.
Hope’s smart. She will definitely think of it herself, anyway.
~*~
Hope finds herself down by the guns. It’s not her turn to help with the cleaning and re-setting, but she doesn’t want to be anywhere near Fellows, or Vane, or the boisterous crew in the mess. Besides, she likes being seen doing extra work; helps combat many of the prejudices about a lady on board. She settles in next to Stevens, one of the handful of her old Starling crew that had been accepted with her into the Ranger’s fold.
“Mrs. Vane,” he says by way of greeting just as she starts the scrubbing. He doesn’t say it like the other crewmen had. There’s scorn in his voice, and perhaps a hint of a question.
Hope scowls. “Not you, too.”
Stevens nods, as if she’s passed his test. They work in companionable silence for a while, until the only other man on this deck stretches, stows his tools, and exits via the ladder. Probably sneaking off now that Hope has effectively taken his spot. Only then does Stevens speak. “Been hopin’ you’d come talk to me.”
Hope looks up, without pausing her work.
“Seem to be finding your place here.”
“Everyone has use for a good navigator.”
“More than that. Look like you’re fitting in.”
“Do I?”
“Or is this just what you do. Make people like you. Find your way to the top, the inner circle, even if you’re just making the best of it.”
There’s a bitterness to the way he’s speaking, but Hope doesn’t feel like it’s directed at her, necessarily. Stevens has always had friendly feelings for her, that’s why he followed her to this crew. She decides to say very little, invite him to say a little more. “Can you blame me?”
“Guess not. You’ve always had a way with people.” He glances at the hatch, though there’s no one there. “Big take today,” he comments.
Hope grunts in agreement.
“Biggest we’ve had, since leaving Nassau.” He puts a little more oil on his rag. “Big enough to make up for the Starling.”
Hope’s hands stop moving. She forces them to continue. “I . . . hadn’t thought of it that way.”
Stevens sniffs, a sudden rush of nose-clearing air. “We have. Me and some of the boys.”
He has to mean the rest of the Starling crew. There’s four more of them, those that Vane hadn’t seen a need to punish for her brother-in-law’s stunt, fine seamen who hadn’t seemed like a mutiny risk to Jack when he recruited them out of the splinters of that disbanded crew. Hope had even vouched for them.
Apparently Jack can’t be right about everything.
“With your help, Hope, it’d be easy.”
~*~
Vane’s quiet contemplation is interrupted by Jack’s voice. “Looking for mermaids?” he asks, joining his captain on the deserted stretch of deck and staring down into the dark waters alongside him. The ship is safely hidden in a cove, and most of the crew are down in the mess for their nightly meal.
Vane replies with a rather rude gesture.
“No, there’s only one maid you’re interested in.”
Vane looks up sharply.
“Has a nice ring to it, ‘Mrs. Vane.’ I suppose that’s why the crew can’t seem to stop saying it.”
He grunts. “Torturing her.”
“Maybe just a little.”
Jack lapses into silence, but Vane is certain that won’t last for long. Maybe he should walk away now, avoid the question that is sure to be coming next. However . . . Vane can’t stop asking it of himself, either. So he may as well just let Jack say it.
“I’m out of more subtle advice,” Jack says. “And you never were one for subtlety, anyway. So here’s this: if you want her, just take her already.”
Not exactly what Vane thought he’d hear. He shifts, looks more squarely at Jack, and plays dumb with his reply. “I have.”
“Not onto your crew. It’s obvious how much you want her in your bed.” He’s eying Vane closely.
Is this what Jack thinks of him? He’d always pegged Jack as a bit of a romantic, seeing how well he treats Anne. He’d been bracing himself for a conversation about deep feelings. Not this crassness. “And as a member of my crew,” Vane growls in reply, “she’s got full rights here. I can’t have her by force.”
“Who says you need to force her?”
This is not what Vane wanted to hear, either. The last thing he needs is to build up a false hope. “Lay off, Jack. You don’t know what you’re talking about.” He turns squarely back toward the water.
“You really can’t tell.”
“I’ve tried flirting with her, Jack. When we first got her. She rejected me quite squarely.”
“Sometimes I wonder what it is you consider to be ‘flirting,” Charles, when most of your experience is with whores who already know how your coin spends.” Or girls looking to yoke his power, but at least Jack was kind enough not to mention that part. “Is it possible your approach lacks a certain . . . art?”
“Don’t say you’re offering to teach me,” he growls.
Jack’s hand flutters in the air. “You’re a lost cause anyway.”
“I’ve already resolved to never try again.”
“But why?” Jack leans over the rail, seeking his eyes. “She’s as smitten as you are; I don’t see how you can’t see it.” He sighs. “You’re too much alike, too proud and too timid, both at once, to see what’s right in front of you.”
“I know what’s in front of me,” Vane retorts, choosing to ignore the accusation of cowardice. Because he likes Jack. He’s let him get away with worse without rearranging his face over it. He can let this one go too. He takes a deep breath, and feels himself scowling. “I’m not going to say anything to her. Leave it, Jack. You weren’t there this morning. When she woke up and found herself in bed with me . . . she made her lack of interest abundantly clear.”
Jack is shaking his head. “I can’t believe that. More likely you’ve scared her off with your extreme stoicism. How is she to know of your interest, if you’re not giving any signs of it?”
Vane looks over from the corner of his eye. “If I’m not giving any signs, then how can you be so certain that you know my heart?”
Jack claps him on the shoulder. “Because I know you too well, Charles. I know your tells. And you’ve gone through too much trouble to capture this bird.”
Vane growls his disagreement with that choice of phrasing.
Jack keeps barreling on. “Yes, yes. She’s a great value to the crew. But that’s not why you took her.”
“Don’t say it like that.”
“Is that not what you did? You saw what you wanted, and you got control of her. We didn’t have to come down so hard on the Starling. But you needed to stake your claim. Now I feel like we’re all just holding our breaths. I’ve never seen you like this. You took her, I don’t understand why now you won’t take her. Tough as she is, she’s too much a maid to be the one to take the initiative. She might even be a virgin still. In need of a strong, experienced hand like yours to guide the way.”
Vane grunts, he can’t help it. He’s been trying so hard not think this way, but Jack’s words bring unbidden images to his mind. Hope’s wide eyes, looking up at him from his pillow. The softness of her flesh; the sounds she’d make if he—
Jack’s still talking. “God knows you both could use it. And she won’t be getting it anywhere else, not with you looming over her as you are. So why don’t you get on with it? Scoop her up and throw her in your bed. Hope’s not more than a bird you’re keeping in a cage if you keep going on like this.”
“Is that what I am.” Hope Wickham herself materializes from the shadow at the end of the deck. How long had she been standing there, listening, fuming? Long enough, judging by the look on her face. Charles Vane feels his heart sink down to his knees.
On to Part 8
Taglist is open: @navigatrixnarrations @ladyhubris @summertimesadness101 @23orso @n3rdybird @bitchyikes
#charles vane x ofc#charles vane imagine#black sails fanfic#the heart of admiration fic#charles vane x hope wickham
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Hey there! Your fanfics are incredible! Could you please write a Will Turner X Reader one where the reader goes back in time after watching Pirates of the Caribbean and then the reader and Will fall in love? Thanks a lot in advance! :)
Will Turner X Fem-Reader - Life Inside a Movie
A/N – All better from being ill, so here is a fic.
Warnings – None.
Rating – T
You leaned over one of Port Royal’s railings, humming a tune that only you knew in this time period. From afar Will Turner watched you, listening to the occasional lyric that you whispered under your breath; the song was just as unusual and out of place as you were.
“Dancing in the moonlight, everything is weird and out of sight,” You sang, staring up at the night sky.
It was something you did every night. Once, shortly after Will had found you and given you a place to stay, he had asked you why you were so obsessed with the sky. You had told him that where you came from you could never see any of the stars because of something called light pollution. He hadn’t understood what that was, even when you tried to explain it, nor did he understand how one place could have less stars than anywhere else, but he did like that the sky brought you peace. He just wished you didn’t insist on going out every night to view them because there were some nights he couldn’t be out to protect you, and even a peaceful place like Port Royal had its fair share of criminals.
“You can join me if you want,” You said, fully aware that Will had been watching you from afar.
When the two of you first met, Will would have found your forward manner and your knowledge that he was there unnerving; now it was starting to rub off on him as one of your many qualities.
“It would me my honour, Miss (L/N).”
“I’ve told you before, where I’m from we always use first names.”
“And I have told you, it is my pleasure to use your beautiful last name and give you the respect you deserve.”
You smiled to yourself, thinking about how different life had been before you had come to this time. How sad it was to think that chivalry eventually died out, and yet how nice it was to be one of the few from your timeline to receive it.
You thought about the film Pirates of the Caribbean which you had watched the night that the mysterious portal opened in your apartment, leading you into the film itself.
When you first arrived, you had fallen right into the forge, spraining your ankle in the process. Fortunately, the Forge’s owner and Will’s master was asleep, so he didn’t notice the portal that had brought you to Port Royal; you had a feeling that if he had seen it, you would have been in the gallows for sorcery.
Shortly thereafter, Will had returned from a delivery and found you. At first when he saw your strange clothes and unusual hairstyle, he had considered reporting you to the royal guard, suspecting you to be a pirate. It was only when you begged him for help that he paused. It soon became clear that you knew nothing about the finer arts of piracy; you couldn’t even hold a sword properly and that would have made for a very poor pirate indeed. All the same, Will still didn’t trust you so he demanded to know your story, otherwise he would have no trouble seeing you imprisoned, for they very rarely hung women unless the offence was as bad as murder.
Knowing Will was an honourable character from the many times you had watched his film, you came up with a story for yourself that sounded fairly reasonable. You told him you were a simple bookkeeper from a foreign land, who had been stolen by pirates along with a great many others. In the tale, you alone escaped on a lifeboat and had made your way to the nearest island. All in all, you didn’t think it was a bad explanation. The bookkeeper was a reasonable job that would explain why you could read and write so well, and if Will asked, you could say you sprained your ankle upon escaping.
With a few more questions, Will soon believed you and he offered to take you to the boarding house where he lived, even paying your rent until you could get a job. You insisted you would pay him back, but Will thought little of it; after all, he was far too concerned trying to figure you out.
To be frank, you scared Will at first. In Port Royal women and even most men didn’t know how to read. Then there was the fact that you were educated in even more fields than the governor himself. You knew maths, geography, world culture, and more science than anybody he had ever met. While you were only of average intellect in your time, you were a fountain of knowledge in this time. Will asked you where you had learned such wondrous things and you had replied that you had learned all you knew in school and college, but what schools even let women in? He thought you must have been fabulously wealthy in your old land to receive such a fine education.
Although you gave Will much cause for concern, your friendly attitude and the fact that you didn’t scorn his lack of schooling made him begin to trust you. Instead of fearing your knowledge, he began to ask questions of you. He started to think of you less as his responsibility and more as a friend. Given time, he even found a job for you as a secretary for the governor himself, though it took a fair amount of convincing that a woman could do the job.
You offered to pay Will back for the money he had lent you thus far but he rejected the offer, claiming it was the place of any gentleman to help a lady in distress. At that, you started paying your own rent, and to repay Will’s kindness you had taken to cooking him meals after his long days at the forge. Although you weren’t the world’s greatest cook at home, it seemed your knowledge of ingredients and flavours made you an excellent cook in Port Royal; Will often said you ought to open a restaurant after you had introduced him to pizza.
You hummed thoughtfully, leaving your reverie far behind to simply enjoy Will’s company on the Port Royal balcony.
“What great aspects of the world are on your mind tonight?” Will asked, loving your ever-intelligent answers.
“What in the world, you ask. That’s cute. One should never have just the world on their mind, Will.”
“Oh? So what do you think of instead, if not the world?”
“I think of the universe and my new place within it.”
You had explained the concept of the universe to Will before but he wasn’t sure whether to believe it. People were still discovering new islands of the sea from one week to the next. How could anyone possibly know if there were other planets if the human race hadn’t even discovered everything on Earth yet?
Despite his personal opinions of the universe, Will liked the sentiment of your words. “And where do you think your place is?” He asked.
You yourself pondered the question. It was a hard one to answer. In Port Royal, with your education, the sky was the limit, but you were a woman. At home, you had the freedom to do what you wanted when you wanted, but everyday life was lonely and filled with a world of people that didn’t care for anyone but themselves. Truthfully, it didn’t matter where you would have liked to be. It all depended on whether fate would ever reopen another portal and throw you back where you came from or whether you would be left in Port Royal forever; perhaps it would be a continuous loop of being thrown back and forth, though you highly doubted that.
You realised that Will was waiting you an answer, so you smiled, tucking your hair back behind your ear, “I don’t know.”
“Perhaps then, Miss (L/N), if I may be so forward as to say so, you might find that your place is here.”
“In Port Royal?”
“By my side,” Will corrected, swallowing nervously when you turned to face him.
At home, people who said such things to you were always just playing a cruel joke, but you knew Will was being sincere; he always was. For one guilty moment, your thoughts lingered on Elizabeth Swann; if you accepted Will’s proposal, then she would never experience his love, nor he hers.
“I-” Playing things safe for a moment, you dared to ask, “William Turner, are you saying what I think you are?”
“Miss (L/N)- (Y/N),” Will grabbed your hands earnestly. “I was a simple man before I met you, but you have opened my eyes to a whole new world. I may not have much to offer in respects of wealth or position and I have no doubt that you deserve somebody of better station than myself, but I love you and that is something I can offer you now and forever. You have my heart, if you will take it, and even if you do not, it shall still be yours, for I shall never offer it to another.”
“I don’t- I mean- What about Miss Swann? I thought you loved her.”
Will grimaced. He himself had also believed he was in love with Elisabeth Swann, but now after feeling real love towards you, he realised that what he had felt for Miss Swann was merely infatuation after she saved him during their shared childhoods.
“No (Y/N), I can say without a doubt that I love you most ardently. I understand if you do not wish to be with me or if you need some time to think-”
“No,” You interrupted curtly. You shook your head, searching for an explanation at Will’s curious expression, “I- I don’t need time to think. I just- Wow, um- Sorry, I know I’m messing things up here.”
Will managed to chuckle at your ever-strange manner of speaking, putting you somewhat at ease.
“At home, I could never have expected such a wonderful proposal, from anyone. I would say that except for a small few, romance is dead and most marriages are… well, complicated for lack of a better word. It seems that where I’m from, we write a lot of love songs and books just dreaming about the life we want. Nobody would ever even talk to me with the respect that you do; only royalty get spoken to like that.” You realised you were saying a lot of things Will would never understand, but what else could you do when you were sorting through your feelings for a film character. “Will- I- I love you.”
Will released his breath, feeling his heart pound ecstatically. He wanted to draw you into his embrace, but he still kept to his own gentleman’s code.
“(Y/N), with your permission, I would very much like to kiss you now.”
“I- Yes.”
Will raised a hand slowly to your cheek, stroking it gently. His eyes searched your face, memorising every detail of what would be his first kiss. He wondered if this was yours too, considering how different both your homes were. Trailing his hand down to your chin, he tilted your head up.
“You’re shaking,” He said, worried that you had suddenly changed your mind about him.
“I’ve never had anybody look at me the way you do,” You whispered anxiously. “It’s terrifying, in a good way.”
Will gave you a small smile, leaning in slowly to press his lips against yours. He did nothing to deepen the kiss, keeping it simple; it would be improper to do more when the two of you had only started courting that very night. However, as his lips parted from yours, he knew he would take every future opportunity to kiss you, his new love.
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#Will Turner X Reader#William Turner X Reader#Will Turner#William Turner#disney#potc#pirates of the caribbean#fanfiction#fanfic#reader#reader insert#theaspiringscreenwritersblog
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Loving and Loved
A third part to Scarred and Scared! For @kay-maybe, who wanted some more Beckett. Well, here you have it. Featuring: an incredible amount of self-consciousness and some tender treatment.
~3000 words
@paljonkaikenlaista @emdrabbles @tesserphantom @viper-official
~~~~~~~
The weeks following your capture were pleasant. Beckett had certainly found a new use for you, and you were enjoying yourself more than you’d like to admit. He always had a hand on yours, and he would press light kisses to your knuckles or the back of your hand. Occasionally, when he was feeling particularly bold, he’d ask you to guide one of his hands to your cheek so he could kiss you there. Only when you were alone did he let you kiss him on the lips, and you could feel him smile when you did so.
Currently, you were rubbing the sleep from your eyes, stretching in the morning sun that streamed through the curtains. You donned your usual robe; Beckett gave you robes of all colors and levels of scandal to wear around the house. You indulged him, even if he couldn’t see you. They were comfortable, and light in the Jamaican heat. You chose one of seafoam green with little white shells embroidered across it. Fitting, you thought, given your location.
Though Beckett owned a dining room, he hardly ever used it. You met him in his office during most mealtimes, unless he was meeting with somebody over food, which was the case more often than you might have liked.
You visited the kitchens to get a tray filled with breakfast foods before walking back to his office. You gave the door a little push with your hip and entered, setting the food on a table in the middle of the space. He hummed, acknowledging that you were there.
“I brought breakfast,” you told him.
He leaned back in his chair, looking up in your direction. “I can smell that. A good thing too, because all I’ve had is tea.”
“I figured as much.” He drank enough tea to fill an ocean. You walked over to him, helping him out of his chair and over to the table. He was getting better at walking, you noticed. It didn’t take him as long to move from place to place. Everything was slowly becoming easier for him, and you were glad to see it.
He yawned upon reaching his seat, and you handed him a pastry. “Will you keep me company this morning?” He asked.
“Of course.” You often did, simply sitting in a chair near him, reading a book, your hand over his. It was nice enough, and he always wore a small smile when you stayed.
“I’ve scheduled the servants to have tomorrow to themselves. They’ll be leaving this evening.” Beckett picked at his pastry, eating small chunks at a time.
It was the first time he’d scheduled a day off for his household servants, but you heard it wasn’t uncommon. Every month and a half or so, he’d give them a day entirely to themselves. That, of course, had been before his injury, when he’d been self-sufficient. You assumed you’d be staying with him, even if you didn’t consider yourself a servant.
“Will you be leaving as well?” he asked.
“Why would I? You need somebody to take care of you.”
“I’m sure I can find someone up to the task. Besides, you haven’t been able to properly explore the city since arriving here. It’s a beautiful city; don’t let me hinder you.”
You moved closer, placing a reassuring hand on his arm. “You’re not a hindrance to me. Not you.”
He didn’t respond, nor did you expect him to. He was unused to your compliments and assurances, and you thought it possible that he didn’t quite believe them. Over the past few weeks, he’d been shocked by your kindness, and it had clearly shown. You pitied him a little for that. How he’d grown so unused to any kind of affection baffled you. Had it really been so long since somebody had cared for him?
You assumed, by the way things were now, that Beckett lived a solitary life. He was surrounded by his work and his domestics, but they weren’t people he shared his life with on a personal level. His thoughts and feelings were kept to himself, creating a lonely man.
You helped Beckett back to the chair at his desk. He’d have servants to read all the papers to him and write down his responses, so you could continue your regular routine of reading by his side. You sat with a copy of Macbeth, enjoying the soft sounds of the ocean from outside. Without his sight, Beckett was primarily concerned with sound, so he made sure windows were left open so he could hear things he couldn’t see. He was at his most calm when outside, listening to cicadas and birds during the early evening. You agreed that it was less stressful than the sounds of people, and less dull than the readings of documents.
Though you had learned, while reading, to block out the voices around you, you had a harder time ignoring your own thoughts. Lately, they had plagued you with nothing but worry and guilt. You’d been staying with Beckett for weeks with no knowledge of what was happening in the outside world. Sure, you could read the latest news from London and women’s fashion, but you wanted to know about your world. You wanted to know about piracy.
Every time you thought about it, a pang of guilt shot through your chest. You were living a life of luxury with Beckett to provide for you, the exact same luxury you’d so hated before. This sort of wealth went against your moral code. No one person should control so much, especially if they were controlling human lives in the process, one of the many things Beckett did on a daily basis. You worried that you were changing into a new person, somebody you shouldn’t be. You were getting accustomed to living with the enemy.
The enemy. Exactly what Beckett was, really. It hurt you to think so. You’d grown close with him- too close- and every minute with him drove you to insanity. You couldn’t decide if it was bad of you to love a person you knew was the enemy of your lifestyle. He was your opposite, and you’d been taught to hate his kind from a young age, but you found that his treatment of you was far better than most people’s. You were afraid of what this meant. If it meant giving up your old self, you weren’t sure you could stay, no matter how much you wanted to.
In truth, you were afraid of how close you were to him.
Evening came, and the servants were dismissed. You hadn’t been paying attention to the time, distracted with reading. Dinner came and went, and it came time to retire to your rooms. The house was strangely quiet with nobody but the two of you, and it felt entirely too big.
You took Beckett back to his room, unsure of what to do next. With no servants to help him, you weren’t sure he could do everything himself. You were a bit nervous about leaving him alone; he had a tendency to try doing things he shouldn’t, and you were afraid he would hurt himself. He was too stubborn to admit he needed help with things, so you weren’t sure if you should bother asking him if he wanted you to stay.
As if to prove your point, he fumbled with the buttons of his waistcoat, unsuccessfully struggling to rid himself of it. You pushed his hands aside, unbuttoning it yourself. He protested slightly, but you undid the waistcoat and set it on a chair.
“I can do that myself, you know,” he grumbled.
“I know you can, but I can help you. For convenience’s sake.”
“I have to be allowed to do something myself.”
You sighed. “I know it makes you feel better to do things yourself. I just want to help you. You’re taking care of me here, and I want to care for you in return.” So saying, you pulled at the ties on his undershirt, letting the top hang open.
“You’re rather eager to undress me, aren’t you?” A smirk played across his lips. “Shouldn’t you at least be taking your time with me?”
“Oh, I don’t know.” You had your fingers tucked around the bottom of his shirt, tugging it upwards to get it over his head.
Beckett’s fingers closed around your wrists, keeping your hands in place. You were startled by the quickness of his movements. He stared uncomfortably at the floor, lips pursed. You hadn’t thought he would mind your helping him, but his face said otherwise. You found yourself feeling a little hurt.
“I can do the rest myself,” he whispered.
“I’m sorry.” You didn’t quite understand his reluctance. He’d just been flirting with you the moment before, even though you’d meant the act as being nothing but helpful. “I hope I didn’t overstep anything.”
“No, no,” he assured you. “I would just rather you not see.”
“See what?” You were thoroughly confused. You’d taken off his shirt before, in the lighthouse, to apply salve to his burns. It was nothing you hadn’t seen before.
“The burns. The scars. The obvious signs of age and the… eating habits of the upper class.” He continued to stare at the floor, as if he would see disappointment or horror on your face if he looked. As if he already could.
“Cutler.” You spoke softly, but he flinched as if you’d hit him. “I’ve seen it all before. There’s nothing for you to be embarrassed about.”
“I was unconscious then, so I didn’t have to deal with your reaction. I admit, I care about your opinion of me too much now.”
His admission took you by surprise. “You don’t think I’m judging you, do you?”
“Everyone else has.”
“Well, I’m not everyone else.” You cupped his cheek, running your thumb across it lightly, tracing over his scars. You pressed a kiss to his cheek, pausing to whisper his name. “It’s been a long time since anyone’s said it, hasn’t it?”
He hummed his agreement. “It sounds sweeter on your tongue than it ever did on anyone else’s.”
You blushed a little. He still got to you, sometimes. Most of the time, actually, but you’d never admit it. “Do you trust me?”
He hesitated. “Yes.”
You slipped a hand under his shirt, lightly tracing over his chest and stomach. He stiffened, and his breath hitched, making you smile. “Have you let someone do this to you before?”
“I was considerably younger.” One of his hands came to rest in your hair, his fingers tangled in it.
When you finally lifted his shirt over his head, he gasped faintly, just enough for you to hear. He crossed his arms over his chest in what you guessed was an attempt to hide himself.
“Don’t be afraid of me,” you whispered. You rested your hands on his chest as his arms fell to his sides. You stared for a moment at the burns covering his body before you kissed him. He let you do so eagerly, returning the kiss with a searing one of his own.
You both pulled away a moment later, and his hands came to rest on your waist. “Are you sure you want this?” He sounded more vulnerable and unsure than you’d ever heard him.
“I make it a point not to do things I don’t want to. As it stands, you have all my attention.”
“Oh.”
Suddenly, you came together again, your mouths hungry for one another. He pulled you close, fingers pressing firmly into your sides, holding you in place. You smiled into your kisses; if he liked anything, he liked control.
He kissed you desperately, his body pressed flush against yours. The sensation was both overwhelming and delightful. You let your hands wander to his back, feeling his scars there. Your fingers found thin scars among them, clearly caused by something other than his burns.
“What happened?” you whispered between kisses, your fingers tracing the scar.
“Pirates.” Beckett took a shaky breath. “I was eighteen. My ship was taken by a pirate, and he had no trouble bestowing his gifts,” he said bitterly.
Things began to make sense. No wonder Beckett hated pirates so much. “I’m so sorry.”
“It’s not your doing.” And, as if reading your mind, he added, “I don’t hate you for who you are. I know you’re still a pirate at heart. But you’ve shown me the most tenderness I’ve ever known.”
“I hope to continue doing so,” you answered. You lightly traced his burns with a finger. “You should get some sleep.”
“I suppose.” He made no move towards the bed, instead preferring to let your fingers wander over his skin. “Will you join me?” Too embarrassed to answer, you stood trying to form words that you couldn’t quite find. You knew your face must be burning red.
“I only mean to sleep.”
You gave an inward sigh of relief. Kissing him had been enough excitement for the evening. You weren’t sure you should do too many firsts at once. You agreed to stay, helping him to the bed and climbing in next to him. The experience was new to you, and you were unsure of what to do. Thankfully, Beckett answered your question by wrapping an arm around you when you laid down, pulling you closer to him. Your back was pressed against his chest. You considered, briefly, how indecent it was to wear nothing but a silk robe while in bed with him, but you ignored the intrusive thoughts, instead focusing on his arm around you.
“Sleep,” he mumbled.
You did, drifting off comfortably with Beckett next to you.
Sunlight filtered through the curtains when you woke, and you turned over to find Beckett still asleep against you. He rubbed his eyes as you rolled over, letting go of your waist. You stretched out on the bed, then turned your attention to your bedmate. Beckett sat up sleepily, his short hair sticking up from his head. Yours wasn’t any better, you knew, but you laughed all the same.
“And I’m sure your hair is perfectly styled,” he said after you explained your amusement.
“I’m sure mine’s a mess. Worse than yours, because it’s longer.”
“Shame I can’t see it. I suppose I could feel it, if I liked.” His fingers curled into your hair, and he tugged you forward suddenly, kissing you. You could feel his smirk against your lips.
“You’re wicked,” you breathed.
“So I’ve been told.” He pushed himself up to sit beside you and groped around his bedside table. “I don’t suppose you can see where my nightshirt went to.”
You rolled out of bed, snatching the shirt up from off the floor where you’d left it. You handed it to Beckett, who pulled it over his head, and you sat on the edge of the bed. “Should we go to breakfast? The servants will be back by now.” You were starving, having only picked at your dinner the night before. Then, in a more panicked tone, “should I leave before they find us together like this? They might think….”
“Oh, bugger what they think. And what of it? You’re no lady, no socially important woman. There would be no scandal anyway.”
“I am a pirate. A few of them know that, anyway.”
“All the better.” He stretched and patted the sheets next to him. “I don’t have to meet anyone until later this morning. Come back to bed for a while longer.”
You slid back under the sheets. You remained sitting, but found that the covers kept your legs warm while you were in your robe. Beckett’s hand found yours, intertwining your fingers. His hands were warm, and he rubbed little circles into the back of your hand with a thumb.
“Do you like it here?” He asked softly.
You hesitated. Of course you did, but your thoughts wouldn’t leave you. Somehow, this was wrong, no matter how much you enjoyed Beckett’s company. “I do,” you answered after a moment.
Beckett frowned. “Something’s bothering you.” He swallowed. “You can always tell me if my affection is uncomfortable.”
You almost rolled your eyes. Wasn’t I the one who took off his shirt? “It’s not you,” you assured him. “I just….miss my old life. I feel like I’m betraying it, somehow.”
“Listen to me.” He cupped your cheek, turning your face to look him in his milky eyes. “You owe that part of your life nothing. You’re allowed to grow, and change, and do new things. The old part of you doesn’t have to die for you to add more to yourself. You can be the same person you’ve always been, and you can have new things, too. You aren’t defined by one thing, and you can’t be blamed for staying with me. Why turn away comfort and security? It costs you nothing. I’m not asking for anything in return, so why leave? Nobody would blame you. You’re not doing the wrong thing.”
“It goes against everything I’ve ever known,” you admitted.
“Then learn something new. Learn that you aren’t betraying yourself by choosing a new path. And you don’t have to stay here, if you don’t wish to.”
“If I left, I’d be leaving you behind.”
“Yes. I’d rather you stay, of course.” Then, softly, “I do love you.”
You pulled him closer, giving him a light kiss. “I know. Don’t think I would have stayed here so long if I didn’t love you in return.”
His eyes went wide, and you couldn’t help finding his surprise to be adorable. “Oh.”
“Have I not made it obvious?”
“I didn’t want to assume.” A smile lit up his face. “You won’t mind staying in our current arrangement, then?”
“I’d like nothing better.”
You’d found a good life for yourself with him, you realized. Strange, but good.
#potc#pirate#pirates#pirates of the caribbean#beckett#cutler beckett#x reader#request#requests#writing#drabble#drabbles
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SHAN, Act I.
17 ATC. THE DEFIANCE. 15:00
It's quiet.
As soon as they hit hyperspace, Andronikos can't do much more than just sit back, the tension flowing out of him as his shoulders lower. Staring out into the blue abyss that's before them, nothing matters. His hands drop from the controls, rubbing the bridge of his nose with his index finger and thumb. Maybe if it hurts worse than it already does, he'll wake up from this blasted dream.
Or this nightmare, with how things were going in the last hour or so. Either way, he desperately wanted out of it.
Lexulle had come back from worse. Much worse than just some attack on a cruiser. Ghosts tried to take her physical form when she was barely an apprentice, tried to tear her apart from the inside out. Her own master had tried to kill her before that, a hundred-something year old woman trying to kill someone who was just barely out of their teenage years. Still, she was able to move past that and triumph over those that couldn't find it in them to believe in her, if not with nightmares that cropped up every couple of months. Or at least, as far as he was concerned they were every couple of months.
Still, Lexulle never just died. She was too strong to be bound to a grave that early in her life. He refused to believe that whatever the hell was out there had taken their Darth Occlus -- his Lexi.
She wasn't his, not really, but it didn't change the fact that he cared about her, and that she cared for him just as much. He swore no matter what happened he'd be there for her, and against his better judgement, he'd just left her for the mercy of whatever ship had just appeared out of the bowels of the galaxy. One hell of a protector he was. He should've stayed, he would've stayed if she hadn't pleaded with him to leave with her crew in that blasted desperate voice that could've gotten him to do anything.
He wants to believe she'll be back, on some Imperial shuttle in a few hours, meeting up with them at a little halfway planet. Maybe a little worse for wear, but alive. Jokingly answering questions and just being her. Being the Lexi he knows, ready for an outing with Malcom or a photo shoot the very next day, just as beautiful as she always is with as many scars and bruises as she'd managed on this mission alone. He doesn't want to accept that reality might have more in store than just that. Doesn't even want to think about how she might be floating around in space with Marr, no hope of ever going home.
The shell-shocked expressions of the rest of the crew behind him are quiet, at least. No questions are asked, and no one moves. No one says anything, not even a simple Jedi line out of Ashara. Even the kid is quiet, though Andronikos had still hear him sleepily whimpering. No one knows what to do. With the exception of the time that Lexi had been literally fighting a war for her own body, she was always there to give them direction or the next thing to do. Years ago he would've balked at being under the leadership of someone other than himself, now that's all he can ask for. Wanting Lexulle at the head of the ship instead of an empty space that his brain keeps filling with her.
There also happened to be no protocol, Imperial or otherwise, for when your Captain went missing in a fight against some unknown force. Not one he could wrack his brain and remember, at the very least.
"We're two days out to Dromound Kaas," He finally breaks the silence, keying in the coordinates for the Imperial homeworld and rising from his seat once they've been accepted, "I suggest you all pack your things you might need for a day trip, soon as we hit airspace without Lexulle they'll kick us from the ship once they find out. Probably start an investigation soon as we're in the spaceport."
"But she's coming back, Andronikos. They wouldn't retake the Defiance without confirming that she's really gone," Ashara responds firmly, voice cracking as she smooths out the dark curls of the boy who sits in her lap. She lifts those big blue eyes to him, near pleading without words and he's glad he doesn't crack right there and then in front of her, "Would they?"
He doesn't have all the answers. But hoping they let them keep an Imperial interceptor ship (seven years old but the Empire did like their hardware) without the Sith it's essentially tied to is false hope. He thinks that if they simply don't report she's missing until she gets back, they could have the Defiance to themselves for a couple days. Lexulle would have his head for so openly breaking a law, but it's the first solution that comes to mind. They'd just ignore whoever was hailing her as long as it took.
He doesn't want to leave. Other than the military, this the only place he's been longer than a few weeks at best. He's actually happy here, things are stable enough that he can say he actually lives her instead of it just being a layover to his next 'home'. But he'd never say that to anyone else, not in the presence of anyone else. The question hangs in the air, unanswered and unwilling to be touched.
"Under a few jurisdictions, we'd be evicted within the week if Lexulle didn't return." Talos answers for him. Of course he would know, he probably had Imperial Law as a bedtime story as a kid, "Not that I don't have any belief in Darth Occlus' ability to do the impossible, but Andronikos is correct. We may have to spend a few days in the apartment while she gets everything back as it should be."
"And if she doesn't come back? What laws come into play then?" He asks, steeling his voice against breaking. It's a fair question, not one he wants in practice but now is the best time to familiarize himself with the law of the land. He can hear Ashara want to say something else, but Talos beats her to it.
"Chances are, we'll be permanently evicted. The Defiance doesn't legally belong to us, and though Xalek and Ashara are Sith, neither of them have completed their trials yet. Khem Val is a Dashade, the Sith will be looking for him. Andronikos has minimal ties to the Empire and will most likely be ignored for the most part, but surely I'd be put back with the Reclamation Service." Talos answers, a frown on his face, standing from his seat in a gentle parade rest. He can't meet anyone's eyes, even as Andronikos turns to him to ask another question. That's unusual enough in itself.
"We live here though! We have for six years, they shouldn't be able to just take it from us!" Ashara says, not even lowering her voice anymore. She's frustrated, understandably. There's a glint of gold in her eyes, which terrifies him to no end. He'd only seen Ashara angry a few times since he'd known the Knight, and had seen what she was capable of. Malcom wakes, but she doesn't notice, "They can't make us leave, they can't! Even if she is really gone..."
"Sith will be back." Is all Khem grunts out rather matter-of-fact before leaving the bridge, Xalek on his heels. The Dashade doesn't leave any room for discussion at all, leaving those in the cockpit in silence. He should probably check in on the Kaleesh at some point before they leave the Defiance. Considering how highly he thought of Lexulle, even going as far as to refer to her as mother even though she was both shorter than him and not even a decade separated them, Andronikos could predict he was probably on just as short a fuse as the rest of them were. If not more, and that was a terrifying thought by itself.
But she wasn't dead. That was an idea he wouldn't even begin to entertain as bleak as things got. They drop out of hyperspace just back into the civilized galaxy within a couple of hours, and only he, Ashara and Malcom stay on the bridge. He wakes up a few times, his green eyes wet with tears and his dark hair mussed by hours of sleep. Eventually, Ashara asks to take the controls so that Andronikos can put Malcom down for a bit. He's reluctant to, it's only her second or third time piloting the ship without him in the immediate vicinity, but he knows she's right. She needs her own time alone, after being under Lexulle for so many years and the way their relationship was as Master and Apprentice, he can't imagine she's doing much better than Xalek. Gently, he manages to slip the toddler out of the Togruta's arms and gives her detailed instructions to get them on course to the next planet. She doesn't respond with words, but he knows she understands. He ends up laying down in the crew quarters with the kid for a while, Malcom bumbles in and out of restless sleep for a bit before being out cold for another few hours.
He doesn't give himself even a minute to process what was going on. Maybe that wasn't right, but if he stopped moving for even a moment, started considering the actual fallout from this mission at all, that usually lead to regrets and alcohol, and that wasn't what the crew needed right now. He was Captain again, and he had to keep things together for as long as they needed to be.
Wordlessly, the crew goes about their daily tasks, along with cleaning and packing what essentials they needed over the next few days. It was kind of spooky watching as the Defiance was cleared out of most things, making it seem as if no one lived there full time. The crew quarters, which weren't really junky before was stripped clean of things that made it the Defiance's crew's quarters. No weapons or clothes were to be found. It was like being thrown back in time to when he'd first joined the crew after Tatooine, still curious how he'd make his mark on the galaxy after everything with the Republic and his piracy days being firmly behind him as long as he worked for a Sith. A Sith he was at the time, hellbent on showing her a good time and loosening her up (in the end, he was the one who was shown a few new things) but came to respect after some time. Slowly but surely the crew had grown into a family around Lexulle and her march across the galaxy. Where he'd once been annoyed by the Force trinkets and knick knacks that Talos, Ashara and Xalek often collected that littered the corners of the room, his heart aches to see them ominously glowing a last time in the dim red light of the quarters. All the nights they'd spent up and awake much longer than they should've, the days they'd spent in medbay patching each other up and all the memories they'd made together are fading fast, just as quick as packs can be made and crates are filled. It's as if it's all disappearing right before his eyes, all the years being erased.
But it's not permanent. That's what keeps him grounded, knowing that he is coming back. This isn't for forever. A couple of days at most, so while he takes his guns with him, the bed sheets stay. The larger, non essential things stay where they are, packed away in the cargo bay for later. For safe keeping, as Talos reassures him. They're locked behind a pass code, in case Imperial officials get any ideas. He tries not to brush the smaller man off too much, he's only trying to help to the best of his ability. Everyone was, everyone was only trying to make the conversion easier. Andronikos just needed to figure out how to cultivate that into something more productive and healthier for the crew.
Even if he didn't entirely know how to.
That included Malcom. Stars, he knew how to watch the kid, where to find him when he went running off, when to feed him and when he was getting up to things he had no business being in, but he didn't know how to deal with the three year old's emotions shortly after Marr's ship and the subsequent battle. Lexulle's son always had that frown on his face that broke him in two, her previous lightsaber hilt always in his hands. Some parts he'd lost, so it was far from functional, but it provided some comfort to the boy. He liked to run his hands over it, hell liked to sleep with the thing like a metal plushie and even though Ashara had managed to take it from him, afraid he'd scratch his delicate cheeks, he'd managed it back within the hour. It was a part of him, just as much as his mother was. There were always tears that someone wiped away, but Andronikos was beginning to believe there wasn't any end to the hiccups and cries for his mother. He takes refuge with Ashara at first, before he comes toddling to him begging for Andronikos to bring his mother back. It's not healthy for him, but he let's the boy cry late into the night, falling asleep just before midnight in Imperial space on his chest while Andronikos sits up piloting the Defiance. He wishes for nothing more than to soothe him with his mother back, just as all of them do. Andronikos, sadly, isn't a miracle worker though. Only the stars know if Malcom is right, if Ashara...if anyone is right with their misplaced hope.
He doesn't get a lot of sleep those few days either. He can't. In essence, he won't.
So he doesn't.
Malcom isn't his son, he's far from it. But, he's not Theron's either. He grits his teeth at this thought, partially upset with the SIS agent for being such a fleeting idea of perfection for her and partially frustrated with himself for hanging on to this for so long. He's always been there for her and for him, but Lexi had always said she wasn't willing to commit long term to anyone but her son. Specifically because of all the unknowns.
Sometimes he wishes he was included in that exception, but she didn't ever say things like that lightly. She would've told him if that's what she wanted, and she was the boss. Especially after his own botched admission to wanting to be with her, he figures it's time to drop the subject. They were friends, maybe in that grey area, but he was firmly no longer on her mind. He doesn't know why he misses her in that way, he doesn't know why he can't just move on from her.
The only solace he gains from these petty thoughts he tries not to bury beneath alcohol and late sabaac nights with the crew is that Theron is not one of the people she wants to be with either. As long as her frustrated rants still meant the same thing three years later, he was the furthest thing from her mind. The way he should be, really. Maybe he didn't do anything outside of actually impregnating her, but Andronikos couldn't help being upset with him. Malcom would probably spend years never knowing his actual father, maybe his entire life if Lexulle kept it from him that long. Maybe because she grew up knowing both her parents, and then having them ripped away from her at such a young age didn't do her any good. Not knowing instead of yearning for him would do the kid some good. Less emotional impact as well.
Once the other rooms are done and packed up, Andronikos takes it upon himself to clear out the last one the day before they hit Imperial airspace -- Lexulle's personal quarters. He'd done that on purpose, not bothering with the room full of memories until the very last second that he could and reliably still have everything packed up.
He'd been a staple here for a few years, almost a sort of home to him. Given it was under the cover of relative darkness most of the time, but he still remembered it like the back of his hand. Yet, it was only short two years until he'd popped the question late one night, off a battle high after Voss. Then, he'd had to leave as not to make a bad situation worse. He hopes he still remembers where she kept everything as he slowly takes the room in.
He flickers the dim light on, and while there are a few of Malcom's toys littering the floor, it remains the same as he'd remembered it. The same deep purple comforter, same dresser, same weird Sith paintings on her wall. Gathering a couple of the toys and stashing them away in a box that seemed to hold the rest of them, he doesn't bother bringing them. The kid had sixty million other ones in the apartment, he wouldn't miss three or four or...twenty apparently. The room is clean, though her doublesaber is missing from where it was usually stored on her nightstand. Her holocom is gone from it's charging port, but her datapad remains with the matching stylus poised to write again laying across the screen.
He grabs that as well, though extremely careful not to drop it with his shaking hands. She wrote and drew and surely gave her life blood to the thing. It probably knew more about her than any physical being did. When she got back, she'd be looking for it. For a moment, he considers trying to figure out how to get into it, but breaches of privacy he rarely entangled with. And with her fate so up in the air, not a single word for the last day and a half, he doesn't need his curiosity sated by this. If he really cared about her, he wouldn't.
So he doesn't. He slips it into a pack without another thought. If she wanted to, one day she'd tell him herself.
Once the rest of the room has been straightened and accordingly packed away, he moves over to her dresser. A tad dusty, but otherwise clear. A few other force knick knacks decorate it, as well as something he thinks is a datacron pulsing red at him. He decides firmly against touching that. If she needed it, it would be here for her when she got back to do whatever Sith did with odd boxes of fate. A couple parts glint in the darkness, surely Lexulle had found the pieces that were gone from her old saber over the years and collected them.
His attention moves to the glinting box on the opposite side of the dresser. Her jewelry is in an ornate black box that he'd bought for her after their excursion to Alderaan (put him out of a hundred credits but all that had mattered then was how her eyes lit up at the gift). It was nothing special, and with the way they weren't mutually exclusive, he'd thought she would've let it gather dust somewhere with all the other gifts that people had bought her over the years, hoping to earn her permanent affection. Yet, as he grows closer, it's nearly pristine and still in the same condition as when he'd bought it. He's genuinely surprised, but it puts a sad sort of smile on his face.
It feels too personal to go rummaging around in her things, like something he hasn't earned the right to do, but he can't help himself to click open the silver latch, quietly as if she might walk in at any time. What greets him isn't immediately identifiable as per se, things a very influential Sith Lord would wear. There's her typical ruby necklace she wore, shaped like a kyber crystal and hanging off a delicate golden chain. She owns many in varying colors, but the red one had always been her favorite. Unlike the others, this one had been the last thing her father had given her before he'd died at the hands of some Jedi. At least, as far as he knew.
He wonders why she didn't wear it today, or technically two days ago. There's an assortment of other surely expensive pieces, all in red or gold or both. A few he can pick out, putting the jewelry with the suitor that had presented it to her. One he remembers rather clearly, a Zabrak who'd brought her an entire ring set while they were packing up to leave Rishi. He'd thought she discarded it, with everything with Theron going down that she wouldn't care for them. Then again, Lexulle was very much a fashionable Sith, if she was going to just throw away such a collection in the name of one man, then he'd probably be extremely concerned.
As he goes about the rest of his day, he finds all he can think about is the SIS agent. Not with contempt (well, with contempt), but with curiosity. He'd thought Theron was the one that would tie her down, albeit very loosely, but at least keep her grounded. Her flights of fantasy and infidelity, while hilarious in retrospect, were surely taking it's toll on her. She'd never had someone to call her's, hadn't even called him her boyfriend or lover at any point in time. It had become rather exhausting after so many years for him, hence why things didn't last with Casey. He'd warned her not to get involved with something she couldn't finish, something that she couldn't see to the end. A Republic spy no less, and she was on the Dark Council, had been for nearly a year at that point. He'd known that things with Theron wouldn't end well, known that she was just going to end up unsatisfied. But she didn't care and continued on with the little fling. He'd caught her with the man plenty of times on Yavin that she didn't know about, and the flirts didn't go over his head as well as Lexulle had probably hoped while he stood nearby. No wonder they were an entire six hours late for their flight back to Vaiken to refuel and restock before they hit Dromound Kaas again. He filled in the blanks as he waited near the Defiance, chatting up a few Imperial soldiers before he and the Republic were the last ones left. Andronikos didn't have anywhere to be during this entire Revan mess, nor did Ashara, but she had been on the orbital station during all this.
It was the middle of the night when she came back, dark hair mussed clothes hastily donned, and half of them in her hands. He didn't ask any questions, didn't say anything as she sat in the passenger's seat in the Defiance, knees brought up to her chest and staring out into the starry abyss. There weren't any tears, there wasn't any angry sobbing or even a breakdown where she told him exactly what happened. All there was...was just quiet. As if pieces had been broken off of her deliberately, as if she wasn't her in that very moment. What Theron had done, what he'd said was a mystery to him for months. All he knew was that the next time he ever saw the agent he'd hurt him for hurting his Lexi.
He tried not to bring him up again. And for a while, it seemed like Lexi was willing to put the entire idea of him behind her, subsequently burning it with a metaphorical match. She was herself for a while, less prone to visiting every cantina she came across, but more her than she had been in what felt like months.
And then that proceeded to immediately end when she'd come to him in the middle of the night later that month, shaking in her nightclothes like a leaf, crying into his arms that she was pregnant. He, hadn't been intending to ever deal with any emotional breakdowns on this partnership, but all he could do was hold her. He didn't know what else to do, and to say he felt powerless in that moment would've been the biggest understatement of the millennia. They weren't prepared for a baby. Not in the slightest. There were so many questions he wanted to ask, so many things he wanted to yell in the void about, but...well there wasn't much else he could do. There wasn't anything he could do to turn back the clock, to keep her from meeting Theron in the first place (as much as he wanted to). He couldn't blame this on her, couldn't put this on anyone. As much as he wanted to find someone to be angry at, there was no one.
He could try blaming fate for once, but that wasn't helping anyone.
She was stubborn enough that staying on the Defiance was her one wish, even though she had a perfectly good apartment -- hell even one of the best ones in the city back home, she wasn't interested. Putting her life at risk was apparently not about to be deterred by the fact she would be due only a few months from then. Absentmindedly, he wonders if it simply runs in her family. Not that he'd met anyone in her family except for that blasted ghost she kept telling him about. It wasn't even like she could fight later down the line, though she was determined to continue honing her lightsaber abilities. Blazes he'd wanted to stop her then and there, but then Ziost had happened.
He desperately wanted Ziost to never have happened, especially so early on. The false hope that it gave her, that twinkle in her eyes that he hadn't seen in nearly a whole month. He doesn't know why she didn't tell him then and there, why she let him stay in the dark about his own child. Considering what little he already knew about the mysterious and apparently alluring Theron Shan, it was just something he didn't expect from her in the slightest. It seemed odd, unlike her even. Still, the massacre that went down those few days, he could understand why bringing that up would've only lead to trouble. More than they were already in, at least. Lexulle didn't like people worrying about her, didn't want people thinking they knew better for her own life. It had gotten him shoved off plenty of times beforehand, and with the way Lana was already overly concerned about sending her out to begin with, adding Theron to that would've set her off.
The look of emptiness in her eyes put a hole in him as they watched the planet die just before them in the viewport. She'd let him hold her for a few minutes, though the lethargic way she leaned against him made him realize that none of this was right. Much as she didn't want to say it, this kid was an accident, plain and simple. One she hadn't planned for, or was even ready for. Lexulle hadn't been ready to be a mother.
They left in silence, him and Khem flanking her. She didn't say a word to anyone for the longest time. Seeing the regret in her eyes, the hurt, it was unbearable. A few times he'd been able to talk to her, get any sort of conversation from her. Only when they were relatively alone, of course, but he learned more about her then than he'd been able to in the years past. She wasn't young, twenty eight at that point. But up until then she'd only really been looking out for herself, had to only look out for herself, and was just warming up to the idea of looking after them at the same time.
Someone she couldn't leave, or at least one that she didn't want to, must've thrown her for a loop.
He lingers, looking over the room. He considers picking something else, maybe to pacify the kid for a few more hours until they can land. Her hospital bracelet and Malcom's matching one remain in the jewelry box, but he decides firmly against that. Lexulle would kill him for losing one or the other. Well, anything from that day could've killed him if she didn't have the restraint. A few bones were surely still out of place, his fingers had hurt for days after Malcom was born.
Look at him, reminiscing like an old man. Looking for any purchase in this mess they've made.
"Andronikos?" Ashara's voice sounds from outside the door alongside a knock. He slides his pack over his shoulder as her knocks become more incessant. He gives a lingering glance to the box, before delicately shutting it and heading towards the door.
"Yeah, what do you need?" He asks once he opens it, and she shifts Malcom on her hip. Blazes, those big green eyes had no business being on this kid, so full of innocence and hurt, "I was just finishing up in here."
"There's something you need to see," Is all she says, lowering her gaze to the ground, to the interior of her room, to Malcom, but anyone else but him, "Some place called Zakuul has...well Imperial security has already locked the transmission down but Talos managed to grab it before they took it off the Sith frequency."
"Zakuul?" The word sounds weird on it's own, unfamiliar, but if they had anything on Lexi, then he's willing to listen, "What do they have to say?"
She gestures with her head to Malcom, "For his sake, I think you should watch it without him."
That sends a chill down his spine. That was something the crew only ever said if it concerned Lexi having to leave for something or the other, or something that Lexi didn't want him hearing. At nearly three, Malcom had gotten rather good at understanding messages and stringing them together in his own thoughts. No conversation was safe from him any longer. And that meant that nothing in this message was considered good. From a weird planet, or person or group of people, he has his reservations. Considering his Sith, even more.
The Togruta leaves, heading back towards the crew quarters to surely find a way to distract Malcom from the rest of the crew, who's standing around a slightly glitching holoterminal. Talos is fumbling with something in the panel, Xalek with his arms crossed and a sour expression behind his mask. Khem, is very loudly doing something in the cargo bay. He prays silently it's not because of what he'd just witnessed, "Talos. You found something?"
"The Imperial Citadel picked this up while we were in hyperspace a few hours ago, surely Ashara told you who sent it?" He questions, running a hand through his unkempt hair. This is the most distressed he's ever seen the man, his blonde hair all over his head and not even wearing his Reclamation Service uniform. He's slept, maybe more than Andronikos has, but he's been restless. He surely had let the stress get to him, not even stopping for a moment. Tinkering away in the cargo bay, always working on something. To take his mind off of things, in a less destructive way than some other members of the crew. He and Andronikos hadn't been all that different, in that regard.
"Some 'Zakuul'?" He fills in, watching as the holo-image flickers to life. A man appears, completely grainy and indiscernable nearly, but scarred and with a mask over his face. Then, he fizzes out again, "They managed to pick this up?"
"Recovered from the ship's long range sensors when they sent in recovery teams about two days ago from Ilum, off some odd channel that the destroyer managed to pick up. It's not extremely clear, but piecing together the message is...concerning," Talos says offhandedly, clicking over a couple more buttons.
"Recovery teams? You mean they might have found her?" Andronikos asks, ignoring the last statement. He tries not to get his hopes up, but it's impossible not to. At some point in between when they'd left and now, that meant the Empire had managed to get people back out here to the ship. And if they had recovery teams, there was a chance they might've found Marr and Lexi.
Dead or alive, but he'd burn that bridge when he got to it.
"...Valkorion, is dead -- murdered by an Outlander who...great society." The transmission continues to fizzle out, but he's piecing together the story. Zakuul was some planet out in the far reaches of space, probably the thing that she and Marr had run into, "....assassin will receive swift and just punishment....act of unprovoked aggression..."
"What's he going on about?" He asks Talos in a moment of silence, "Who's Valkorion?"
"Your guess is as good as mine, Revel," He answer solemnly, messing with another few dials and buttons, "We're not even supposed to have this, no one outside the Council is."
"So they know Lexulle is gone?" He drags a hand down his face, a groan escaping him. Great, now there was no way out of this, "I thought we would've had more time."
"The eviction transmission came in this morning. I considered deleting it entirely but..." There's so many cogs twisting and turning in his head that Andronikos can nearly see it, as he thinks up any solution for this problem they've found themselves in. No more Defiance for a while then.
"We're about to hit Kaasian space. Yeah." He says, as the transmission returns.
"...Emperor, I can promise you this...full power of the Eternal Throne...they will answer for their warmongering ways,"
"So he's got an Emperor complex, great," Andronikos rolls his eyes. They'd had enough problems with the blasted Emperor for one lifetime. Talos seconds his opinion with a quiet response, though Andronikos can't make out what he says, "Where is this Zakuul anyways?"
"Speculation is that they're further out in Wild Space, hence the attack on Darth Marr's ship and all of the unknowns about them," Talos responds, "I believe administration was trying to keep this further under wraps, but their communications still arrived here at the ship. I believe they only discovered these a few hours ago, and then sent it to Council members."
Andronikos doesn't answer. The way it continues with the static, he's beginning to think that was all they'd managed to get from the holo. It doesn't confirm that either of the Sith are alive or dead, but he's considering taking this as a declaration of war from this 'Zakuul'. The way that he says 'Emperor' and just how long it had been since the last Emperor had gone astray, he's figuring it might be a cult on the rise. Revan's wasn't any fun to deal with, and he thinks this is one is even less. Might be more powerful but at it's core -- he still doesn't want to deal with it at all, "That it?"
"That's as far as we got last time," Talos responds, clicking a few more buttons with a little bit more force than truly necessary, "It's extremely spotty, if I can barely get this much out of it I'm sure the Imperials are doing just as well. I'm not sure what Intelligence or the Sith intend to do with it just yet. With such little information on Zakuul at the moment--"
"And the Core Worlds will burn."
Talos jumps back, as the audio grows nearly unbearably loud with the grizzly voice. The only clear thing out of the entire transmission, and it had to be the most ominous as well. It winks off a moment later, though the words are already etched into his memory. With such certainty as well, and then ships they'd seen earlier being way more high tech than anyone should really ever be having...he's maybe edging onto the idea that this wasn't just a cult. Making a jump from just being after the Empire to the entire Core Worlds, to say the least it didn't make him feel any better.
Another transmission comes through fifteen minutes later just as Dromound Kaas comes into view, this time everyone surrounding the holo with anticipation in their eyes as the sight of an Imperial officer appears in blue. He holds Malcom to the best of his ability, held together by sheer will and less sleep than was truly appropriate. Though everything is fuzzy with sleep deprivation, the words ring clear.
"Darth Lexulle Kallig has been confirmed missing in action alongside Darth Marr of the Dark Council. The current occupants of Kallig's Imperial Interceptor, code name the Defiance, have forty-eight hours to vacate the ship...."
He has a little too much satisfaction shutting off the man's drawl, and turns to address the rest of the crew before Malcom starts, "What does vacate mean? And where's mummy an' Marr?"
He hesitates. At first he can't find the words. Malcom isn't as old as the others, he'll take whatever he says extremely literally, "Vacate means we gotta go, kid. As for Lex...just means they don't where she is yet. But they're looking, which is all that matters."
He seems to accept that answer, mulling it over and making sense of it. Andronikos turns to the rest of the crew, "You heard the man. Get your things and get ready to leave."
-
He's attended a few funerals in the past, usually out in the middle of nowhere for friends that lost their lives in ship accidents. They were pretty far and few in between, but the idea that a bunk would be empty for the forseeable future always hurt a bit. Never dwelled on it long, especially after the first few times he'd had to leave a crew, but names were the hardest. Calling for someone who wasn't there anymore.
The darkest one was when he lost one of his squad members after a battle gone wrong before he'd defected from the Republic. He didn't remember much from that point, had drank himself silly first, but it was enough to put him off ever making a big fuss about anyone in his life again.
People died. That was just what happened. Galaxy wasn't the safest place for any sentient being, and you signed that contract when you joined a crew or did much of anything. Life wasn't handing out easy lives to people either. Became shoot or get shot very quick.
He could barely handle this. Sith mingling around and acting like they owned the place. He wasn't a fan of Dromound Kaas, but had only come on Lexulle's request. Somehow she'd made it less stuffy, less elitist than the times he'd been here without her.
Now it feels like he's being choked, or some gundark is using him as a footrest. He's not going to cry in front of anyone, much less cry at all. It's unbearable though, his chest tight as he runs a finger over the plaque with her name in script. Her assumed birth date and the same day they'd had to leave her is just below it.
They'd given Lexulle and Marr a memorial. A service of some sort. Marr had gotten one in the military district, surely to pay homage to his service to them. Apparently that's what he'd done, and he'd been good at it for as long as he was alive. He had to give it to the man, he'd done nothing but be a leader, and Lexulle had looked up to him, trusted him too. Safe to say the man had earned his respect a long time ago.
Lexulle's wasn't as populated, though was in the cultural district. People had surrounded it with flowers of all types, though the more popular color was a deep purple. Jungle plant, one he'd seen while wandering around with her. For as much as she did with ghosts and stuff, not to mention the fact she'd killed another Darth for their seat, he would've figured the Sith would've put her somewhere less desirable. Yet, it was a proud memorial with a statue going up in a few months. Nothing as large as the one in the Colossus, not even one as big as Marr's, but with the plan sent to Ashara, he'd like to think she'd be proud of it. Even the cult from Nar Shaddaa had sent both Rylee and Destris to put offerings around it, and not a single coin went missing as far as he was concerned. People respected her, less because she was Sith and more because of who she was, more than he'd thought with the way she spoke of the Empire. Maybe because she was less 'stab first ask questions later' than he'd thought.
Malcom had made it so that he would bring her flowers everyday with the money Lexulle had left for him. His mother had left him a hefty sum of money, labelled with detailed instructions for someone who would be with him after she was gone. He and Ashara had gone over it plenty of time, nearly eliciting tears from him. She knew she wouldn't be around forever, and from the sound of it she would've accepted it wholeheartedly. Andronikos couldn't find a reason to decline the boy's request. It was the only way he knew how to handle it all, how to cope with everything. No three year old should've had to suffer the way he was, but he did his best to take it in stride. It was too much to ask for him to stop crying at the funeral, they had all shed plenty of tears that day.
He felt so hopeless walking into the apartment, Malcom sleep and stuffy-nosed from crying most of the day. Much as he didn't want to say it, he was going to be looking up to all of them to help him, introduce him to the world. He couldn't help it if Malcom saw him as a father figure, and would probably have to take it no matter what.
He couldn't help but wonder if like Kallig, she'd come back as a ghost. Given, no one except for Khem, Ashara and Xalek were force sensitive, but it didn't seem that impossible. She'd come back for her son in the afterlife, he's sure. Not by his standards, at least. Maybe that was just a copout so that he'd feel better,but still wanted to hope she wasn't really gone. That all of this was just a really bad dream he'd wake up from in a couple hours.
Ashara didn't bother sticking around that week. First she went back to the Sanctum, clearing out Lexulle's things and taking on what she could. He barely saw the Togruta those first couple of days as she buried herself in Sith affairs. Xalek followed her, but he couldn't see the Kaleesh actually handling any amount of paper work. Not to say he couldn't, but that he most likely wouldn't be amused by the thought. Talos was all too happy to stay locked away in his personal quarters or wherever the Reclamation Service met during the day, though he often returned for meals. Khem didn't have anywhere to truly go, so he acts as a protector of sorts. Not nearly as talkative as he once was, but Andronikos is glad he's here. He's less likely to be jumping at shadows with the Dashade lingering around every corner.
The apartment grows more and more desolate by every passing day. Ashara rarely visits anymore, Xalek is learning under someone else now. Talos...Talos chose to be anywhere other than the apartment. It's just him and Khem, and more often than not, just him. Only him to watch the rain fall, to try and get Malcom to eat anything. To even teach Malcom. Though he is Lexulle's son, it's more difficult to try and get him into an academy without the Force backing him. He's told to watch for the signs of budding force sensitivity, levitating objects without knowing it, breaking things without explanation. Andronikos doesn't understand any of that mess, so he takes it upon himself to get Ashara to find him some holonovels on Sith and whatnot.
Malcom isn't interested in learning about Sith anymore. Where most boys were (apparently) interested in the military, Malcom wanted to be part of the Sith Guard as soon as he heard about it from his mother. Now, all he wants to do is find a way to fix Lexulle's lightsaber and then find her. No dreams of schooling, of the Guard, of anything else. Just Lexulle.
There's only so much he can do to keep Malcom from asking questions he can't answer. As much as they visit the memorial and Malcom talks circles with the plaque, after a few months he isn't satisfied anymore with just bringing flowers. Andronikos tries to comfort him, but the three year old is beginning to gain a sense of dissatisfaction. Real anger even, and he finds himself blaming the Empire, Zakuul, even the Republic at one point for taking his mother from him. Andronikos knows how to deal with adults, can say to take leave and deal with themselves before coming back aboard. But Malcom is nearly four, and he desperately needs someone to be there for him as he figures himself out. He throws fits here and there, confused why the stars would take his mom and why no one else wanted her back but him. He struggles to try and explain that everyone else was under the impression she'd been killed by Zakuul, but Malcom doesn't want that for an answer.
Had he been any older, he was sure the boy would go stomping up to Intelligence headquarters himself and get answers that way. The kid was stubborn, just like his mother, and wouldn't take any old run around for an answer. Admirable, yes, but terrifying in practice. He's beginning to think it's a good thing he isn't force sensitive, or he and Khem would have their hands much fuller than they did already.
He finds a little cargo ship off Hutta sometime before Malcom's birthday. It's not top of the line by any means, but Andronikos isn't about to complain about it. Enough to hold him, Khem and Malcom comfortably enough. He knows somehow that he isn't sticking around Dromound Kaas much longer, doesn't plan on being tied to a single planet. Fixes it up to at least be able to fly the galaxy, give the kid a taste of the worlds beyond the Sith home. Maybe he'd find an interest in culture, like his mother did. Anything to get his mind off the memorial being his home. Anything to keep him from growing up in someone's shadow.
They celebrate his dim fourth birthday days before Zakuul attacks the Core Worlds. He'd managed a cake from a bakery nearby, had even bought a blaster he could have when he was old enough not to shoot his foot off. Dipped into his own savings for the newest model from Czerka, bright red and rapid fire. He'd been grateful, as grateful as any kid could be for something he couldn't use yet. Figured by the time he was ten, Andronikos would take the kid out somewhere in the jungle and steady his aim. Sarcastically, he reminds himself these are really things his father should've been doing with him, as much as Lexulle talked about his blasters and how well he used them. He hadn't heard much about Theron, probably because he did work in SIS, but he's beginning to see his traits in Malcom, his eyes becoming more hazel as the years wear on, his hair and just in his face as the baby fat begins to recede. A few shades lighter than Lexulle, but it's clear enough to him who's son he is.
He's just finishing repairs on the ship he comes to name the Sky Prince, a nod to his last ship and the boy who's opinions are only getting firmer by the day, when it's said ships are appearing in the atmosphere. Andronikos doesn't stick around to figure out what the hell is going on. It's nearly too late to get out of the system, but within the day he's got their meager supplies packed up and ready to leave Dromound Kaas. He heads for the Outer Rim first, correctly he guesses they're after the main worlds first. They drift for a long time, the news only growing more and more grim as the war with Zakuul wears on.
Rishi is their home for a few months. He celebrates Malcom's fifth birthday in the company of pirates, unfortunately. For that alone, he unloads a blaster and shows the kid how to aim and shoot, in case someone decides to take him as easy pickings. The kid is still missing a lot of knowledge that Andronikos wasn't able to teach him, but he knows his numbers, most Basic, some Huttese and a few phrases in ancient Sith. Knows enough to get to a market and back. For as much as this was sprung on him, Andronikos doesn't think he's done half bad. He's more talkative than he once was, though still oddly clingy to him. The parenting holonovels he'd been recommended by the Academy are worn from front to back, and he still can't fully understand everything about kids. Novel assumes it's because he lost his mother so early on and is trying to find an emotional replacement of sorts.
The Empire and Republic fall quick to Zakuul. He doesn't know all the little military details and doesn't bother himself with getting tangled up in them again. He isn't ready to stress about that again. Other than the occasional wild animal tearing up the small house, he, Malcom and Khem manage to fall into a routine. Andronikos still keeps an eye out for any budding force sensitivity, but he doesn't bother trying to force Malcom one way or another. Once he's tall enough, he keeps the double saber on his belt with a makeshift holder. He doesn't know what the kid intends to do with it, but if it made him happy, he couldn't stop him.
Six years old is met with Zakuul tightening it's grip on the galaxy. Suddenly, Andronikos finds himself having to use old contacts and the black market for supplies again. Both Dromound Kaas and Coruscant have essentially been blockaded, so trade routes are closing down. Getting anything done becomes difficult, and there are a lot of days that Andronikos has to go hungry in order to get Malcom anything. As much as the kid tries to get him to have half of anything he's found, Andronikos can't find the willpower to. Star Fortresses go up in that same year, above Voss, Belsavis, Nar Shaddaa, Alderaan, Hoth and Tatooine. What they did, well, Bothawui very quickly answered that question. He wasn't a fan of most of the planets on that list, but he did curse for Nar Shaddaa. That planet was the key to getting much of anywhere in the galaxy, and most of the black market dried up because of it.
Seven years old is when he gets a haircut. Seven years old is the unluckiest year Andronikos has, Malcom going missing at nearly every turn. He uses a blaster for the first time, and while his aim needed to improve substantially to be much of a threat, he manages to get a buff pirate off his back. After that, Malcom isn't so brave anymore, rarely going out by himself and mostly slicing himself into a coma. Andronikos doesn't know where he picked up the skill at, but he's managed them a fair amount of money from that alone, and it keeps him out of trouble metaphorically. Credits have finally dried up, and he isn't willing to dip into Lexulle's fund just yet. They move back into the Sky Prince, and they fly under the radar for a couple months. It isn't pretty, but it's manageable for the time. Khem absentmindedly makes a request to stop somewhere with Force users, as if the small populace on Rishi wasn't enough for him. He tries not to argue with the Dashade, entirely aware of what he could do if Andronikos makes him angry enough.
Eight is when Malcom decides that he doesn't want to be there anymore. Eight is the darkest year for Malcom, almost five years after he lost his mother. He's angry at the world, angry at the whole galaxy. He's growing up, and with everything he's seen, everything he's lost, Andronikos understands. He lost his meager family, he's under the impression his real father didn't want him, and he's still grieving over the loss of his mother. Ashara's left, Xalek is gone somewhere, and the last transmission he got from Talos was a year ago. Malcom has still never referred to him directly, but the emphasis on real father gets him thinking a bit. It makes him think that maybe he does see him as a father figure. Given Andronikos doesn't want to have that conversation yet (there's a lot Andronikos doesn't want to talk about yet), but he can't hide everything from Malcom for much longer. He asks one day if he knows his father, and why he couldn't have been here for him.
That puts a hole in his heart. He wishes he could answer that, but he abides by Lexulle's last wish. If she didn't want him knowing, didn't want him on a wild goose chase, he could live with that. Malcom doesn't resent him for his lie, only making the note that he feels like he can only trust Andronikos.
That hurts. Not him, but for the fact he feels that alone that he says he's the last person in the galaxy he can trust.
He's almost nine when there's a stir about Zakuul, about the so-called Outlander being pulled out of carbonite. A week before he turns nine, he gets wind of a new Alliance being built somewhere out in the Unknown Regions. Most informants don't know much more, and he's not about to go to Acina for answers. He and Malcom don't do much for his ninth birthday, but he has his suspicions about the Outlander. The first time Andronikos hears him mention he thinks it might be Lexulle, he tries to let him down easy. He gives up for a bit, but he's stubborn enough to say it again, louder the next time as they go about their supply runs. As much as Andronikos wants to support him in that thought, he can't find any hope left to do so.
For the most times in his life, he has so many 'I don't know's to answer to him. He's clueless on this new Alliance, and Malcom is aging into someone else. Hateful, no, but he wants revenge. He's a spacer, knows the ins and outs of the black market and gets in and out of places Andronikos really doesn't want him in to begin with. But he's happier than he has been in years (maybe that's too strong of a word, the kid's never particularly happy), delving into the holonet and learning to slice and repair things. His focus isn't Lexulle anymore, it's on surviving and improving himself.
Andronikos has done it before, but when Malcom comes back with a new find for the first time, holocom lit with more zeroes than he's seen in years, he finds himself ruffling his hair and saying 'I'm proud of you'. It's not the first time, but even he can feel how much paternal love there is behind it. His hazel eyes widen, and hugs him. A toothy grin on his face as he promises more soon, he smiles himself.
He goes by Malcom Revel for a few years. Kallig wouldn't get them anywhere, is his reasoning for no longer officially using his mother's surname.
He's done an okay job. He just hopes Lexulle is proud of who her son has become. Bitterly, he wonders if Theron would be too. Where he'd be interested in getting criticism from Lexulle, he wouldn't want a word out of the SIS agent.
It's exactly twenty three ATC, late that evening when he and Malcom start their first raid on an Eternal Throne ship. A few other pirates have helped to assemble a crew, and Malcom leads them through it all, sitting upside down in the cockpit on the ceiling with zero gravity on. With how successful it is, he's beginning to think the kid might have a future in Intelligence.
He's proud as hell of him.
23 ATC. UNKNOWN REGIONS. 22:00.
#swtor#star wars the old republic#star wars#shan#theron shan#female sith inquisitor/theron shan#female sith inquisitor#andronikos revel#female sith inquisitor/andronikos revel#lexulle kallig#malcom ngani kallig#malcom ngani shan#swtor oc#oc#original character
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When relevancy goes too far
Relevancy is a bit of a complex topic the more you think about it. How far do you push it? Which parts of a story are needed to know the other? How should something define the follow up? These questions have widely different answers depending on the person and especially depending on format.
Hell, if you wish to nit pick it further, even the series in question is a factor. Some series’ thrive on whats done while others drown in their own scripts. I believe Kingdom Hearts is one of the latter.
That said, I am not someone who hates KH’s expanded stories simply for existing. The “side games” in of themselves aren’t bad nor is the idea of using such things to expand a world. The same could be said for game novels or comics in my opinon.
However, these things can be a slippery slope or a lazy exist. For example, Assassin’s Creed threw out it’s whole Juno arc into a comic just to get it out of the way which completely shattered my investment.
In turn, Nomura himself isn’t at fault for as much as we bash him for. Something he’s admitted himself as seen here;
So, the new Days is one of the three titles announced in the Autumn of 2007 as new projects in the KH series.
Nomura: Those three titles were all announced at the same time, but in reality the opportunities for the projects were raised in a disjointed way. Birth by Sleep is a project that was raised within our company, but Days is from Nintendo, and coded is from Disney, so we started by talking to each of them.
-source <--Link btw
And anyone that’s read interviews out of curiosity will know that there’s also factors like how ‘Birth By Sleep’ was shifted from PS2 to PSP or that ‘Chain of Memories’ wasn’t a planned title either. (seen here)
So if these things aren’t inherently bad or planned that begs the question of why it’s a problem here? At least in my opinion of the series.
The answer is simple and it lies solely on Nomura’s shoulders for it as a fault, relevancy. The man goes out of his way to make each and every game, concert, or otherwise is attached to the series in some meaningful way going forward.
Naturally, any expanded media is tied to the main narrative in some way. I know this, I am not that foolish. The problem is that Nomura makes them plot relevant going forward.
These titles can’t be true “side games” because they dictate the story going forward in some way. It’s for this reason the more radical fans hate to hear the terminology “side game” to begin with.
This problem was especially bad for years because of how spread out the series became among other gaming systems. And while some like to say it’s fine now due to the collection discs I dont think this will last long given the “phase 2″ images released for KH’s near future.
Hell, I’d even argue this problem isn’t even fixed in truth because the current KH story involving Foretellers, Luxu, and so on is all things spun from a mobile game. Yes, you have to sit through scenes on YT or play a mobile game to fully grasp that cat creature (Chirithy) you saw in KH3.
Naturally, it’s much easier to watch the scenes on YT these days but that also feeds into the loop of not paying for the game itself. I personally see no issue with it but companies are much worse in recent years for shutting down Youtube channels over loose definition of “piracy”.
No game series is worth several consoles. Of course, I’m just speaking from experience, with KH now on the Xbox this may be a moot point in a few years.
I am rambling, off track, lets focus. “Why is this an issue?” is what you’ve read this far for me to explain. The biggest issue with this poor decision making is how it harms the main narrative you’re telling.
For comparison, look at Sora in KH3. He’s often confused by people he doesn’t remember meeting or events he doesn’t remember nor took part in. This is roughly close to what it would be like for someone that’s only played KH1, 2, and 3.
Sora has that same level of insight including what he was told about others like Roxas or Aqua but other characters in-game. This feeds into KH’s misconceived air of complexity.
Kingdom Hearts, as a story, isn’t that complex. It has deeper themes it throws to the wayside but it is easy to follow if you play most games in some form. This ties back into how the series was handled up until the PS4/KH3.
Ever want to know who Roxas was in KH2? Well you had to play Days or you can sit through that horribly boring 3 hour movie on the Remix disc. Even then, the Roxas you see in Days wont be like the one in KH2.
Wish to know who Xehanort was? Play Birth by Sleep! All three campaigns with little variance. Then once you’re done get ready to sit on YT or download a phone app and play Kingdom Hearts Dark Road.
The Foretellers, Luxu, or the Master of Masters? That’s another set of hours, if not days, with the KH Union X Cross, KH Dark Road, and should you choose you can even watch the Back Cover movie which answers nothing at all but shows you the Foretellers in Kh3 graphical glory.
You wish to know how Namine knew who The Lingering Will was? Well dig up a fan translation of a script the Japanese voice cast read for a music concert event. (yes that happened)
You can see where this is going I assume and this is just scratching the surface by the way. You wish to know the finer details like Keyblade types, the inconsistent time traveling, “recompletion”, and so on then be prepared to read word of god interviews, in-game dictionaries/journals and always be ready for a few to change.
Whether it’s a true retcon or just an ambiguous statement, the series is ongoing, Nomura heads the ship, and he is by no means obligated to stick to previous statements if he can make a new one to alter those events.
Then again, holding too much weight in words said outside the game itself is a faulty way of doing things that most fans (like me) have fallen victim too at least once.
At the same time, all of these things are relevant by Nomura’s decision. Sure, the remixes have fixed this to a degree but it’s anyone’s guess for how long. Better yet, at what cost did the remixes fix anything?
The best example of what I mean is Coded. It was originally a game for phones. At the time, only Japan had a phone capable of playing it. Feeling that a shame the game later found it’s way to the DS for all fans to play.
At this point in time Coded was the only true example of a “side story”. It was by no means necessary. The whole datascape plot was more convoluted than it needed to be despite data!Sora being far better than the original at this point, and easy to miss.
But...well that was good. The DS version of Coded was fun as hell to play. The only version of the “command deck system” I’d consider worth any semblance of praise. It did it’s job of getting some level of fans invested such as my friend @blackosprey and it’s story was missable.
You did not need to play Coded to understand Dream Drop Distance or further. This was perfect. This is what games like Days, KH Chi/UX, 0.2, and DDD should’ve been.
Games that reached out to grab new people, games that played around, and games that expanded on the main narrative without dictating it’s direction. A side game is something that exists alongside or outside your main story.
However this isn’t what we got. 0.2 A Fragmentary Passage was a short sequel to BBS but also a pretty tech demo for KH3. Dream Drop Distance was there to show the real Sora that people needed help and to show us that Xehanort was back.
KH Chi was a browser game meant to show the Keyblade War and how it shaped Sora’s era. Now it’s an ongoing curse on the series with time traveling plot that affected KH3 directly.
Coded was made into a movie you needed to sit through thanks to one small newly added scene. Days lost many small interactions it’s fans loved in the transition to a movie that is hard to sit through.
I’ve also heard KHDDD and 0.2 were “shaved off” KH3 in a sense to be their own titles...this...this makes so little sense.
Nomura calls KH “Sora’s story” but this is a lie. If it truly was Sora’s story then your main narrative would be BBS, KH1, CoM, 2, and the original combined form of KH3. That’s the titles he’s relevant, those are the titles he stops Xehanort’s plans.
These other titles could’ve been so fun but none of them were truly allowed to breath and be themselves. They were weakened and limited by Nomura deciding to prop the ongoing story upon them like they’re stilts.
Then as a result you can’t close out KH3 without resolving all of these other events and characters which drags it’s own story down. KH3 feels all over the place because it is. It’s trying to tie as many knots as it can from threads created in titles that were way more relevant then they needed to be.
Kh3 can be seen as a clean break for many but I see it as a matter of time. KHUX and now KHDR are still there casting a shadow, dictating what comes next. Melody of Memory is one of several games planned for an unknown but hopefully more thought out direction.
I worry I haven’t explained what I meant well enough but moral of my story is that making things too relevant hurts not only your main story but these new stories you wish to explore.
You can’t have a story and it’s cast breath if you’re tying a knot of mythos too tightly around their necks and this is a tragedy to me. KH began life with such potential but it constantly holds itself back because so few entries into it’s story are truly just an entry.
And I am not saying games can’t follow up one another nor that they shouldn’t. What’s needed is a clear idea and some breathing room. A good example would be to save people in Days with the game DDD. DDD could’ve wiped away some clutter to focus on the final Xehanort battle in a sense.
Nomura has a huge problem with wanting connectivity without letting games be connected by the name alone. It’s like he wants to do the opposite of what Final Fantasy has done but to detrimental results.
This harms so much but worst of them it hurts development. Because Days was made so important, we had a movie made. Because Coded was elevated, a movie was made. Because the keyblade war was so popular, Union Cross was made.
The Remixes would’ve been better to consolidate lore not waste time trying to appease every whim. KH’s relevancy is a huge problem and I doubt it’ll stop any time soon.
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Community Values, Guidelines & Rule Enforcement
Community Values
Queer Your Game is an international multi-game LGBTQIA+ only gayming community. We aim to provide our Gaymers with a protected cross-platform environment where we can all enjoy ourselves, meet new gay™ people from all over the world and gayme together safely. Queer Your Game welcomes all sorts of Gaymers regardless of gender, race, religion, nationality or level of skill.
Our community is live on Discord and you can join us today!
We expect everyone to behave responsibly, kindly and respectfully toward one another across all platforms and games.
The following guidelines are not exhaustive and we reserve the right to change and amend them as our community grows and we learn. We’ll let you know when we do, but we expect all of you to read them, accept them and abide by them.
One last thing, safety is our main concern and to that end, we are offering a moderated space.
You are the heart of this community. The way you behave is the way we all behave and your integrity is our integrity. If you see someone that needs help, if you witness something that’s against our guidelines or just plain wrong, say something. Do something. Tell a mod, alert us on social media, stand up for your fellow Gaymer as you would like your fellow Gaymer to stand up for you and help.
Join Queer Your Game 👉 http://bit.ly/QYGDiscord
Community Guidelines
Queer Your Game is an LGBTQIA+ only community. What does that mean? Well, it means that if you are cisheteroromantic AND cisheterosexual then you can’t be part of this community. We appreciate that you consider yourself one of our cishet allies and we understand that you might have a spouse/partner, family members, friends and acquaintances who are LGBTQIA+ that you care about and support. However, due to the nature of the gaming community at large, we wish to keep QYG open to LGBTQIA+ folks only. PS: If you are cisAromantic and/or cisAssexual and you consider yourself Queer, we welcome you.
Our community guidelines must be respected cross-platforms. You must also abide by the community guidelines and terms of services of the platforms you are using. On Discord, you must respect Discord’s guidelines, on Twitter, you must respect Twitter’s guidelines, on Xbox, you must respect Xbox’s guidelines, etc.
Queer Your Game is not yet a corporation but we will abide by the Digital Millenium Copyright Act (DMCA), the European Union Copyright Law (EUCL), the General Data Protection Regulation (GDPR), the World Intellectual Property Organization Copyright Treaty (WIPO and WCT) and the World Trade Organization (WCT) on copyright and intellectual property. If the copyright and IP organization of your region isn’t mentioned here, please know that if we are contacted by them regarding copyright and intellectual property transgressions by our users, we will consider their inquiries just as seriously as those from the organizations mentioned above.
While we are on the subject of copyright and intellectual property, it’s important you remember that we consider fanart and derivative work to be fair use. Fair use is a right, don’t let anyone else tell you otherwise. Using culture to express yourself and create your own representation is something that we at Queer Your Game actively encourage.
Reposting original art, derivative work, and fanart as your own without crediting the artist or appropriating art, derivative work, and fanart is forbidden. If we find out that you are stealing original art, derivative work, and fanart from the artists in our community—whether from Discord, Tumblr, Twitter, or anywhere else our users are present—for commercial purposes, you will be reported to said platforms, to the relevant authorities, and you will be immediately banned from Queer Your Game. Forever.
The sharing and/or promoting of illegal activities and illegal materials, like piracy, copyright and intellectual property infringement, betting and gambling, pornography, pornography involving children/animals/violence, political parties, etc. are forbidden in our community cross-platforms.
Please don’t use the community Discord and other platforms for your advertisement of any kind, unless you are affiliated with Queer Your Game and/or we have given you permission to do so. Yes, that includes charities and fandom projects. Do not ever ask for money or promote your Ko-fi, your Patreon, your PayPal, your Kickstarter, your IndieGoGo, etc. unless you are affiliated with Queer Your Game and we have given you permission to do so.
Remember when we said that your safety is our main concern at Queer Your Game? That starts with keeping your personal information secret. Do not ever share your personal information in our Discord Server or publically on our other platforms. If you want to share your personal information with a fellow Gaymer, add them as a friend and share what you wish to share via private direct messages.
Nobody at Queer Your Game, Admins or Mods, will ever ask you for your personal information in our Discord server—unless you are in the SOS channel and you are requiring immediate IRL assistance, and we do mean life or death situations.
If you are caught sharing another Gaymer’s personal information, you will be banned. If you obtained that information illegally, we will report you to the authorities in your country of residence.
To become a part of our gayming community you need to follow our application process. We do not allow Gaymers to have multiple accounts—especially if you have been kicked or banned and you’re trying to trick us into adding you again. Don’t do it.
If we catch you impersonating another Gaymer, you will be banned and reported.
By the way, don’t use offensive usernames. By offensive we mean insulting, discriminatory, violent, sexual, etc.. Oh and don’t copy another Gaymer’s username either.
We are running an 18 and older Discord server and we don’t mind you discussing all sorts of topics, including sex. I mean, we’re gay. It’s okay. Just don’t be inappropriate. Don’t link to porn, under 18 content, illegal content, or you know, all the stuff we already mentioned above. Don’t upload under 18 or NSFW content in the chat, don’t use porn/violent/discriminative GIFs, don’t swear like a sailor, don’t spam.
Using our community Discord for sexual acts or intercourse, the promotion of sexual services and the exploitation of children is prohibited.
We will have zero tolerance for Gaymers who bully, harass, verbally abuse or berate other Gaymers in-game, on Discord or any other platforms Queer Your Game is on. Hate speech is not okay. Do not promote violence against anyone, especially other marginalized folks. If we catch you bashing on someone, alone or in a group, you’re done.
If you have a disagreement with someone or you’re getting upset and you feel like lashing out, find a Mod, take a break. If you can’t manage what’s going on in the moment, walk away, send us an email or DM us. Criticism should always be polite and constructive. In fact, one of the mottos we use in every aspect of our work at Queer Your Game is “To be a voice of criticism, be a force of proposition.” It’s good advice; you’re welcome.
Trolling in-game, on Discord and other platforms Queer Your Game is on is unacceptable. Don’t ruin the experience of other people. That goes for spoiling. Whether it’s about a game, a movie, a book, a tv show, just don’t spoil, okay? Now, we know some of you will want to talk about every bit of spoiler and juicy news out there so we made you a channel on Discord.
In-game, we expect you to show fair play, to win with dignity and lose with grace, and to support your fellow Gaymers and teammates. Cheating and hacking are prohibited. Respect in-game rules and codes of conduct. No friendly kills, no awoxing, no spawn killing, no stealing from other Gaymers, no destroying other Gaymers property. Oh and no botting.
Raging is a no-go. Don’t rage quit, don’t yell at your fellow Gaymers, don’t insult people, don’t swear excessively, etc.. If you can’t handle what’s going on in-game, if you know you’re going to lose it, walk away. It’s that simple.
Cooperation and support are promoted within Queer Your Game. We like transparency and we think that champions, raid leaders and more skilled Gaymers should lead and help and teach and theorycraft and strategize and all the good things that can advance their fellow Gaymers, their own teams, parties and guilds of Gaymers. Just don’t go around sharing all of that on social media unless it’s made clear that it’s okay or you’re the person who came up with it.
At Queer Your Game we consider ourselves proponents of social justice and equal rights. We also know what a lot of social media platforms and communities refuse to acknowledge: tech and media are not neutral and no community or person is apolitical. While we encourage conversation and we understand that nobody’s perfect and no content is unproblematic, we want everyone to have the opportunity to enjoy the diversity of our community as they have fun, share, learn, educate themselves and grow. We expect all Gaymers to be on their best behavior. If you witness any of the following behaviors, report it to a Mod.
Racism, anti-blackness, xenophobia, white supremacy, Islamophobia, antisemitism, cultural appropriation, and bigotry will not be tolerated.
If you’re a transphobe or a TERF, don’t apply. We don’t want you. We also expect Gaymers to respect their fellow Gaymers’ pronouns. Misgendering will be sanctioned.
Sexism and misogyny won’t be tolerated. If you’re a white feminist, we don’t like you either. And if you don’t know what that is, we encourage you to check Google.
Ableism, food-shaming, fat-shaming, and all physical discrimination or belittling are rude and forbidden.
Don’t police, gatekeep, etc.. We have Mods and Admins, and we have guidelines. Your judgment of others is not required nor welcome.
Threats, incitation to violence and self-destroying behaviors, and any activity or conversation that could lead to your physical or emotional harm are completely forbidden and will get a Gaymer banned.
Suicide stunts or self-harm for attention-seeking, entertainment, or bad jokes will be sanctioned.
We have created an SOS text chat and voice channel on our Discord. Our intention is to provide a safe space for any Gaymer who would find themselves in a sudden and terrible struggle. If you are in danger, if you are in crisis, if you are experiencing a medical or mental health emergency, etc., anything that would require immediate assistance, you can, if you choose to, go into the SOS text and voice channels.
We want to make it clear that, even though our Moderators are notified that if they are alerted or see a Gaymer in an SOS channel, they should immediately check on them, we cannot shoulder the responsibility of your well being and your safety. We will not offer professional and trained support even if some of our Moderators and Admins could be trained professionals. For now, we can only provide you with a safe space and common sense help if we are able. We will call the police or an ambulance if you need them and we happen to be able to. We will stay with you if you require a presence. We will help provide you with crisis helpline phone numbers if they’re available where you reside so you can seek the appropriate help.
Please don’t abuse the SOS channels. We cannot stress enough that this specific gesture is a way for Queer Your Game to show you in action that we care. We are not in any position to be responsible for your safety and/or your well being and we do not make any promises of trained support or life-altering actions. Therefore Queer Your Game—as private individuals or as a corporation—is not liable for you.
Rule Enforcement
Queer Your Game is a moderated space, on Discord, on Social Media, in forums, and in-game. We have Moderators, Admins, and Super Admins.
As a moderated space and community, Queer Your Game does, in fact, exercise a certain censure as described in our community guidelines. We reserve the right to change them, although we will let you know when that happens.
The appreciation of your violations and of your behaviors remain up to the discretion of our Mods, Admins and Super Admins. You can appeal a sanction, a temporary kick or ban, a definitive ban, etc. by emailing us at [email protected]. The decision to maintain, alter or lift your sanction(s) is also to the discretion of our Mods, Admins and Super Admins.
The offense system is as follows:
You can get warnings of different gravity in-game, in Discord chat or voice channels, in your mentions and in your DMs or PMs depending on the platform you commit your offense on.
If warnings don’t have an immediate impact on your behavior, you can be asked to a private conversation with a Mod, an Admin or a Super Admin on Discord.
A small offense will get you an email, a DM or a PM, possibly a temporary time out or kick, most likely a private scolding and a mark on your account.
A serious offense will get you the same treatment as a small offense, a definite scolding, a kick or ban for the length we deem fit, and you will lose your status in the community. When you come back, you will have to go through a return interview and you will start fresh as a Padawan Gaymer on probation.
A grave offense will mean your immediate kick from our Discord and a ban will be decided by our team of Mods, Admins, and Super Admins. You’ll receive an email informing you of your ban and our definitive decision.
We may ask for your opinions, thoughts, and ideas in polls and voting events.
We at Queer Your Game think strongly about the ethics of our project. We believe in transparency and in taking in different perspectives. To that end, we regularly consult with outside professionals in different fields and we are in the process of recruiting different individuals for our reference and sensitivity group.
Join Queer Your Game 👉 http://bit.ly/QYGDiscord
#GaymersUnite#QueerYourGame#QYGAbout#Gamers#Gaming#Gaymers#Gayming#GamingCommunity#Video Games#LGBTQ Games#LGBTQ Gamers#Queer Gamers#Trans Gamers#Women Gamers#Community Guidelines#LGBTQIA+#LGBTQIA
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Best albums of 2019
I am a strong believer in belated music lists. Hindsight! The past year was stressful for me even before COVID-19 broke, and my favorite music was on average noisier and more irritating than usual. I find comfort and excitement in a mischievous sensibility; if music as chaotic and unpleasant as Jpegmafia’s can hold together, maybe there’s hope yet.
1. 100 Gecs, 1000 Gecs
I’m addicted to everything that I see, yeah! Including screamo death growls, Auto-Tuned cackles, comically heavyhanded drops, pop-punk bangers in disguise, secretly tender love confessions, insanely catchy hooks, and flimsy guitar trash. This marvelous album throws every absurd pop trope of the past decade into a kaleidoscopic blender, spitting out a misshapen musical wind-up toy that never stops exploding and recoagulating, falling down a flight of stairs and revealing a new ghastly face with each bounce. Taken as some musical equivalent of shitposting by writers who think irony and sarcasm are the same, it’s a pop mindfuck that computes emotionally, as awkward kids and/or evil spirits of chaos Laura Les and Dylan Brady make their voices big and ugly and demented because that’s how they feel. Anyway, shitposting is its own species of rock & roll.
2. Taylor Swift, Lover
To be straight is for experience to confirm expectations. Taylor Swift has written about the delight of watching fantasies fulfilled (“Today Was a Fairytale”), renewed (“Begin Again”), or constructed (“Wildest Dreams”). Even when putatively rejecting conventional heteromance, she also sneakily reconstructs it by using its same vocabulary (“Speak Now”). Her best songs address not just desire but the stories we tell about desire, the moments when dreams and reality converge. But Lover is the first time she’s written about the delight of watching experience surpass expactations, the moment when fantasies are gleefully, unexpectedly discarded for something better (“I once believed love would be burning red, but it’s golden” is a lyric whose emotional force requires no familiarity with her catalogue). It radiates calm, a long exhaled breath after years of drama. She made a monogamous maturity move her queerest album, and the colorful electronic beats sound so pretty in the afterglow.
3. Lana Del Rey, Norman Fucking Rockwell
A quietly hysterical collection of observed Hollywood singer-songwriter fictions, played on the piano by a glamorous lady of the canyon who has just shooed guests out of her shag-carpeted parlor and drawn her nicotine-stained curtains after watching California tumble into the sea. In the same year hating boomers became mainstream, the year’s most critically acclaimed album was also a tribute to the most boomerific of rock critics. Greil Marcus, of course, whose taste has never before been so exquisitely pandered to, and I think that’s beautiful.
4. Blueface, Dirt Bag
Blueface doesn’t rap off beat, it’s the beat that can’t keep up. Or as Blueface himself puts it: “I’m literally talking in this bitch and it’s still knockin!” Or as Greg Tate puts it in “The Persistence of Vision: Storyboard P”: “At moments of revolution in artistic form, innovation frequently involves discarding flashy displays of technique. The reduction of ostentatious moves in favour of subtler ones is often read as laziness or limited ability (Flyboy 2: 86).”
5. Jpegmafia, All My Heroes Are Cornballs
Jammed up by jerky segues and pauses, constantly shifting to the next random thing in an endless procession of abrasive diversions, this experimental rap clusterbomb fashions a music of dynamic impatience, wrenching ugly harmonic convergence from the splattering of keyboard doodles, industrial crunches, electronic glitches, roaring guitars, death-factory sirens, repressed shrieks, goopy fusion keyboards, smears of electronic color. Jpegmafia’s rhymes compute mainly as yet more barrage, more proper nouns competing for your attention, but there’s a mischievous energy in his voice that adds a crucial smidgen of humanity. If this music seems the product of online information overload, it’s also the sound of working in the gig economy and/or the service industry, where “directed attention fatigue” has become a cautionary buzzword. My headaches feel like “Rap Grow Old & Die x No Child Left Behind”.
6. Otoboke Beaver, Itekoma Hits
Hardcore punk as hardcore comedy. Rage channeled into hyperactivity. Gnarled riffs and howled tantrums played at violent speed. Keening voices letting loose because they can’t hold the noise inside. Tension and release games crammed with sonic jokes. Tempo changes and dynamic jerks that seem tokens of the band’s impatience but in fact work as tension-building devices, with explosive kickback later--or now! Dissonance as byproduct of acceleration. In the playful intricacy of their group shout-singing I hear the Raincoats too. Angry giggles. Boom!
7. Kim Gordon, No Home Record
Lacking the guitars of her former bandmates, she threw a wall of synthesized barbed wire around some of her meanest basslines ever and made something unprecedented, for her and Sonic Youth--electroindustrial, basically, riding a bass rumble so deep it overpowers the music. The spoken pieces here (“Don’t Play It”, “Cookie Butter”) initially recall her willful avant-filler on A Thousand Leaves and NYC Ghosts & Flowers; then you notice how much more brutally these tracks bring the noise.
8. Kankyo Ongaku: Japanese Ambient, Environmental & New Age Music 1980-1990
Billed as ambient but sprightlier than the aesthetic that term suggests to an American audience, this two-hour set captures a moment in Japanese music history when the influence of Erik Satie and John Cage intersected with new ideas about architectural acoustics, inspiring a craze for minimalist electronica designed to peacefully fill a space (as in-store music for Muji, say). Lent contemporary relevance by the influx of chill lo-fi hip-hop beats to study to as well as the vaporwave-derived fascinations with banality and nostalgia, it’s considerably more beautiful than those lineages would imply, as tranquil and friendly as a book of nature poems. These pieces abound with cute tunelets, yet derive their spacious charm from nonmelodic elements--bells, pitched percussion, and the recorded outdoors: running water, chattering birds. Unlike most ambient music, they are not self-contained; when played outside, the synthesizers merge with the sounds of the city.
9. Teejayx6, The Swipe Lessons
By styling himself as an expert scammer, Teejayx6 invents a new internet-era edition of gangsta macho: he’s a master criminal, king of the deep web, fluent in cryptocurrency, relying on his wits to stay ahead of the online piracy brigade. Don’t cross him, lest he steal your grandmother’s social security number. Over darkly stylized beats, his chattering, perpetually surprised flow enters a realm of formal delight accessible to only the most playful. When he hits you with the requisite “All my fans, I really wouldn’t even scam you, I was just playing,” he acknowledges the figurative nature of the game.
10. Clairo, Immunity
A queer adolescent musical diary, tracing the highs and lows of a conflicted relationship that ends ambiguously. Rostam’s production lapses into self-parody exactly once, with the harpsichord flourishes on “Impossible”; otherwise the smoky bedroom-pop shimmer is flawless. “Sofia” exists for inclusion on romantic playlists.
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7th Sea
Swashbuckling and Sorcery Piracy and Exploration Espionage and Intrigue Welcome to the New World
What’s the premise?
7th Sea is a world of swashbuckling fantasy, in a setting that’s very much like our Earth circa the Age of Sail, but filled with sorcery, monsters, and the mysterious ruins of a pre-human civilization. The core book focuses on Théah, the 7th Sea world’s equivalent of Europe, which is currently recovering from a bloody war between the traditional Vaticine Church and the reformist Objectionists and emerging into a new age of nationalism and humanism. Monarchs play games of espionage while secret societies work behind the scenes. Traders sail to the New World in search of exotic treasures and pirates follow in their wake. Some nations are even beginning to experiment with a bold new idea - democracy.
The technology level of Théah is slightly higher than our world’s was at the time, thanks partly to a Vaticine Church that values knowledge and discovery and also partly to ancient Syrneth artifacts that are centuries beyond human science. Sorcery and magic are not uncommon - but are primarily the domain of the nobility. Spirits, monsters, and other beings haunt the wild places, and any given folktale has a chance to be true.
The characters you play are all very explicitly Heroes, doing noble deeds to fight tyrannical Villains. The world of 7th Sea has a lot of problems besieging it right now - the looming specter of the Castillian Inquisition, the depredations of the Atabean Trading Company, the tyranny of l’Empereur du Montaigne, just to name a few. It’s a world on the brink of becoming something wonderful - it just needs a few good heroes to show it the way.
You’d like it if you’re into: The Princess Bride, Pirates of the Carribean, Zorro, The Three Musketeers, Brotherhood of the Wolf, old Errol Flynn movies
Why do you recommend it?
If you’ve ever wanted to swing from chandeliers, plunder treasure, cut feathers off caps with a swish of your rapier, and woo the fair maiden / handsome prince / other attractive individual, 7th Sea is the game for you. Magic and strange technology add a great twist to an otherwise straightforward historical fantasy.
7th Sea, the new 2nd edition in particular, is one of the most inclusive and welcoming mainstream RPGs out there. Women and people of color can be characters of all kinds, and queer, trans, and nonbinary characters are littered throughout the books and accepted within the setting itself. That, plus the emphasis on your character being a capital-H Hero, make 7th Sea an unapologetically wholesome game. It’s lighthearted and silly, while still allowing for serious dramatic moments.
Plus your character practically cannot die, no matter how much you screw up.
What are the rules like?
The core idea of 7th Sea is that you will almost always succeed at what you’re trying to do. You’re a Hero, after all. If you don’t roll well enough, though, your success might not be total. The way they mechanically represent this is very narrative-driven and plays quite differently from the standard RPG.
There’s three kinds of rolls to make in 7th Sea. The most basic, the Risk, is when your character is trying to bypass a simple obstacle. For instance, they might be trying to escape from a burning room. You decide what your character’s Approach to that will be, and what combination of skills and traits to use. In this case, they might use Finesse + Athletics to dodge and and jump over falling beams, or perhaps Brawn + Weaponry to use their axe to hack a hole in the wall, or even Panache + Tempt to bat their eyes at the fleeing henchman and tell him that if he rescues you, you’ll surely owe him a favor. Then you roll a d10 for each point you have in the chosen trait and skill. If you’re using a skill you haven’t used yet this scene, roll another die, and if you take the time to describe your action a little, roll a further die. Each set of dice you can add up to 10 is one success - here called Raises.
All it takes to succeed in the Risk is a single Raise. The catch is: there will always be Consequences and Opportunities associated with the Risk. You’ll need to spend additional Raises to either avoid the Consequences or activate the Opportunities. In this scenario, the consequences might be something like “take 3 damage from fire” - and each Raises you spend towards that will remove 1 damage from that. Or perhaps you’ll need to keep your clothes free of ash so you can sneak into the ballroom after like nothing happened. For Opportunities, it might be something like “grab the important-looking letter on the table before it burns” or “lead the poor henchman along enough that he switches sides.” So success or failure is never just binary - unless you roll really well, you’ll have to make some choices about what the effects of your actions on the story will be.
The two other kinds of rolls work in a very similar way. Action Sequences represent fights, chases, and the like, and Dramatic Sequences are extended challenges like sneaking into the castle or snooping around town to find information on the wicked viscount’s plans. You make your Approach, and then each character gets to spend Raises from their pool to take actions. As before, all you need is a single Raise to do something, but if a Hero and a Villain are trying to contest, whoever spends more Raises on it wins. During Action Sequences, you can spend Raises to do damage - yes, this means anything can be used as an attack skill if you’re creative enough (“I use Wits + Scholarship to whip up a gas grenade and throw it at her!”). Action Sequences can have Consequences and Opportunities just like a Risk can, including Brute Squads, which are the nameless flunkies your hero mows through without a second thought. A single point of damage takes out a single brute, but any brutes left alive get to deal damage at the end of the round. There might also be events that happen at certain points in the Action Sequence once everyone’s down to a certain number of Raises - the storm hits the ship at 4 Raises, and it hits the rocks and starts to sink at 1.
Dramatic Sequences are the same but paced over a more extended period of time, and are more about seeing how far you can get in your task before you run out of Raises. As before, each Raise you spend lets you change the scene in some way - climb over the castle wall, for instance. Next, you might have to spend a Raise to sneak past the guards, then to steal the jailer’s key. If you run out, though, you’ll be unable to change the scene any further - so after you’ve rescued your ally from jail and you hear someone’s footsteps approaching, if you don’t have another Raise left to hide you may just have to fight your way out.
Every character is pretty tough and can take a fair amount of damage before going down. For every 5th point of damage you take (or any time you get hit with a firearm, because those things are nasty), you take a Dramatic Wound. Your first Dramatic Wound actually helps you - just like the hero in an adventure story, you become driven to succeed and get a bonus on all your rolls. For your second Dramatic Wound, the tables start to turn and now all the Villains get a bonus on their roles. For the third, you get an even bigger bonus as your heroic determination kicks in - and then at the fourth, you become helpless. Not dead, just unconscious or incapacitated - it takes an explicit act from the GM to actually kill you.
Finally, there’s Hero Points. These work a bit like an expanded version of Inspiration from D&D 5E, and other similar mechanics. Basically, you can spend them for bonuses to your roll, a bonus to someone else’s roll, to fight on for a round after you’re incapacitated, and a few other things. You can also spend them to activate your Knacks, which are big character abilities with effects like “knock out an entire Brute Squad in one go” or Come Hither, which lets you lure a character into another room and return without them… no rolling required. Everyone gets one Hero Point to start, and you can earn more by acting in accordance with your character. You can also get one at any time by choosing to fail a roll - so if you think the odds are overwhelming, or you just want to see what happens if your character gets captured or can’t stop the villain’s plan from succeeding, you can just say “I fail” and bank up another Hero Point for the challenge ahead.
What’s my character like?
Your character is a Hero. They come from a particular Nation that gives them some bonuses, and they have two Backgrounds that tell you what their professions are/were and give them some bonus skills and Advantages, as well as determining what in-character actions give them Hero Points. They have a Virtue and a Hubris, each based off the Major Arcana of the tarot (or Sorte deck, in this world). The Virtue is a powerful special ability they can activate, and the Hubris is a character flaw that you can get a Hero Point for roleplaying. Beyond that, there are no classes per se - the character is yours to define as you see fit. Advantages are the main way of customizing your character and giving them special abilities.
You can choose to take Advantages join a Swordsman School or take Sorcery from your nation of origin. Swordsman Schools give you the option to do some fancy Maneuvers in combat, which let you hit for lots of damage, parry opponents’ attacks, etc, as well as a unique Maneuver for each school based on its preferred weapons and fighting style. The difference in combat effectiveness between a swordsman and a non-swordsman is huge, so if you’re planning on making a character that excels at combat, swordsman is definitely the way to go. You also get to be a part of the Swordsman’s Guild, who are legally allowed to challenge people to duels.
The Core Rules present character creation options only for the primary Théan nations - if you want to play a character from another culture, you’ll need the appropriate book. (See What books should I get?, below.)
Avalon, seat of the Triple Crown, is a green and enchanted land touched by the Sidhe - elves, faeries, goblins, and other creatures. The Sidhe are sometimes beautiful, sometimes hideous, always inhuman, and frequently downright nasty. Queen Elaine recently ascended to the throne after recovering the Graal, throwing off the yoke of Montaignois conquest and bringing the Sidhe back to our world - but now the Sidhe are starting to encroach on human lands. This is a land of faerie tales, and those don’t always end happily.
The other two nations in the Triple Crown are the Highland Marches, a craggy land of proud clans and chieftains, and Inismore, a land with a fondness for stories, whiskey, and a good bar fight. Neither of these two is necessarily happy about being part of the Triple Crown, and there’s a growing separatist movement looking to break the alliance, no matter how much gunpowder and blood it takes.
Avalon’s Sorcery takes the form of becoming one of the Knights of Ellilodd, each one the embodiment of an ancient knight of legend. In exchange for taking a vow to the Graal to be a righteous protector of justice, you can tap into that knight’s legendary powers. Should you break your vow, you’ll need to atone before you can regain your powers, however.
Castille is a sun-dappled nation with a deeply passionate people. They recently held off a Montaignois invasion at dear cost, only to fall under the yoke of the Inquisition. Cardinal Verdugo controls their young king like a puppet while he conducts a reign of terror across Théah aimed at rooting out anything he deems heresy. Castille is the seat of the Vaticine Church, and its people are often devoutly religious and very highly educated thanks to the nation’s excellent universities.
While Castille has no Sorcery in the Core Rules, Nations of Théah, Volume 1 introduces Alquimia as an option, letting you invent various alchemical and technological marvels and advancing along a path of self-improvement towards a grand goal.
Eisen was the center of the fighting between Vaticine and Objectionist, and it left the land a blood-soaked mudhole full of traumatized survivors, divided between small princedoms, some of which seek to unite the nation under their banner. Worse, something about the concentrated misery has spawned literal Horrors, monsters of all shapes and sizes that roam the land and prey on innocent victims. But the people of Eisen are a grim, determined lot, and the nation’s not ready to give up without a fight.
Eisen’s Sorcery, Hexenwerk, is a particularly gruesome art dedicated to refining potions and unguents from dead bodies - and then consuming them to gain powers to fight undead horrors and other foes. Hexen are often hunted down as grave-robbers, but they do what they have to do to survive and stop the Horrors.
Montaigne is often considered the center of Théan culture, or at least the Montaignoise themselves certainly think so. Their courts set the standard for fashion across the continent, and their nobles throw the most lavish parties. Unfortunately, all of this has been built on the backs of the peasantry, who have been pushed to their limit by harsh taxes and conscription to serve in L’Empereur’s frivolous wars. L’Empereur sits on his grand throne, surrounded by an endless party of gilded nobility, oblivious to the whispers of revolution coming from below.
Montaignois Sorcery is passed down through noble bloodlines, but it’s quite ungenteel. The art of Porté lets you rip bleeding holes in reality and slip through the space between to walk to other places, or to pull objects out of thin air. Just never open your eyes while you’re in-between.
The Sarmatian Commonwealth is actually two lands under a single crown - the cosmopolitan Reczezpospolitans, and the more traditional Curonians, who still venerate the old spirits. Recently, the king, disgusted with gridlock in the houses of parliament, made a proclamation of Golden Liberty. This made everyone in Sarmatia was now a noble with voting power, marking the beginning of a chaotic experiment in democracy. Some Sarmatians seek to lead their country into a populist new era, some try to take advantage of the chaos to seize power, and others, resentful of the new order, plot to depose the aging king.
Sanderis, the Sarmatian Sorcery, is about making deals with devils. Dievai, to be more precise. They’ll do anything you wish, from snuffing a candle up to unleashing a firestorm that destroys an entire city - provided that you are willing to pay their price.
Ussura is a massive, wild country with long winters and sparse civilization. The Ussurans are pragmatic and hardy folk, and highly superstitious with good reason - spirits both good and evil thrive in these lands. The greatest among them, Matushka, watches over the Ussuran people like an overprotective mother, rewarding the just and punishing the wicked. The Czar recently died under suspicious circumstances, leaving the nation divided by two potential successors - one dedicated to modernization, the other seeking to preserve the old ways.
Ussura’s form of Sorcery, Dar Matushki, are the gifts of Matushka herself - often given as the reward for overcoming painful lessons. Those who fall out of favor with her will earn her wrath, however.
Vestenmannavenjar, another cold northern country, is a land of fierce raiders and warriors who have completely reinvented themselves as a modern nation. In recent years they presented the world with a standard, unified currency - the Guilder - that has come to dominate world trade and finance, all to the benefit of the Vesten, of course. Rather than the High King of olden times, they are ruled by the Vendel League, made up of the heads of all the various trade guilds. Now, rather than conquest and pillage, they extract their plunder from fees and interest. Some Vesten mourn for what used to be, a nation of honor and blood replaced by silver and greed.
Vesten has no Sorcery in the core book, but Nations of Théah, Volume 1 introduces Galdr, a magic derived from runic words of power. Each rune grants strengths tempered with weaknesses, to maintain the balance.
Vodacce is a nation of intrigue, divided up between seven Merchant Princes who constantly scheme against each other. Like Castille, they are devoutly Vaticine, but they have a very unorthodox interpretation of sin, believing that it is better to indulge yourself than let desire fester in your heart.
Vodacce’s magic, Sorte, is the exclusive province of women. The Sorte Strega can manipulate the strands of Fate itself, and can be distinguished by their long black veils, to hide the glazed look they get when manipulating destiny. Too much tugging on the strands risks them lashing back out at you, however, giving you bad luck at the worst times. The men of Vodacce all fear the power of Sorte, and keep the women of Vodacce oppressed and illiterate.
In addition to being from a particular nation, your Hero can also join a secret society. In 1st edition, all of these societies had hidden secrets to them that were presented in their own books. Given that some of the 2nd edition versions differ radically from their older incarnations and the book devoted to secret societies hasn’t come out yet, it’s unknown if those secrets still hold true, or if they hold the keys to different world-shattering truths.
Die Kreuzritter are a former order of crusader knights, since gone underground. They hunt monsters and defend the innocent, using the legendary metal called Dracheneisen, which has great powers against monsters and the supernatural.
The Knights of the Rose and Cross, one of the few secret societies with a significant public face, publicly fight injustice and protect the society’s Patrons. There are rumors of hidden occult secrets only revealed to the initiated.
The Invisible College are a loosely-affiliated band of scholars, artists, scientists, and philosophers who seek to preserve knowledge from those who would destroy it - especially the forces of the Inquisition. They have access to devices on the cutting edge of Théan science.
The Brotherhood of the Coast are pirates who have banded together under a shared code of honor, providing protection to ships that pay them and plundering those that don’t.
Močiutės Skara, “Grandmother’s Shawl,” is in its public face an order of nice old ladies who tend to the victims of disasters and wars, and are welcomed across Théah. In private, however, they seek to prevent wars and achieve peace through any means necessary.
Los Vagobundos are dedicated to upholding the reigns of good monarchs and overthrowing unjust ones. Their leader, the masked man called “El Vagobundo,” can appear many places at once - but unbeknownst to outsiders, it’s always a different member under the mask, channeling the power of the legend.
The Rilasciare are anarchist free thinkers who oppose oppression and tyranny in all its forms, but especially seek to do away with the very concept of monarchy. Some accomplish their goals through pranks and subterfuge, others through bombs and daggers.
Sophia’s Daughters, a small branch of the Rilasciare, are more specifically dedicated to aiding the Fate Witches of Vodacce, spiriting them to safety in other nations, educating them in secret, and making strides towards liberation whenever possible.
What’s the campaign like?
In a game where the characters all play Heroes, there’s a strong focus on defeating Villains. Before you fight them directly, you have to defeat their Schemes, upon which they stake some of their influence. Stop the Scheme, and they lose what they wagered, otherwise, they gain back double their investment. Foil enough Schemes, and they’ll be dramatically weakened for the final confrontation. Thus, most campaigns are focused around a central Villain and their underlings that the Heroes can work their way through.
Each of your characters also has their own separate Stories to pursue, which is how the experience system works. You pick what story your Hero will follow, such as “avenge my father’s death,” figure out what benefit they get at the end of the Story, like “Weaponry 5,” and then figure out how many steps the story will have in the story based on what you want. Although you probably know the beginning step of the story (“find the name of the woman who killed my father”) and what the end will be (“I challenge her to a duel”), you and the GM can work together to figure out the most interesting twists along the way (“Step 3: I discover she was secretly my half-sister”). If you want, there’s nothing stopping you from making the ending a tragic one at the last minute, or even deciding that your Hero should fail so that they can be led into a future Story (“She defeated me into the duel and threw me into the sea - but not before she told me the real reason she killed my father!”) In between these main story points, the GM will also weave in their own side stories and recurring stories, which grant rewards in the same way as you complete them.
Odds are also good your party will get access to a ship at some point, this being a setting with an emphasis on seafaring. Ships have their own abilities based on where they were built and their history, and can gain new abilities as the party completes various types of adventures, like unlockable achievements. Players are encouraged to work with the GM and flesh out the ship’s NPC crew. Of course, the crew will also need to be paid regularly lest they turn mutinous.
What books should I get?
It should be noted that 1st edition and 2nd edition are radically different, both in rules and setting. While the 1st edition books are still useful as inspiration, most of the material in them isn’t canonical any more, and a good chunk of the setting is completely new to 2nd edition anyway. Frustratingly, there’s some characters in both editions that didn’t get described in the 2nd edition books on the grounds that they were already described in 1st edition. If you prefer rules that work like a more traditional RPG, 1st edition is probably more for you (and it also has cross-compatibility with the d20 system in its later supplements). Otherwise, stick to the 2nd edition books. You’ll need a copy of the Core Rulebook, and then the other books describe and provide character creation rules for the other nations and continents not described there.
Nations of Théah, Volumes 1 and 2 flesh out the western and eastern nations respectively, adding some more geographical and historical material as well as some new character rules suited for those nations.
Pirate Nations is very useful for a seafaring campaign, covering the various groups in the Atabean Sea, from pirate republics to native sea-monster hunting Rahuri, a slave colony that cast off its chains, and the villainous Atabean Trading Company. It also includes the Théan nation of Numa, once the cradle of Théan civilization.
The Crescent Empire introduces the Middle Eastern-inspired nations, flourishing under a new Caliph who banished her wicked brother from the throne. These five nations are united as one despite their differences, but loyalists to the old Caliph still plant seeds of dissent for his return.
The New World has the Central/South American continent of Aztlan, once ruled by Old Gods that caused a great cataclysm when they were overthrown that made the land itself shift and change. The Aztlani now venture into this uncharted territory to reclaim what they once had, balancing cultural independence against unifying the continent under one flag, whether by alliance or conquest, while wondering how long they can hold back the greedy Théans eyeing the continent’s treasures.
Lands of Gold and Fire presents the African continent, Ifri, home to several wealthy and highly advanced civilizations. They are under threat both from expansionist Théan powers and the Atabean Trading Company, whose campaign of slavery has empowered an ancient evil in the land.
Several other books are forthcoming for 2nd edition, including one with more information on the secret societies, and The Colonies, which will detail the North American continent. Khitai, the Asian continent, will have its own separate game system (called, appropriately, Khitai), with similar but slightly different rules.
What equipment do I need?
7th Sea uses d10s only, and you’ll want about 6-8 on hand per player, plus a decent stockpile for the GM. Sharing dice isn’t recommended here because it’s easier to keep the dice you rolled in front of you to count Raises during Action Sequences. You’ll also need some method of keeping track of Hero Points - poker chips work well, but you can get creative. Official 7th Sea versions of both are available.
There’s also the Sorte Deck, which makes a great in-universe prop (especially for Fate Witches), although you should note that it differs slightly from real-world tarot decks and has a few arcana cards that aren’t detailed even in the Core Rules. You could use it to guide your characters’ fates, or suggest the next step in their Stories.
Notecards are also helpful for tracking ongoing Stories.
#tabletop gaming#tabletop roleplaying#tabletop RPGs#7th Sea#John Wick Presents#Chaosium#trpgs#ttrpgs#trpg#roleplaying#roleplaying games#pirates#swashbuckling#musketeers#Tabletop Roleplaying Games#rpgs#rpg#roleplaying game#d&d#Dungeons and Dragons
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Arrr! The Pirate Library
Yesterday, someone over at King Shot Press found himself in a little hot water over some tweets that were...not pro-piracy, I guess, but not AS anti-piracy as some people wanted.
It turned into a whole thing. Because this is the internet, so one person’s opinion on piracy shatters too many worldviews or something.
Frankly, it turned into a big mess. I wouldn’t want to get involved, until...
And when someone said “I honestly don’t see the difference with a library” I felt compelled to say a few things. And to ask myself: Why is checking out a book from the library different from piracy?
Before we get into it, however, I just want to say that the opinion of someone at King Shot isn’t something that induces anger in me. I think it’s an opinion that I agree with in some ways and disagree with in others, and I’m not looking to pile on here. After the library bit, I’ll share some of my opinion on piracy, in general.
1. Scale
When piracy puts a book up online, an infinite number of people can download, possess, and read it simultaneously.
When a library buys a print copy of a book, that’s obviously not true. That book can only go out a limited number of times (50 checkouts is usually too many for most books, physically). It can only be held by one person at a time. And, it can only be in any person’s possession for a limited period.
When a library buys an ebook, similar rules will apply. Overdrive/Libby, the most popular library ebook service, does require us to buy licenses for every copy. Not every title, every copy. So, if we have two copies of something, we bought two. If we have one copy, only one person can have it out at a given time.
Hoopla, another service, has a different model. We don’t buy individual licenses for individual items, and any number of people can have it at the same time. However, the time period is limited, and users are limited to a given number of titles per month. So, one can’t use library service to stockpile a bunch of books that they keep forever.
Piracy and borrowing might not look different from a user POV, but from a view that’s bigger than the individual, the difference is big enough to start having its own gravitational pull.
2. Purchase
It certainly seems like I can check out something from the library for free, so what’s the difference between that and downloading it for free?
The library isn’t “free.” It’s a pre-paid service, meaning you’ve already paid for it, it’s just a matter of whether or not you make use of it. Much like a road, street lamp, or public park. You pay for those things, and then you choose whether or not to make good use of your money.
You’ve also paid for ebooks held by your library. Your tax money goes to the library, the library buys ebook services.
Now, in theory, SOMEONE paid for a copy of a book at some point before it was up for free online. So there’s a similarity here. However, let’s look more closely:
If a library buys a title and it’s very popular, they will buy more. Our system has a policy that says we’ll buy another copy of something for every 5 simultaneous requests placed. If 50 people requested The Martian when it came out, our guiding principle is that we should have at least 10 copies.
There’s no such system in piracy. That one copy is all that’s ever purchased.
To cross over with the above argument about scale, let’s say that my library system bought 10 copies of The Martian. Consider that this is ONE library system serving a portion of one U.S. state. Even if we were overly generous, we could say we cover a quarter of the state. Multiply our purchase four times to cover Colorado, then multiply times 50 to cover the U.S., all of a sudden you’ve got 2,000 purchased copies of The Martian. This is very quick and dirty math, and it’s almost certainly a lowball.
Also, you need to factor in that libraries will be replacing copies of books. So, in the 5 years or so since The Martian came out, the initial number has likely doubled.
There’s another effect here. Once The Martian is a hit, you’d better believe libraries are all over Andy Weir’s next book, Artemis. Pre-orders play a big part in sales. Pre-orders count in the first week of a book’s sales, and large pre-orders help a book climb onto bestseller charts.
You might not care about putting money in Andy Weir’s pocket, and I’m not here to argue about that (for THAT portion, see below). It does warrant talking about, however, in terms of the difference between pirating material and borrowing it from the library. The library is a positive factor in the economics of books. Piracy is not.
3. Mutual Support
There is oftentimes an argument for piracy that’s about piracy being a positive force for folks who can’t afford books. Let me tell you why using your library is better.
The library works like this: you support us, we support you.
You come in, check out some stuff, and that gives us better stats to take to the local government and say, “See, this is important. The community needs this.”
When you pirate something, we lose out on those stats. We become less busy. The local government sees that the library needs less cash. And then, that economically destitute person who can’t afford books? Where do they go now? Piracy? Bad news, economically destitute people are far less likely to have a computer, an internet connection, and maybe even a place to plug a computer in if they DID have one. Oh, and they probably don’t have a fancy-ass e-reader either.
Piracy may be an option for some people who can’t afford books, but if you are concerned with the availability of books to all, the library is a better solution.
~
Let’s talk about some of my personal feelings on piracy, in general.
We Hurt The Ones We Love
I spoke to a very well-known author. This author told me that they’ve had some contractual trouble with their publisher because this author’s books are VERY frequently pirated, which means that the books are popular, but the publisher won’t pay as much because they will have a hard time getting a return on their investment.
Pirating material can have a ripple effect that makes it more difficult for the artists we love to put out more of the material we love. Some might see it as hurting a large, faceless company, but the truth is that we’re hobbling someone whose work we love.
The Money Question
When talking about piracy, there’s always an element of class warfare going on. Why should someone pay the multi-millionaires like Metallica for an album they had to work 2 hours to afford? Why do I care if Harper Collins loses out on a few bucks?
I’m about to enter some uncomfortable territory because the stats are impossible to find. Because, frankly, piracy is something that many people wouldn’t admit to doing. It’s pretty difficult to get a good bead on this whole thing. I tried to find out whether or not piracy is a result of economics, and I could find no evidence supporting or denying that. What I will speak from is personal experience. Because that’s all I’ve got.
Yes, there is probably some kid out there who is economically destitute and the only way he’s getting his hands on sweet books is through piracy.
However, my personal experience tells me that a whole lotta piracy is committed by people who could afford the things they’re pirating and end up stockpiling things they never use.
Let me put it like this: I don’t really have a problem with an individual sneaking into an art museum because they can’t afford to pay their way, and they really want to see the art.
But I think it would be wrong, while sneaking into the art museum, to grab yourself something from the gift shop. Even something small you don’t need.
My morality on this is somewhat flexible, and somewhat capitalistic. If you genuinely can’t afford books AND you’ve exhausted the options to come about them legitimately (libraries, friends, etc.) then I don’t think I’d have a problem. However, if you, like most people, justify the collection and hoarding of electronic files that you could afford to come by legitimately, you’re in a bad moral spot.
Short version: If you are that person who can justify piracy because you pirate only that which you actually view, and you wouldn’t be able to experience art otherwise, you get a pass. But if you’re the person justifying it because someone else is probably too broke to buy books, therefore it’s okay for YOU to pirate, I respectfully disagree.
The Value of Art
Some piracy is justified through saying that pirated things don’t necessarily equate to income loss because they wouldn’t have been purchased anyway. In other words, maybe I would pirate a movie I would never actually pay to see.
*Ahem*
Sure, like Speed Racer. Maybe I wouldn’t pay a single dollar to see it, but I would watch it for free. This means that the makers of the movie don’t really lose anything. Maybe I wouldn’t PAY for a new Metallica album, but I would listen for free.
For books, I don’t know that this is nearly as applicable. Who is going to put in the effort to read a book that they wouldn’t pay the paperback price on? It’s not a passive medium the way movies and music are. The book isn’t just going to happen in front of you. You actually have to do some shit to get the information inside your head.
The real issue on this point is that of de-valuing of art.
Writing a book is hard work. Damn hard work. I think writers deserve to be paid for their work.
There’s a long-standing tradition of de-valuing artistic work as work. Because artists aren’t out there busting concrete.
But I’m here to tell you, art is work. It’s not a blast to sit down and type out a couple hundred thousand words, edit them, re-edit them, send them out for publication. No part of this is more fun than watching Speed Racer.
The writers you want to read, while you’re enjoying a book, binge-watching something, doing whatever you like to do, they are working, many of them doing so in addition to their regular day jobs. Many of them in addition to being parents, partners, and doing all the same bullshit we all do every day.
I also feel, in this time of plenty, that there’s really no need to watch movies you hate, listen to albums you don’t like, and read books that’re no good. If it’s not worth the cost of admission, it’s not worth your time either. Just leave it be and move onto something else you’d pay for.
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Amazing Quest 1: Chapter 4
The fourth chapter. You know how it is. Thanks for reading!
Chapter 4: 2 Million Leagues Under the Sea!- We get another sepia tone flashback, this time of an only slightly-younger Hiro and Emilia. Emilia: Well… your form is good. But you swing your sword like a little girl. Hiro: I don’t like hurting people, sis. Besides, everyone knows YOU’RE the messiah the Pudding tribe has awaited! I’m only here because mom had that bottle of aged tequila lying around. Emilia: That has nothing to do with anything! You need to have more confidence! … Wait, I got just the ticket! Emilia runs behind Hiro and plays with his hair. Hiro: Um. What’re you doing? Emilia: I’m giving you a Pudding Warrior Knot in your hair. It’s an ancient custom of our tribe that when a Pudding Warrior comes of age, he gets one! Hiro: Oh. That’s pretty neat. Emilia finishes, presenting the now French braided hero, Hiro, we know now. Hiro: Somehow I feel more fabulous than before. Can’t quite place my finger on it. Emilia: It’s perfect! You’ll be beating up Dark Puddings before you know it! The scene fades, then returns, Hiro, Ozma, Kimyawa and Loyroll laid out on a beach. Hiro: Ungh. I wonder why I never dream in color. Hiro gets up and the others join him. You’ll soon discover this area is only one screen wide, so you’re left to exhaust every possibility until you investigate the water. Not just any water, though, the ONE specific square, just to the left of center. Many players wasted HOURS trying to find this event flag, and many people wrongly believed it was an anti-piracy measure. Nope. Just shoddy programming. The mermaid from before surfaces. Mermaid: So, thief, ready to pay up? Ozma: Hey! We don’t even HAVE a thief in this party! Hiro: Just a reasonable facsimile. Loyroll: You flatter me, as always. Mermaid: You yoinked the goods from that place without paying its rightful owner! Kimyawa: Isn’t that technically liberating it? Mermaid: QUIT CHANGING THE TOPIC! Kimyawa: What’s your name, Stranger-chan? Mermaid: I’m Mancala! Call me Manny and I’ll punch ya in the mug, got it?! I’m the number one marine merchant mermaid you’ll ever see in the sea! Ozma: Meh, mehmehmeh? Mancala: Ignoring that. The point is you took stolen property. So I’m gonna maroon you here until you pay up! Hiro: (Great. Now what do we do?!) You then get a prompt which can result in some different dialogue options. 1) Barter 2) Lie 3) Beg -Barter- Hiro: Okay. It was just a few things. Can’t be THAT expensive. What’s the tab? Mancala: Well… since you asked so nicely! Mancala brandishes an abacus and begins calculating. Mancala: The items total net value, plus the emotional damage to this delicate mermaid, plus interest, plus tax not withheld, plus tax withheld, social security, deducting the “asked so nicely” fee… it all tallies up to a measly 36 trillion gold! Ozma: Can I crush her head like an overripe melon? Hiro: T-trillion?! Are you MAD?! Mancala: If you’re nice, I’ll even include the “cute boy” deduction! That would knock it all the way down to 34! Loyroll: And certainly a deduction for yours truly, if I may be so bold? Mancala: I’m not into girls. … Much. Loyroll: Pardon? Hiro: There’s no way we have that much. That price is absurd. I refuse. Mancala: SAY WHAT NOW?! -Lie- Hiro: What if I told you I know of a great treasure?! It’d more than make up the difference! Mancala: Okay, I’m listening now. Kimyawa: Hiro-ni-chan! You DO?! You’ve been holding out on us?! Ozma: Hiro, how could you?! Loyroll: Most unfabulous of you, my friend. Hiro: … Mancala: … Hiro: Err. Friendship is a sacred treasure, above all material wealth in the Pudding society! Ozma: (So it was just a lie…) Mancala: *Sigh* -Beg- Hiro: Please don’t make me beg. I am not a proud man. Ozma, Kimyawa & Mancala: (This is about to get really hot…) Hiro: (Suddenly, my pride is flaring up within me and I don’t know why…) Loyroll: Well? We’re waiting. Hiro: On second thought, I think I’ll just take a moment to absorb the scenery instead. Mancala: (Darn…) Regardless of your choice, it comes back to here afterward. Mancala: This isn’t getting us anywhere! Hiro: Is there no way to come to an agreement on this? Mancala: Well… you could be my servants for a while! Y’know, help with this, that and the other for a bit and we could call it square! Hiro: I somehow get the impression you’re more ambitious than that. Mancala: Aww, you flirt~! Hiro: (Not the intended reaction. Why does it feel like my life is in danger now?) Ozma & Kimyawa: *Stare* Hiro: At any rate, we don’t have the kind of money on-hand to pay. So I guess we’ve no choice. Mancala: Well, you’re in luck! I just so happened to overhear some of the Dark Puddings talking about the Water Talisman. Hiro: You did? Where is it now?! Mancala: In the Octopus Garden. It’s some ancient ruins not far from my hometown, Mermania. Regrettably, those have been locked up tight since far back as anyone can remember. But I just so happen to know some juicy gossip that may lead us to a key. The Legendary Ice Key! Hiro: Sounds like a lead! Ozma: Or a diversion from the main plot. Poh-tay-toe, pah-tah-tow. Mancala: Either way, I need some henchmen and you need the talisman, right?! I knew it soon as I saw that birthmark! Hiro takes a moment to examine himself. Hiro: Okay, seriously, where is this birthmark you people keep going on about and why do I not see it? Mancala: But that whole “air-breather” problem… there’s only one fix for that! Hiro: Oh no, not another racket… Mancala: Calm down, calm down. It’s a Mermaid’s Kiss! Hiro: Oh. Is that some kind of stone? Or maybe a plant? Or— Mancala leaps from the water, her tail morphs into legs, allowing her to glomp Hiro. Accompanying in a loud, cartoonish “SMOOCH” sound effect, which always gets a giggle out of me. Hiro: W-whoa. That was… brusque. Ozma: *Furious* Kimyawa: *Envious* Loyroll: *Yawns* Are we ready to go now? Then we can enter the water and dive to the underwater map. Though, thanks to aquatic canyons, we can’t just go anywhere we want… yet. Our first stop is down south a ways at Mermania, a recurring city throughout the franchise. There, we can get the “Bikni” armors for our female party members, which give a serviceable boost in defense to each. Hiro and Loyroll can get the “Trnks” which are a step up, but not as huge of one. How does an armor that covers less protect more? It is one of the long, lost legendary mysteries of JRPGs. Anyways, if we talk around at the merchant’s guild here, we’ll learn that Mancala has lost her trader’s license 17 different times due to “questionable practices”. The others roll their eyes when they learn this news but refrain from commenting. After talking to enough merfolk, Mancala fans out from the party. Mancala: Okay! We got everything we need? The legendary ice key is held in the underwater volcano! Hiro: I’d question the physical possibilities but somehow I feel like I’d just be encouraging you at this point. Mancala: Oh, don’t be so glum, chum! It’s pretty much a straight line there! … With a few curves and bumps. And a giant, angry dragon at the bottom. Hiro: Ah. There’s the hitch. I was waiting for that. Loyroll: Slaying a dragon? It’s a tad cliché but I think we can handle that! Mancala: Then what’re we waiting for?! Let’s do it! Ozma: What? You mean stroll up to the dragon and punch it in the face? Mancala: … Yes? Ozma: Metal. Kimyawa: Sugoi, Ozma-chan! At this point we can move back to the ocean floor and the cave in the top-right area is open now. Had we gone he previously, Hiro would’ve met the Giant Sentient Block, a really existential gag that plagues AQ players for years to come. In fact, in the early-internet era, whether this pseudo-character even existed was up for debate, as most of his appearances in this game are very easily missed. The cave itself is pretty straight-forward, except about midway, where the current puzzles spell out great confusion for those who tried to brute force the puzzles, which would flush them down a comically oversized pit where you’d battle the Toilet Snake monster, which is obsessed with poison attacks. Otherwise, the local monsters like the Munchkinfish, Seaweeder, and Poof Fish are actually quite weak compared to other monsters around this level. Here you can find a Coral Abacus for Mancala, replacing the nonsense “TmSn” Abacus she comes with normally (the Japanese name is “Termite Snack” and I guess they were okay with letting everyone assume it meant “Thompson” or something!). Afterward, you just press on down the stairs… up until you enter the gameshow chamber. Yeah, that’s not a joke. The party fans out and stands behind a podium as a huge, anime octopus-man plops down in a suit and tie. Octopus: Welcome, ladies and gentlefish to Amazing Quest: The Game Show: The Video Game: Home Edition v. 1992! I’m your host, Otto! And you lucky heroes are in for a treat today! You get to try my quiz game challenge! Win and you’ll receive fabulous prizes! Fail and you get… well, nothing! Are we ready to play?! We then get a prompt of “Squid yeah!” or “Fin no!”, but obviously the game won’t let you progress until you at least TRY, so, yeah… Otto: Question 1 will be an easy one to get your feet wet! What tribe is Hiro from? We get a prompt between “Pudding”, “Protagonist” and “Team Laser Explosion”. The answer is quite obvious. Otto: Correct! Question 2: What is Ozma’s family name? This one is a little trickier, being given the possible answers “Trouble”, “Tohrubble” and “Toruble”. Just be aware of what her name REALLY is, and you’ll be fine. Otto: Great job! Really kraken ‘em up! Question 3: What mystical artifacts, when united, unleash a great and terrible power? The answers this time are: “The DisKord Stones”, “Hell’s Bells”, and “The Talismans”. Interestingly enough, the other options are shout-outs to DOS-era adventure titles, which AQ4 later also shouts out to. Otto: Whooo! Now we’re gilly getting into it! Question 4: What elemental affinity is the first boss of this game? The prompt is just Fire, Water and Pie, so the answer is obviously water as it was the monster in Fog Tower. If you say Pie, Otto’s arms drop to his sides, as he turns to face the player directly and will stare at you for 10 tedious, unnerving seconds before prompting you to try again. Otto: ALRIGHT! Last one and this one separates the squids from the suckers! Question 5: Which of these is NOT an element of magic?! The answer prompt this time is four options wide, including: “Music”, “Emotion”, “Boobs” and “Food”. You’d only know the answer to this if you read the instruction booklet – which specifically references the elements of magic in the AQ universe. This is kind of a jerk move by the game devs, as losing the manual in the early SNES era was a foregone conclusion by all but the most dedicated collectors. The answer is technically food, but the AQ manga series actually contradicts this during the “Great Pudding Cook-Off” arc. Otto: N-no way! What an amazing contestant we had on the show! Everyone, put your fins together for our new winners! A bunch of fish suddenly leap-on screen and shake about excitedly as the SNES strains to emulate the sound of uproaring applause. Then they retreat to whence they came. Otto: How do you feel? Hiro: A little drunk? Otto: YOU HEARD IT HERE, FOLKS! Now, enjoy your fabulous prizes! For answering all five correct, we get 3 “Fishy Hats” which are helmet upgrades that anyone in the party can put on. We’re then booted from the quiz room and resume our trek through for a few more rooms up until we reach the boss chamber. There, there’s a huge hole in the center of the room, glowing red. Hiro: I have to assume this is where the dragon awaits us. Mancala: Better go up and check just to be sure, Hiro! We’ll wait back here, where it’s safe! Hiro: *Sigh* Very well. One moment. Hiro walks to the lip and looks down. Hiro: Deep. But I don’t see anything. Hiro kicks a small stone from the lip down below, then puts a hand to his ear to listen for it. Hiro: … Deep. Very deep. But I still don’t— The screen begins violently shaking. Hiro: Well, I’ve been wrong before. -Boss Fight!- Trench Serpent LP: 7500 MP: 1000 This gigantic beast is a real threat at last! I hope you took the time to level up on your way here! Your best bet is use Kimyawa’s Fox Flip, if you’re leveled high enough to have it by now, which can briefly confuse the monster to some considerable effect. However, it mandates being quite a bit over-leveled to use here, so she may be money ahead to spam the Mirror of Kii. The serpent’s most dangerous move is “COWABUNGA!” which sends a killer tidal wave over the party – never mind that we’re already underwater during this fight. Your Pudding Swirls should be sufficient, provided you’re not careless. If you monitor your HP burn, you should come out on top. -Boss Fight!- Hiro: Whew… that was surprising. Mancala: Look! The Ice Key! A banana in a block of ice floats down to Hiro’s hands. Hiro: I lack the words. As usual. Mancala: We have it! Now we can go to the Octopus’ Garden! Hiro: Tell me it’s not a quiz game. Mancala: Probably not! Loyroll: Life is far more fun when you never know what comes next, right? Hiro: I guess so. At this point we –can- go on to the next area, if we wanted to. However, a hilarious and easily-missed Easter egg awaits those who return back to Zaius and Heston. The people gather at a neutral ground once you walk into one of the cities. Hiro: Okay. Everyone. Watch very carefully. I’m gonna bring peaceful resolution to this once and for all. Hiro brandishes his sword, then cuts the Ice Key clean in half. Mancala: HIRO! WHAT THE HELL?! Hiro: Just watch. This is going some place. Hiro takes the banana free of the ice, then peels it from center-out on both ends. Crowd: WHAT?! N-no way! No one has ever… how did he DO THAT?! Hiro: See? Now you understand: there’s more than just two ways to do something! And each is equally valid. And now we all learned an important lesson, right? Crowd: HE HAS ANGERED THE VOLCANO GODS! Hiro: Beg pardon? The camera pans out as a nearby mountain erupts into a volcano, the magma pours out and wipes out both villages in a flash. It then cuts back to the party. Mancala: Oh. Right. This place is ruled by the twin brother gods of volcanoes: Rilk and Klir. They also had very particular food habits. And banana peeling was one of their sacred doctrines. Hiro: … How was I supposed to know that? So with two more destroyed cities under our belts, we find the Melted Blade, a new sword for Hiro as we return to the sea for the Octopus Garden. The garden is a 3D maze, using a really curious fixed-perspective isometric view and water spouts that move Hiro up and down as you run through. People have wasted HOURS of their lives here due to the numerous deadends and confusing layout. This is also only the first screen. The second area has moving platforms which Hiro must traverse in order to cross a river. For some reason, this ordeal seems quite nostalgic, doesn’t it? The third area introduces the garden’s true gimmick – the octopus jars and the red and blue octopi. When you get here, the party fans out. Mancala: Ah. I’ve heard of this room. We have to approach it from a certain angle! Hiro: I don’t suppose you know what it is? Mancala: Grandma said this: red octopi are friendly and will pull you near them for a closer look! Blue octopi are shy and if approached, will politely move you away from their homes! But don’t fear – neither will harm you! Hiro: What on Earth does THAT mean?! Mancala: I dunno. Why? Hiro: … Kimyawa: Nii-chan, I think I understand! The octopi-tachi are different colors here. Red will pull us near from far away and blue will push us from near to far. And the room is full of holes in the floor. So, to progress, we need octopi-tachi to move us from one spot to another. Hiro: So the riddle lies in the color and the distance. I see. This is the most head-scratching moments in the game, not due to the base mechanics, but to how fiendishly clever the rooms that lie ahead really are. As explained, red octopi reach out three or four spaces ahead to grab us, but will ignore us if we’re one or two spaces out from them, and blue octopi ignore us at distances of three or greater, and will move us away from them three to four spaces if we approach. Using this knowledge we must move about the map step by step to progress. The first room is very simple and just a test of how each works. The second room adds more walls and holes in the floor to test your critical thinking. The third room adds floors that collapse once stepped on (which reset if you leave and come back) and the final room adds conveyer belts for a touch of twitch-reflex testing! Even with random encounters turned off for these moments, this still routinely gets ranked in the top 5 most hair-pullingly frustrating dungeons in the series. Once you get to the end, we see another pit not unlike the underwater volcano end area. Mancala: Oh? Is this the center area of the Octopus Garden? Ozma: Ugh. Not a recolor boss fight. How uncreative can you get? The area rumbles as a large, purple Trench Serpent rises from below. Kimyawa: Ozma-chan, Snake-san didn’t like that comment. Hiro: Get ready, everyone! Before the battle can begin, something flashes across the screen, and the serpent roars, sinking back into the abyss. Hiro: Wait, what? Who was that?! ?: Light Puddings! Prepare yourselves! Ozma: Uh. Strictly speaking only one among us is a Pudding! A tall, slender man with an oversized tower shield on each arm stands before the party. Man: I am Praetorian Mih! Hiro: Of course you are. Loyroll: I understand your frustration, my friend, but you must admit, he’s got style! Mih: You’ve done enough damage, Light Pudding! It’s time your little escapade— Hiro: Excuse me. Mih: What? Hiro: How are you breathing right now? Did you kiss a mermaid too? Mih: Huh? Hiro: We’re underwater, so I just wanted to know if we did the same thing is all or if there was a better way. Mih: Kiss a mermaid? What are you on about? Everyone knows mermaids aren’t real. Mancala: *Ahem* Mih: Bah! I tire of this. Enough banter! Have at you! -Boss Battle!- Praetorian Mih LP: 8800 MP: 750 Praetorian Mih is every bit the human wall his massive design and dual-wielding shields might indicate, coupled with by far the most LP of anything we’ve yet encountered. The best thing to do is to use Ozma’s Table Flip in hopes it reduces this giant’s defenses and use Pudding Swirl with Hiro and Kimyawa in order to give him the offensive edge needed to compete. Loyroll should use the Mirror of Kii, exploiting Mih’s middling magic defenses. Mih’s most annoying ability will be “Safe & Sound”, a special technique accompanied by an unusually cool trumpet solo which will render him virtually invincible for two rounds before he opens up with a party-wide physical blow. However, if you can weather this, he has a 3 turn cooldown on the ability, so he cannot spam it. You’ll have to play the endurance game just as much as he does, but if you keep it up, you’ll send him packing. -Boss Battle!- Mih: Hahaha! Not bad. Not bad at all. But it will take way more than that to defeat the Human Wall, Praetorian Mih! Hiro: How many more times are you going to introduce yourself?! Loyroll: It seems our unstoppable tempo has met with an unmoving mountain! Kimyawa: Nii-chan, I think you’re mixing your metaphors. Ozma: Don’t give up. I have an idea! But I’ll need your help, Mancala! Mancala: Huh? Uh. Okay! Lay it on me! What’s the plan?! Ozma palms Mancala’s head in her hand. Mancala: Eh? Wait, what— Ozma then hurls Mancala head-first into Mih, who slides back as she impacts, coming to the rim of the pit behind him. Mancala falls flat, stars circling her head. Mancala: BARF! Mih: Hahahaa! You must be truly desperate to resort to such flailing, desperate measures! Ozma: Oh, am I? Mih: Huh? What did you…? Oh no! Mih panics, desperately attempting to run as the cliff below him gives out and he plummets into the pit below. After a few seconds of a whistling, falling sound, we hear a violent crash below. Kimyawa: Yatta! Hiro: That was, uh, a creative way of dealing with that. Ozma: I’m pretty pleased with myself. Mancala: My poor head… I’m gonna feel that for weeks! Ozma: Oh, walk it off. Mancala: How do you walk off a headache?! Hiro: C’mon, guys. The water talisman must be… huh? Do you guys hear something? The area rumbles distantly. Suddenly, an explosion rockets up from the pit, sending the party skyward. Hiro: He exploded?! Loyroll: Not just him! The serpent too! Hiro: BECAUSE THAT MAKES SO MUCH SENSE, RIGHT?! Something shiny flies among the party. Kimyawa: Sugoi! The water talisman! Guy-nii-chan! Ozma: I got it! Ozma grabs Mancala’s tail and swings her around, causing Mancala to grab it. Mancala: STOP THAT, YOU CRAZY BITCH! Ozma: But it just feels SO RIGHT! How can it be wrong?! Ozma learns the Dual Tech – Fish Slap! She’ll grab Mancala’s tail and swing her about like a flail, dealing great damage to a single target. This move deals water-type damage. And we get the Water Talisman! Ozma: The important thing is that we got the Water Talisman now, right? Hiro: No! The important thing is that we’re ABOUT TO FALL AND DIE!!! Ozma: Such a gloomy gus… The party is then viewed falling, crash-landing in a seaside village on the opposite side of one of the underwater canyons that previously prevented our passage from Mermania. They pick themselves up and survey the town. Mancala: Oh! I know where this is! This is Trackland, the town known for its enormous race track and horrible, crippling gambling debt! Hiro: That seems… informative. Never heard of a place that bagged on their own town when they were naming it. Ozma: Might as well have a look around. I don’t see anything else we can do for now. Here we can buy some upgrades, like Kimyawa’s CatCap helmet, Ozma’s Blaz Knuckles and Hiro’s Shing Sword, provided you didn’t find the Melted Blade earlier. By talking to the locals, we learn the Dark Puddings have already ransacked their town, and now their sole joy remains in the race track – famous for being so long it’s also the main highway to the next town! We then go to talk to the operations manager to find a means down said road. Hiro: Hello. We were wondering if it would be alright to head down the race track to the next town. Ops Guy: No, no, no. You don’t “head down” the race track. You RACE down it! That’s why they call it a RACE track! Mancala: Yeah? Then why do they call something you drive on a parkway and something you park on a driveway?! Ops Guy: Look, I don’t make the rules – I just enforce them. If you try any funny business, I’ll run your butts down and drag you back here for the biggest lecture of your lives! So race properly or don’t race at all! The party leaves the room, then spreads out again. Hiro: Well, so much for the direct route. Ozma: Anyone have any ideas? Loyroll: Why not do what he said? After all, a race sounds like fun! No one can keep up with our tempo! Mancala: We can’t just run the track. We’d pass out from exhaustion before we hit the midway. We need something we can ride. We need a pack mule! Hiro: A town renowned for its race track? Well, there has to be a ranch nearby with animals for such an occasion. Let’s ask around. Heading over to the ranch on the east side of town we can talk to the rancher – a strangely feminine man in a long, white trench coat. Hiro: We need— Rancher: A monster for the race, right? Hiro: Wow, you’re— Rancher: I am pretty awesome. Moreover, you’re wasting your time. The Dark Puddings raided my ranch last month and I’m still putting the pieces back together. Hiro: Isn’t there anything— Rancher: Yeah, if you get a few million going spare, I could lend you one of my thoroughbreds I’ve been raising. Hiro: We don’t have— Rancher: Neither does anyone else, bro. If you want the bargain bin, you’re in luck. This way. Hiro: Are you going to let me— Rancher: No. The rancher leads us over to one particular pen where a sad, squat lizard-like creature with a camel’s hump, two wings and two tails, weighed down by mace-like appendages crawls out. It coughs out dust on Hiro’s boots. Hiro: Is it dying? Rancher: I can only hope. This here is the bottom of the bottom of the barrel. This is the last of the Griffohumps. Hiro: Okay, you’re gonna need to explain that one to me. Rancher: It’s half griffon, half camel-dog. Its eyes also don’t align properly and it’s wantonly flatulent. I’ll let you take it for 100 gold. Take it or leave it. Hiro: Well, that’s a very reasonable price. For an unreasonable animal. I was thinking more of something like a horse… Rancher: Then you’re out of luck, chum. What little I have left other than this guy is for rebuilding and repopulating my ranch. Hiro: Looks like I don’t have much of a choice. We then get a Yes/No prompt, which is entirely pointless as saying no means we just walk around town until we go back and say Yes. In the GBA remake, however, if Kimyawa is level 37 (really, only a few levels higher than the average for this segment) and knows her Fox Inferno technique, this entire segment takes on an entirely DIFFERENT connotation as Kimyawa can replace the Griffohump as our pet in this minigame. But that’s creepy. So I’ll stick with the SNES version, thank you very much. The Griffohump is then dropped into a special Virtual Pet-style menu, which we can access whenever we want by speaking with the rancher. We’re then prompted to name the little guy – his default name is “Stinky”. We can feed it either mundane items, or special items the rancher will offer to sell us, which influence its stats. We can train it in minigames, or by fighting it like it was a monster encounter – which is the most effective means to raise it. Unequip the party and let it beat on the party and its stats will skyrocket, especially if it KOs the party. We can also have Hiro pet it and talk to it, which makes Hiro spout off nonsense jokes that were poorly translated from their original Japanese counterparts. You may persist in doing this as long as you’d like or until you hit the ludicrous 999 stat caps. Really, if you get it to around 150 in everything, Energy, Speed, Acceleration and Defense, you don’t need anything more than that. Return to the ops guy. Ops Guy: You again?! Didn’t you hear me?! Hiro: We’d like to enter the race properly now! Ops Guy: Really now? Well, that’s an entirely different story. Ready to begin? We then get a Yes/No prompt. Select Yes to continue. Ops Guy: Alright! To the starting line! This cues up the race minigame, with Hiro sitting astride the Griffohump, who is barely larger than his owner. The race itself involves running to the right-hand side of the screen as other racers try to jump on/over us. We’re ranked as we go and we must be in one of the top three places in order to win the minigame. Failure to do so drops us off where we started the race and Hiro mumbling something about “Not being on his A-Game today”. Clearing in higher ranks nets us better money and item rewards, but nothing worth freaking out over just yet – but they do get better as the plot progresses. But if we manage to win in 1st, 2nd or 3rd, we reach the chapter’s end! Narrator: And thus, Hiro and his party, riding gallantly atop Stinky, gracefully coast across the valley. What awaits them ahead? Only time will tell… We then get the Griffohump Feather, a key item we can use to access the virtual pet minigame from anywhere, anytime! Don’t forget to feed him from time to time!
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History of the Creed - Part 6: Assassin’s Creed 4: Black Flag
So uhm… I’m supposed to shit out some pirate slang so…
youtube
AAAARRRRRGHHHHH!!!! ME BOOTY LADS!! WALK THE PLANK TO DAVY JONES!!! IMMA SHOVE ME CUTLASS UP YER GOB YA GROG FILLED… FUCking… err…
Music distorts and stops.
Yeah, I’m going to wash my mouth with soap.
ASSASSIN’S CREED 4: BLACK FLAG (The original PC in Europe: November 22nd, 2013)
Black Flag is the second main game of the Kenway Saga and the first game that doesn’t introduce Desmond as the main character in the modern plot. After the previous installment that was more polarizing (at least by that time), how does this one stand up? I mean, people have high opinions about this game, even calling it the best pirate game ever created. So let’s check it out.
STORY
It is the golden age of piracy. You play as Connor Kenway’s grandfather, Edward, a half-English, half-Welsh privateer-turned-pirate who wants to get rich in order to not waste his life in poverty with his wife. He wants to find the place called the Observatory, hoping that it will help with his money problem. And also get rid of folks who stand on his way, Templars or not.
The plot overall is good at least. It’s a typical story from jackass to good man but it works well due to the characters, but about it later. The funny thing about the story is that aside from the first and the last sixth of it being AC story, it’s mostly a pirate story. That doesn’t mean it’s bad, okay? I just wanted to point it out.
What’s bad though is the modern part of the plot. You are some researcher working for Abstergo who’s looking at Edward’s adventure while hacking your colleagues’ computers because some insane IT guy happened.
Look, I’m not gonna pretend that stuff with Desmond was some high art but at least we were focused on one character that we know before, not just some random nobody that might just well be a bunch of gases with a camera strapped unto it. At least it gets better when you end up in a basement. And the collectibles are interesting, not gonna lie.
CHARACTERS
Edward Kenway is a very good protagonist. He's clearly an ass, but still likable and entertaining to watch. And, his character development (spiced up with some Trauma Conga Line) is also good.
You know, I suddenly feel even worse for Connor. He got sandwiched between his Grandfather pirate and Ezio, two powerhouses of main characters. Poor bastard.
Honestly, I think almost every supporting character is amazing and I feel like we would be sitting for hours with me explaining.
The villains continue to be rather good and be closer to the grey area after the Ezio Saga. One of the best cases was with one of your pirate friends joining Templars after living a couple of years in a shithole known as Nassau.
The Sage is also a great addition to the cast. He’s basically a wildcard, constantly switching sides and manipulating others to help with his goal AKA the Observatory.
I would like to talk more about the plot here, but I feel like you should play this game yourself. Hence why I used some non-context spoilers.
GAMEPLAY
Now, I will try to focus more on changed stuff in this game. That ain’t mean I’ll mention other stuff.
So parkour and stealth mechanics are almost the same as in the previous game.
The combat has some changes but they aren’t really significant. For starters, Grenadiers are using bombs this time, scouts don’t vault you anymore (at least that’s what I experienced), and there are no armies of soldiers with muskets. dual-wielding is now (somewhat) more visible for the lack of better words.
Blowpipe from Liberation has been added, overpowered as always. Otherwise, I can’t really remember anything new in equipment asides from being able to carry 4 pistols at once.
Naval combat got even better. You can now aim vertically (which helps a lot). A heavy/heated shot is much more useful. The brigs are added as enemies, and they can charge at you. Schooners have fire barrels, Frigates have heavy shot, Men-o’-war also has that and mortars. You also have mortars. Also ALSO, you can upgrade Jackdaw much more than Aquila.
You can also board the ships asides from Legendary Ships and Gunboats., where you have to kill the fixed amount of soldiers depending on a type of ship, and from Frigates upwards completing another task like killing the ship’s captain or cutting down the ship’s flag. After successful boarding, you can choose between repairing Jackdaw by destroying the ship, letting it go to lower your wanted sea meter (the bigger it is, the more ships will be chasing after you), or joining it to your fleet (not gonna talk about it since it’s too mobile-like).
There is no tunnel system anymore. You can just press on the viewpoint to get teleported there. A change that will stay with the franchise to this day.
There is crafting for either upgrading your equipment or making new clothes.
People like to talk about the overuse of tailing/eavesdropping parts of a game. And I agree. I feel like there was at least one of these per Sequence ignoring the first one.
But still, it was fun playing it. You can complain how it’s all the same since AC3, but hey, look at me. It’s Assassin’s Creed. It’s always like this for 2-3 games without counting the first one.
ACTIVITIES
Edward is a pirate (but of course), so there is a shit ton of pirate stuff. Buried treasures with maps to find, letters in the bottles (written by the previous Sage), fighting some really powerful ships, conquering forts, etc. The only thing that feels annoying was with finding underwater chests on sunken ships, mainly due to the sharks.
If you feel pissed off by them, don’t worry, you can hunt them down with other sea animals (WHAT’S WRONG PETA!? ARE YOU MAD BECAUSE YOU CAN’T DO IT YOURSELF LIKE THAT IN REAL LIFE?!?! >:]).
And while finding collectibles in bigger locations is somewhat fun, it is a chore on the Uncharted Seas. Swim to one island, grab the thingy, move to another island that looks the same as the previous one, grab the thingy, and so on, and so on until you shit an egg out of boredom. And the islands are mostly spaced out between each other around a mile.
Being more positive, there are two end-tier clothes sets. The first one, the Templar Armor, increases the resistance against enemy damage and can be collected after killing four side Templars. The other, Mayan outfit, makes you basically bulletproof and can be collected after finding all of the Mayan Keystones.
There is supposedly another special outfit that makes you harder to detect after finishing off half of Assassin’s contracts, but I didn’t even notice it in my outfit list.
Speaking of contracts, the previously mentioned Assassin ones and the Naval ones area back, the latter ones being held by the mysterious man named Milo van der Graaff. By finishing all of these, you will get powerful weapons, swords, and pistols respectively.
There are also, like, challenges (again), which give you nothing other than cheats and useless Multiplayer crap.
I can’t really remember more unique stuff other than shanties that act like almanac pages from the previous game. If I didn’t mention something, it’s because it was already in AC3 or before, or I forgot about it.
There is still fun with activities. Unfortunately, after five games of the franchise, I’ve played (six if you add AC1 to the list) it gets tiring, not gonna. Especially since, and I’m not afraid to say it, I believe it is the first game in the Assassins’ Creed franchise that makes itself purposefully grindy.
GRIND
It all comes down to the Jackdaw itself. There is a shit-ton of stuff to upgrade as I mentioned. But you can’t just pay for it with money. You have to get resources. You can get those by stealing from the plantations or the previously mentioned ship boarding. You basically end up waiting for plantations to refill, or looking for ships with wood and/or metal (especially the latter one). It is especially bad at the beginning where your ship is weak.
Let me tell you something: The Naval combat might be fun, but after dozens of battles, boarding, and deciding what to do with the ship, you will get sick of it.
And you want to know why is there a grind in the first place? Well, simple. It’s because these French fucks want to shove PAY-TO-WIN UP YOUR THROAT!!! I’m dead serious, look at Steam Database! There is proof that Ubisoft put tImE sAvErS, so they could fuck the wallets for the brainlet Whales! You can’t buy it anymore on Steam (thank fuck), but the fact that it was sold from the get-go, clearly says that Ubisoft has its head far up its French ass!
…
Oh god… I need to find something to talk or else I’ll go insane.
GRAPHICS
Oh, okay. Yeah, that will do.
The graphics are good. In my opinion, they didn’t age that badly. People tend to have a rough opinion about it, but let me remind you that this game is cross-generational, 7.5 gen in this case. Of course, it won’t look that good as, like, exclusive 8th gen starters. The best-looking location was Havana in my opinion, giving me some Renaissance vibes.
SOUND
Sound effects are still high quality. The voice acting is very good. And the music by Brain Tyler is amazing (shanties too). I really would like to talk more about the tracks, but I’m slowly getting tired, and the worst is yet to come.
LACK OF STABILITY
Good lord, it’s like Davy Jones himself was testing this game to make the biggest mess of a game in the franchise. People who tend to make fun of Unity might forget about this one. Every type of bug can be found here: People going apeshit during animation, ragdolls going apeshit, ships coming from water, to name a few.
The last one pissed me particularly since it happen during the emotional credits scene, RUINING THE FUCKING MOOD OF IT FOR FUCKING, CUTLASSING, FLESH BOOTY STABBING, GROG SPILLING, FFFFFFFFFFFFFFFFFFFFFFFFFFFFU-
technical difficulties
…
…
Welp…
At least it didn’t crash, to be fair.
giggling
SUMMARY
sigh
Look. Assassin’s Creed 4: Black Flag is not a perfect game. Buggy in many places, grindy in some places to sell pay-to-win filth for whales, too much tailing, uncharted waters are boring, as an Assassin’s Creed game is fine, the modern part feels worthless…
And yet, it is the best pirate game that was ever created. Really. Many other games tried, but no matter how good they were, they didn’t reach that distinctive pirate smell that this game produces for the lack of better words. It’s still one of the best games in the franchise, the best one on AnvilNext engine, and just overall the best.
Thankfully, the review is finally finished, even though I took way too long break from it when I reached around half of this game.
To end this review here is one of the reviews of Black Flag that is way better than this one:
youtube
Thank you all for reading, and see you all next time.
Now, loose up some sails lads! We’re going home!
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Will Archeage Be For Mac
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ArcheAge is an epic fantasy MMORPG free of predefined paths and progression. You’re free to choose your own path and play your way from the starting continents of Haranya and Nuia to the lost shores of Auroria, the birthplace of magic.
You can wield incredible powers drawn from 165 unique Class combinations, master over 20 crafting skills, build houses and manors in the open world, farm, trade, forge alliances, and lay waste to all who stand in your way. Or you can turn your back on it all and live as a pirate, ransacking traders and pillaging the high seas for plunder and gold.
ArcheAge 2 will also take place in the same world as the orignial ArcheAge franchise, though in a different time and dimension. While the details are scant now, Song mentions that we should know. Try ArcheAge: Unchained Free for a Month! October 16, 2020 Beginning the 16th of October at 10 AM UTC until the 16th of November at 2 PM UTC, discover your legendary self with the first-ever one-month ArcheAge: Unchained free trial. ArcheAge is an MMORPG in from Korean company XLGames and published in the NA and EU by Trion Worlds. Players enter a fantasy world and start play on one of two continents: Nuia (Elves),. A mac, let alone a macbook, probably won't be able to perform very well with gaming. ArcheAge is a medieval fantasy massively multi-player online role-playing game (MMORPG) developed by Korean studio, XL Games. It is available for North American, European, Australian, Russian, and Korean players.
Shape the World
Gatherers, crafters, and traders are the engine that drives ArcheAge, and its economy is yours to control. Master diverse skills to craft trade goods, houses, ships and castles. Transport and trade materials across the realm, braving danger and piracy to support your allies in wars that will change the fate of the world. Join a zone’s community and work together to unlock special regional bonuses or form a family with your closest friends.
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Assemble allies and build an empire to span continents. Sabotage your enemies’ trade and lay waste to their armies in the field. Rally your forces and craft massive siege engines to storm the heart of rival castles and claim them as your own, or test your skill against hundreds of other players in open world battlegrounds.
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I know how overwhelming it can be to pick up a new MMO after playing another one for years. In this guide I'll cover all the in-game basics. Everything from character creation to User-Interface. Hopefully after reading this, you'll be able to play ArcheAge with ease.
Currently ArcheAge is in Alpha. If you weren't lucky enough to get invited to Alpha, you can still buy your way in with Founder's Packs. The Archeum pack gets you into Alpha for $150. You can also get the Gold or Silver pack for Beta access. Once ArcheAge enters launch the game will be free-to-play.
Character Creation:
There are four races and two factions in ArcheAge. The Nuian and Elves make up one faction, while the Firran and Harani make up the other. Each race has its own story and racial traits.
Nuian:
What is anaconda. Called the Conquerors of the Continent, Nuians possess a deeply spiritual culture that revolves around Nui, the Goddess of the Hereafter. They revere the beauty and harmony of their fallen kingdom and fight fearlessly to maintain the traditions that brought them to power.
Nui's Blessing: Favored by the Goddess of the Hearafter, Nuians receive extra benefits from visiting her realm, doubling the time their stats areincreased after being resurrected.
Warrior Architects: Frequent rebellions and civil wars have led the Nuians to become quick builders, reducing construction time for houses and castles by 30%.
Elves:
Elves seclude themselves deep in the forest, avoiding other races as much as possible. Though envied for their beauty, their behavior is considered incomprehensible: hoping for an honorable death, they seek out danger no matter the odds.
Endurance Training: Trained for combat from the day they can walk, Elves posses increased physical ability. This stamina allows them to hold their breath underwater for an extra 20 seconds.
Lithe Flow: The decades spent around Gweonid Lake make most elves talented swimmers, increasing their swim speed by 5%.
Firran:
The restless, nomadic Firran roam the wilds, fueled by dreams of reclaiming their former glory. They believe every life – no matter how small – is not only valuable, but plays a critical role in the natural world. All Firran strive to find their purpose and play their part.
Catlike Reflexes: the Firran's quick reflexes allow them to twist their bodies as they fall and land more nimbly, decreasing fall damage by 20%.
Strong Claws: The Firran's long, non-retractable claws allow them to climb trees and ladders 30% faster.
Harani:
Harani are survivors in the truest sense, capable of extreme and heroic acts serving the interests (and preservation) of their people. Practical, cunning, and family-minded, it is no surprise the strength of their new kingdom rivals the strength of the kingdom they lost.
Portal Mastery: The far-flung Harani empire has forced its people to master the use of portals for quick travel, reducing the cast time and cooldown of their Recall ability by 30%.
Jungle Tamers: Settling the jungles of Mahadevi taught the Harani to be efficient in their labor, reducing the time required for logging trees and gathering herbs by 10%.
Appearance:
The appearance section has a ridiculous amount of options. The only thing that is really worthy of a mention at the moment is the hair color bug. If you try to change hair colors you need to swap hair styles and then swap back to the style you want. Otherwise the color change doesn't register. You'll have to do this each time you select a new color until the bug is fixed, so decide on a color before you decide on a hair style.
Skills:
There are six basic skill options. You can read more specific details on these in my skill set guides.
User Interface and Controls:
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In the image above I've labeled all of the important sections of the in-game user interface. I'll cover basic controls with E.
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Character Status - A:
This area shows your character's current condition. Character health, mana, status effects, and summoned pet are all located in this section.
Target Status - B:
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This area shows the status of your target, whether it's friend or foe. It works like the Character status section, but instead of showing pet information to the right, it shows target of my target data.
Chat Window - C:
This is your chat window, all in-game communication will be here. You can customize your chat window to filter out certain chat channels if you so choose. How you utilize your chat is totally up to you.
Labor and Experience Meters - D:
Your Labor meter controls your ability to gather, mine, craft, and build. For every 100 Labor you spend your max Labor increases by 10. Labor restores over time, recovering 5 Labor every 5 minutes regardless of whether or not you're logged in. I'll cover more about the Labor system in upcoming guides. https://loadminnesota148.tumblr.com/post/657172244410351616/programming-text-editor-for-mac. Your experience meter stretches across your entire screen, and tracks your progress in your current level.
Skill Bars - E:
With the default set-up you have 2 skill bars, the button inputs are 1-9, 0 -, =, and the same 12 buttons with Shift. You can have up-to 4 skill bars for your character, however more slots aren't necessary until later. Your movement controls are; W forward, S backward, Q move left, E move right, A turn left, D turn right. You can also use your mouse to control camera and turning.
Map and Time of Day Meter - F:
The map has three size options controlled by the little button that has an M on it in the above picture. This button will show S, M, or L depending on the current size of the map. the cog-wheel beside that button turns the mini-map on and off as well as mini-map icons. The meter to the right indicates the time of day within the game.
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Quest Tracker - G:
This tracks the status of your active quests. to open the full log just click one of the active quests. You can close the quest tracker by clicking the button in the upper right corner of the tracker. To open it back up click the button again.
Additional Menus - H:
I'll list them in the order they appear from left to right.
Character (C): Displays character details and equipment.
Bag (I): Opens inventory.
Quest Log (L): Another way to open the Quest Log.
Skill Window (K): Displays your Skill menu.
Map (M): Displays the map.
Vocation: Displays Vocation menu.
Community: Opens social menus.
Webmail Inbox (Shift B): Opens Mailbox.
Home: Opens Home menu.
Help: Opens Help menu.
Menu (Escape): Opens options menu, and logout options.
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