#tell us more about how this 'runes' part of the magic system works
Explore tagged Tumblr posts
here-there-were-dragons · 2 years ago
Text
what i’m getting initially from the lore is that the arcane flight in ancient times had a decent burgeoning capacity for aethernaut technology and there is a non-zero chance there are other unfathomably ancient early space age artifacts of a fallen past dragon civilization in the sky, and that following the astrolab’s launch the entire planetbound aether civilization was wiped out with little trace by some unspecified cataclysm, likely warring with another primal race, leaving the scientists on the makeshift generation ship as the only survivors.
perhaps aether was not their original name, but over untold tens or even hundreds of thousands of years isolation the remainder of their species, descended from their lost landbound counterpart’s trained aethernauts, shortened the title further and further into simply “aether” and with enough time (and book-eating) further simply forgot there was ever more?
and they get all their battle tactics knowledge from their poorly organized larp sessions of old-enough-to-be-fossilized tapes saved from their lost groundward civilization of ancient dragon star trek and name things like they work for god damn aperture science. “material emancipation grille”. and they’re literally sparkledog mary sues. who the fuck let them name themselves. why did they start naming themselves “xxxdarkstarxxx” i can’t decide if it’s numbly dismaying or numbly fucking hilarious (as all emotions are numb and distant for me these days) that that’s canon and there is now a canon mary sue sparkledragon breed like have they literally just been doing nothing but spinning their wheels creating warrior owlcats rp forums up there since the rest of their species died. when they sent all their best and brightest up there was it like how the entire modern real world tech infrastructure is held up by about 30 furries that if any one of decided to disconnect their pager for a few hours the entire internet and literally civilization itself would collapse in a fire and now all that’s left of their breed are all descended from that.
their culture seems to be clan-troupes, likely descended from specific maintenance teams, of distorted half-religiocized echoes of random portions of long-forgotten ship repair safety training and shakily clung to jumbled impressions of some sort of lost pseudomilitaristic crewed vessel hierarchy, and it’s strangely giving me a combination of the movie passengers vibes and a wikipedia summary i skimmed once of one of the later books in something called the xeelee sequence, which described a long-future descendant of humanity on a generation ship in which these remnants of humanity had devolved so much that they now no longer had much sentience, preforming ship repair and maintenance by pure instinct as a way of attracting mates and having no real understanding of what they were doing or why.
a am however at a loss as to why, of all things their lore could be, their entire gimmick seems to revolve around compulsively eating paper.
after seeing a trailer for something called hyper light breaker, i assume an alleged sequel to something else called hyper light drifter, i have made the retroactive decision to assign them a synthwave-ish, hyperreallife pulsating sleek slanted laser light energy beams making roadways for sleek glowing similarly fizzling near-digital lightcraft sort of aesthetic, vaguely cyberpunk but made from faintly magitech parts, sans any sort of digital artifacts visual additions. the actual aesthetic i am thinking of is not in any way based on the game itself, but instead is based purely on the feeling of the name alone taken out of context of the game it applies to. what type of imagery and feeling of the words “hyper light drifter” on their own with no knowledge of the game inspire. i will likely forget what i meant by this in three weeks time.
6 notes · View notes
kani-miso · 6 months ago
Note
🙏 this looks so fun actually, here are some questions 😭
general questions
9. which prisoner's signature colour do you like the most?
trial questions
5. which 2nd trial MV do you enjoy the most, and why?
prisoner questions
2. what are your headcanons about es? (es isn’t a prisoner but we can ignore that for a second 😵‍💫)
thank you for these questions, i really appreciate it.
general questions
9. which prisoner's signature colour do you like the most?
not because i'm biased or anything but mikoto. his signature color represents him so perfectly. blue is usually used to represent 'honesty' which perfectly connects with double ("Come to know me as an honest man"). blue is also one of the most common colors used in industrial purposes. the dull blue is just used to potray his boring, endless cycle of work (996).
trial questions
5. which 2nd trial MV do you enjoy the most, and why?
i cannot tell you how much i love the purge march mv. the visuals are amazing, the baton twirl is the best part imo, also the amane army idea is astounding. i love how the marching band leader amane first didn't have the cult eyes but when the cat is shown to be dead/taken away, her eyes turn into the cult eyes. her cult eyes having a different shape than the 'magic' cult eyes is really smart. in 'magic', she's following the cults rules without pushing her own ideals into the doctrine. in putge march, she's punishing her mother for breaking the rules (killing a living being), but it really isn't only for that. the sort of real reason she killed her was to avenge the cat. thats why her swirly eyes are connected and not like circles in 'magic' (also the purge march cult eyes have a tint of purple, purple literally symbolizes magic). now about the baton twirl, there are 3 shots of the baton twirl. two with the camera view on the left and one with the camera view facing her. i take this as someone witnessing amane do the murder (you can see more 'proof' to this idea at the end where amane looks at the camera that's shaking).
prisoner (+guards) questions
2. what are your headcanons about es?
i have some, not much because i like leaning on the canon side.
they're really tidy and clean, to the point their floor has not a single speck of dust.
they dont have a favorite food/drink, they have weak taste buds.
they get bored so they have a book for journaling stuff and drawing doodles, in t2 they ended up not doing it anymore because they need to focus on work.
the reason they don't sleep on the bed is because of its weird texture.
996 routine.
sometimes, they secretly do their work outside because they like hearing the prisoners talk.
they read those romance books mahiru recommended in t1, they didn't like it but continued reading so mahiru will be happy.
they feel more comfortable with the t1 guilties instead of the t1 innos.
they once tried redbull when they saw the MeMe mv, they never ever tried it again.
they say pudding is their favorite food when the prisoners have a talk about their favorite foods so they dont feel left out.
somewhat distant yet close relationship with john (i have to include this).
they're the only person who is the most accepting of mikoto's system.
they used to like folding paper cranes, never did it again in t2 because it wastes their time.
spent their free time learning the milgram rune language and memorized it.
always late when its breakfast, lunch, and dinner time.
this is just the ones i remember thinking about.
10 notes · View notes
writingdesknashu · 8 months ago
Text
The Other Side of Myth Chapter 47 Conceptualization Post
Hello, welcome once again to Lord Nashu's writing desk. Where I shuffle the mess around and give you a look at the mind behind my creative process. It's been a couple of weeks since The Other Side of Myth Chapter 47 came out, and while I've been a little down in the dumps, I think it's long overdue time for a Writing Concept post about this chapter!
Starting this off...
A Strike Against the Seed of an Empire is just a great title. Back in the day, I couldn't write until I knew what the chapter title was. I don't think that changed, though I do change them later title if I don't like them after all. This was not one of those cases though. I needed a chapter title that said, "Diana's fighting in this one." but also one that said, "Things are kicking off." Rocwen is a new character from this draft, introduced to bridge the plot of Kiara's world with the rest of the story. As such he represents a shifting in the global space. The party isn't just fighting to stop the Yoshiki Sect in this arc, they're fighting to stop the birth of the Yoshiki Empire. But he also represents...
World Building
Because Rocwen is old. As the story goes on, readers will come to know that Magdalea and Nandaxia are pretty old worlds themselves, that have been through several phases before this current point. Rocwen comes from a phase when the Serpent Dynasty (now called the Orchid Triumvirate) had a strong chance of being one of the rulers of the world. He was essential to that too, serving as an ally that anti-demon magic and tools couldn't best. We got a bit of this from him in some of the previous chapters, establishing how demons were once the ruling body of the Dynasty, and how Jade Warden (the triumvirates demon slayers) were once one of the many forces trying to dismantle the dynasty.
In this chapter, we get more about how he lived during those times, sharing his bed with beautiful women and thinking about one beautiful man in particular. Ruelin, who is also new to this draft, was more a scholar at the time, and what he teaches Rocwen leans into an overarching narrative of how the stories magic system shaped the world. We also get mention of the Spirit Princess again, though don't pay too much attention to her. Make a note, but don't pay too much attention. The main focus of this chapter is what knowledge about magic can help you do, which brings us to Diana and...
Runic Magic
Runic magic is something I've been thinking about introducing since the second draft, but I didn't really know if I wanted to implement it heavily into the story. As I moved forward to this one, I got to thinking about how each culture formed their magic understanding differently, and for Diana's homeland of Nithellan (one part of the Greenlands.) magic was formed through runes. There's some deep lore to that, but on the surface of it, I knew I didn't want it to be an unknown language. Magic's earliest stage in the world was more wild, so I wanted runes to reflect that. I also wanted them to reflect that scholars in Nithellan thought they were a language. My decision was to lean into iconographic languages, rather than phonetic ones. The way runes are strung together as tunes or ballads is meant to invoke this idea that each rune is a picture that comes together to tell the story of a spell.
How do you tell that story? I implied it at best in this chapter, since Diana does her work then goes to the fight, but the idea is that each rune has to have some sort of narrative bond. Take these for example:
Tumblr media
Carefully drawn with a mouse in paint, you see what I'll call the narrative principle of runic magic. The direction doesn't matter, but the order does. Diana tries writing the second runic tune first, but out of order. The top is medium growth the bottom is mountainous blast. Before the eureka hits her, she just knows what this runes do, not what they symbolize so she writes it as "mountain blast->medium growth." which can't form a narrative principle. As it's written here though it goes "medium growth->mountainous blast." and the principle can be read like, "Something grew into an strong blast." The "something" is usually energy, but that mostly goes without saying.
"Well, daring Lord Nashu, why couldn't it be read as "the blast grew into something strong?" Because the runes have to "capture" the energy first. Worth note, the first tune has a different narrative structure. "The sea launched a blast of lightning." Illustrating a principle of observing a storm. There's some meat in there about how tunes differ in their structure based on the period they were written in. The left being more primal while the right is more mechanical. But we could sit here and talk about runic principle all day! We shouldn't though, because we still haven't talked about...
The Fight
Having both thought about how their knowledge of magic can help them grow stronger, Diana encounters (Scarecrow Spirit) Rocwen and the battle starts. There's quite a bit of world building in the banter too. Like Rocwen calling Diana's homeland the "old Angel country." And how that tells her immediately how old he must be. There's also how he notes that mages nowadays don't need to use incantations, nor need someone to protect them. That leans into a central narrative of OSoM about how "Magic on Magdalea progressed like Technology on Nandaxia." Pulleys and levers go from being human powered to machine powered, but magic. I like it though, as well as how the fight itself plays out.
Rocwen shows how scary he is through how he effectively makes the scarcrow spirit's body his own. He has essentially become that spirit and can effectively use its fear magic against Diana. Diana for her part knows that fear magic is mostly in the mind and tries to calm herself, but also knows the fear is triggered by your perception. It doesn't do her a lot of good when the fear pollen gets into her system, but that strange detection ability of hers comes up again, letting her detect Rocwen without having to perceive him.
Combining her new runic knowledge with the sealing techinique Keigo taught her before, she uses Striker Drumming: Second Verse to overcome Rocwen's lesson in magic, but not quite stop his plans. Still, things are underway as she sends a note to the others. And Diana takes a step closer to being strong enough to find her older sister....
Overall?
I was satisfied with everything I did in this chapter, managing to check a lot of boxes that I wasn't even aware of. As I use Rocwen more I come to better establish parts of the world, and I like that this arc has changed from just a battle with demons (as it was in previous drafts) into a battle that fills in the blanks of the Serpent Dynasty/Orchid Triumvirate. More of those blanks will be filled in as the arc goes on. Meanwhile, Diana takes a step further in her journey, and considering what i have planned for her, I'm easily excited.
This post ended up being pretty hefty though...so let's close this off. When I clear things off on the writing desk, I would be delighted if you were to join me, once again.
1 note · View note
mitchelldailygames · 1 year ago
Text
Heroes of Song Devlog Part 8: I've Played It!
It’s been a bit since I’ve posted anything on here, and even longer since I’ve talked about Heroes of Song. That was due to a combination of social media fatigue and working on other projects, so it’s just been a while since I’ve had anything to say about this game.
I finally opened the document back up again, loved what I saw, and organized my first playtest with other people for this game! It was great and gave me some clear direction. Before we get into all of that, let’s remind ourselves of the core design principals for this game.
The heroes are cute.
Kindness matters.
The world is weird.
Sometimes you don’t fight. Sometimes you do.
Health is hearts.
What Was Tested
This was a one shot for three Heroes. I ended up running Deathwatch Crypt (and now have more clear notes that could work as a step towards making this an actually published adventure). This is a dungeon with some clear combat opportunities, a couple of secret rooms, and some simple puzzle/problem solving. The playtest focused on character creation, the core dice mechanic, and combat.
The main puzzle of the dungeon is a chasm separating players from their core goal with the mechanism for lowering the drawbridge on the other side of the chasm. The “intended” solution involves a magic item in a side room in the dungeon. The scare quotes are in there because they came up with a different solution and I thought of even more potential solutions as we were playing. The players totally bypassed the magic item. We were under a bit of a time constraint, so I was maybe more ready to roll with them totally missing the Skip Dagger than I might have been for an hour longer session.
Overall, the test was a lot of fun, the players were great, and the feedback both during and after play was wonderful. Let’s get into what worked and what I’ll be reworking.
What Worked
Character Creation went great! The party included an Autsader Scamp, a Dikari Steward, and a Forj’d Bard. All the characters were great and had interesting angles to them. The character that most surprised me was the Forj’d Bard who was conceptualized as having a music box in their torso that used different spell cylinders to play music through organ-like pipes on their back. It was both “against type” for a Forj’d and was just a cool, unique character concept that I hadn’t imagined when I put all the options together. It really opened my mind up to what a Forj’d could be.
Look at Devlog 3 for a refresher on the Callings (Scamp, Steward, Bard) Devlog 4 for a refresher on the Folk (Autsader, Dikari, Forj’d).
The process went smoothly enough. Everyone seemed really comfortable tweaking their character and making the available choices for them.
The feedback I got on character creation was mostly for stuff that I already intend to include in the full game! The player with the Scamp was wanting to make more of a magical trickster, so I got to share that between growth options and things that could be picked up in play, that was totally possible. The Bard character said it would be cool if instruments could be infused with runes, so I got to share that that was already an intended growth option for Bards.
The Basic Mechanics seemed easy for players to pick up and understand. The inspired and discouraged systems also seemed accessible, and players liked how powerful being inspired (rolling three dice and taking the top two) felt. When stats are as broad as Tough, Quick, and Harmonic, I get a little nervous about knowing which one to tell players to use for the roll, but in play it actually felt pretty intuitive. The solutions to different types of problems were interesting, often unexpected, and fun.
Combat ran pretty smoothly and didn’t seem overly mechanically bogged down. Player feedback suggested that they felt the same. The dodge and focus mechanics didn’t come up very much, but players were interested and excited about the prospect. Players appeared empowered to be creative and paint a picture in combat. Part of that might be more about how I was running it than what the book actually says, so I think making sure the text actually encourages creativity is important, but it definitely was in the spirit of the game.
I could probably say more about what worked, it truly was a delightful time, but I’m just as excited to talk about what needs work!
What Needs Work
The way the rules are written now, Heroes are inspired as long as they have three or more Spirit (the pool used for magic). In this game, this functionally meant most Heroes were inspired for the whole game. Inspired is so powerful that this sapped a lot of the challenge out of the game. There were maybe two failed rolls in the whole session. (Maybe only one).
This also unintentionally discouraged using Spirit and made other things that could make a character inspired (like the perfect dodge and focus moves) less appealing.
The rework I’m considering is to let Heroes be inspired for one roll after they’ve recovered Spirit. This would allow Heroes to start most adventures with an inspired roll in their pocket, encourage them to use Spirit, encourage them to seek out magical items, and encourage them to look for ways to regain Spirit while they play. Spirit would remain thematically connected to a character’s morale while not turning every character into an unstoppable force.
Lots of things just need clarification. I needed to give enough reminders during character creation that I think there should just be a little work on the character creation directions to help players not miss anything. The biggest areas in need of clarification were Moves and Songs. Do you need to spend your action to use certain moves? How long do songs like Inspire, Dread, and Ghoststep last? Do you need to make a roll to use a Song as an attack? When I dive back into the document, these are some of the things I’ll be shoring up.
I don't know if this needs work or not, but at character creation some options just allow so much more choice than others. The Dikari gets to choose their spore type. Bards and Sages have spell selection. The player making an Autsader Scamp was pretty much told exactly what to type into their sheet as far as special moves went. Maybe, that's just the way that option goes, but I don't want certain players to feel punished for making certain choices.
Next Steps
Beyond the changes above, I think I’m going to put together a quick gear list. That should make the game overall more test-able. I think there needs to be some restorative items (like hearts potions) clearly codified in the game too.
I want more exploration systems and guidance in there. I’m reminded that A Short Hike (and Haven Park) were both inspirations for this game, so what does fun and interesting exploration without combat look like? I think the region generator is part of it, but how do I deliver that feeling of stumbling across something interesting in a random inconspicuous nook? I think this is something that will end up feeling fairly essential to the game, so I should probably get to it sooner than later.
I think I’ll pick the search for an artist back up. I think art is going to go a long way selling the tone of the game.
I’ll be looking to do more testing, so join the Discord if you want a chance to jump on those.
Updates to the test doc might get done today or maybe a little later. I’ll put the date it was updated in the title so you know if there are any recent changes in there. Until next time.
The world is weird; kindness matters.
--Daily
0 notes
wingsyliveblogs · 2 years ago
Note
big nerd question coming up: what do you think of the magic system (the way magic works) in the owl house? from what you've seen of it so far that is.
Oooh, this is an interesting question!
(cut for length)
Hmm. From what I've seen of it so far, I think I'd say that the magic system in The Owl House strikes me as something of a soft/chaotic magic system, but one whose users are trying to pretend is the opposite, if that makes sense? It seems to be inherently loose, without a lot of rules and clear explanations for how things work, but the school and coven system still insist on putting all sorts of unnecessary restrictions on it.
The first thing we really hear about magic is from Eda in Episode 3, when she says that it's wild and unpredictable. Immediately afterwards, we're introduced to Hexside, which splits its students into rigidly defined categories, and then in Episode 5, we learn that covens will restrict their members' use of magic to certain types. This would suggest that it's at least possible to explicitly categorise different types of magic... but in general, I get the feeling that Eda's assessment of how magic works in the Boiling Isles is more accurate.
For example, take the magic tracks and the main 9 covens. First of all, "construction" isn't a form of magic! This coven's members don't actually do a lot of spellwork, as far as I can tell; rather, they're focused on manual labour, enhanced by glyphs that increase their physical strength. What are glyphs? How do they work? Are there glyphs that do anything else? Who knows!
(My current theory is that the glyphs are actually reusable spell runes, seeing as they're made up of a fancy symbol that can be drawn on paper that has some sort of effect when you touch it, but that's beside the point.)
And then we come to potions. How do potions and elixirs fit into the magic system alongside spells? It makes sense on a meta level that they'd be a part of it, since potions are a classic witch thing, but what actually goes into making them? Is spellcasting involved, or is it all manual technique? If it's the latter, why is potionmaking taught separately from tracks that teach witches actual spellcasting, since it should technically be a thing anyone can do?
(Personally, I get the feeling that this is because it's very easy to separate potions from spells, so in a societal system as rigidly structured as the coven system, it's very easy to set a boundary there even when there doesn't need to be one.)
And speaking of spellcasting itself, what's the significance of magic aura colours? So far, magic auras have remained fairly random, as far as I can tell. The leader of the demon hunters has green, like Willow, but he seems to have some sort of electricity-based ability, which is a far cry from her plant magic. The Moonlight Conjuring is represented by a pale blue colour. The Bat Queen's magic is yellow. What does it all mean?
As for spells themselves, how do you determine what type of magic a spell is, anyway? Gus specialises in illusions, but he's capable of creating tangible objects, and imitations of people that can think for themselves. What's the limit to what counts as an illusion? What would one categorise basic spells like light or fire as? What about Lilith's teleportation spell?
How do curses work and how are they cast? What are the mechanics behind rare events like the Moonlight Conjuring and the Wailing Star? What type of spell was the oath spell that Amity used in Episode 5? What about the bodyswap spell?
There are a lot more questions where this came from, and the show doesn't seem all too eager to answer them. I don't think this is a bad thing at all! But it does give me the impression that the magic system here is one where stuff just happens sometimes, and trying to figure out the why and the how of it all isn't really important. It's a chaotic magic system for a chaotic world.
Well, that got a bit long, but I hope this was a decent answer! I could very well be reading the magic system completely wrong, or I could be proven wrong later if the show goes into how the magic system works in more depth in future episodes, but these are my thoughts on it from where I am in the show right now.
(Obligatory disclaimer: if anything I've mentioned here gets explained later on in the show, please don't tell me about it. Thanks!)
11 notes · View notes
kapenkoiwrites · 2 years ago
Note
Hi Koi, happy WBW🎉 I don't know if you're taking part but I'm curious about COGM, you mentioned that it's haunted, not asking for spoilers, but can you tell us how you incorporate the soft magic system in your world in relation to that?
Hello! :D
I'm not officially taking part but I'm certainly willing to! And yes I'd be glad to share some info on the magic system! Be warned, there is a LOT of lore!
I'm still working out some of the ideas but here's how it works:
There are two dimensions: the "real/normal" world dimension and a currently unnamed alternate dimension.
- The Alt dimension (thats the new placeholder name XD) is an unexplored dimension where the majority of supernatural creatures (demons, most cryptids, and a variety of Mythics*) exist.
It has its own magic system and is full of ambient magic/supernatural energy.
I haven't thought much about why or how this dimension exists and why it has as much magic energy as it does. I don't think I need any of that information for COGM unless I make it a series (which I probably won't but that's not necessarily off the table). ¯\_(ツ)_/¯
The two dimensions act like cells: a certain amount of magic energy can pass through the barrier from the Alt dimension to the Real World, but it is minimal and not usually enough for demons, cryptids, or Mythics to naturally spawn.
There are weak spots in the barrier too and I have a heck-ton of lore for these >:3
- Fairy Circles: Completely natural. Form in places with an excess of ambient supernatural energy and act solely as portals and wells of energy. Fungi -not always but often- have a strong connection with the supernatural world and are kind of like an “inanimate medium”. Can be destroyed (may or may not spring back up within a couple years) but likely come with repercussions such as hauntings. Categorized by presence of fungi.
- Pentagrams: always man-made. Usually designed for a specific purpose. Can both summon (more of a one-way door than a true portal) and transmute. Cannot be activated without some kind of sacrifice (generally triggered by loss of life or blood) but can store and/or release excess energy. Becomes an artificial weak point in the barrier. They strengthen supernatural energy in the area, often leading to a positive feedback loop; more ambient supernatural energy attracts more cryptids. This form of weak spot needs maintenance: it needs to be cleaned and reset with each use until the ambient energy that it summoned transforms it into a rune (usually takes anywhere between a couple of days or a couple decades depending on location, prior supernatural activity, level of maintenance, how often it is used, etc); lack of maintenance could easily lead to contamination and/or rebounds*. Can be destroyed (generally with fewer repercussions depending on summoning use and cannot reform unless they are old and close to turning into a rune; could alternatively reform as a fairy circle. When it is close to turning into a rune, it is called a runic-pentagram. Categorized by any markings made by humans (ex. Marks left by carving tools, chalk, paint, blood patterns, etc), lack of ability to self-maintain, often need runic or alchemical symbols.
- Runes: Natural. Runes are far more powerful than both fairy circles and pentagrams. They are strong wells of energy that function as supernatural portals and can transmute (the addition of specific runic/alchemical symbols or fungi can specify a certain function of a rune, causing that to be the dominant or spontaneous use; Essentially turns the rune into a “natural pentagram”). Form where there is A LOT of ambient energy leaking through. Cannot be destroyed but can be temporarily deactivated ONLY by a creature(s) of strong supernatural power (ex. Mythics, tricksters, some demons, nature spirits, some mediums, witches etc). Characterized by irregular formations generally in metal, stone, and/or wood (no true “symbols”; just everything is just warped).
Some supernatural creatures (a couple species, not many) can spawn or just naturally exist in the Real World. Some examples:
- Mediums: Exactly what you think. Just people with a stronger connection to ambient magic than most. Pretty limited powers. They can sense supernatural energy and (to a very limited degree) communicate with supernatural creatures.
- Witches: Can be born with the ability to harness ambient magic or start out as Mediums and learn witchcraft. Witchborn have a degree of instinct for this magic and need less practice, less studying, and fewer boosters (ex. less likely to need magic-sensitive objects and runes or pentagrams).
- Ghosts: Ambient magic energy is attracted to souls who were restless at the time of their death. The majority of ghosts form in the Real World and are tied to the place they formed until they can pass on.
- Demicryptids: Several species fit into this category but werewolves are the best known example. Sometimes referred to as Shifters because they can shapeshift. They tend to have a strong connection with ambient magic energy and often have transformation cycles that they have to learn to suppress or adapt to (ex. werewolves CAN hold either form whenever they choose if they are well trained to do so but it is harder for them to hold their human form near/during the full moon and harder to hold their wolf form near/during the new moon). There IS more lore here but any more would be a bit of a spoiler. ;3
Notes*:
- Mythics: Mythical creatures. Think thunderbirds, nature spirits, phoenix, etc. Beasts and beings of myth.
- Rebounds: Ever seen/read Fullmetal Alchemist? >:] (If not, this occurs when a rune, pentagram, or -though less likely- a fairy circle malfunctions and the magic from/around them becomes unpredictable and potentially dangerous. In COGM, these often "bring the two dimensions a liiiiiittle closer together", hehehehe! >:D )
------------------
And there you have it. A bunch of lore on the COGM magic system. Hope you enjoyed this giant infodump!Thanks for the ask! :D
------------------
3 notes · View notes
cjfritos · 4 years ago
Text
In Dreams Begin (Jessa wedding story)
Obviously written by Cassandra Clare. I own no rights to this. This was included in first editions of The Lost Book of the White by her and Wesley Chu. It tells the story of Jem Carstairs and Tessa Gray’s wedding and explains why no one remembers it.
Unfortunately it does include some spoilers from LBW so if you have not read it yet, I don’t recommend reading it. Otherwise, enjoy :)
~~~
Magnus Bane was scheming.
         To an untrained observer, the High Warlock of Brooklyn wouldn’t look like he was doing much of anything at all. For one thing, he was wearing purple silk pajamas. For another thing, he was in bed, leaning back against a pile of pillows with a spell book open in his lap.
         Beside him, Alec Lightwood was stretched out on his side, deeply asleep. Earlier that day, Alec had taken their son, Max, to the Brooklyn Botanic Garden. This had been at Magnus’s request—he wanted Max to have ample opportunity to tire himself out before bedtime. It worked almost too well. Max had made fast friends with a werewolf toddler named Eliza, and the two of them tore around the gardens blissfully for about three hours straight, Max crawling while Eliza ran, albeit unsteadily. Eliza’s mother had been quite surprised the first time Max levitated. Luckily, he was glamoured so only she and Alec noticed.
         Though not possessed of much vocabulary, Eliza clearly wanted Max to levitate her as well. Fortunately, Max did not yet have that sort of skill. Alec and Max returned home happy, covered in mud, and—best of all—exhausted. Magnus really wanted them all to sleep through the night.
         Magnus shifted position and peered across the room at the mantel clock atop the dresser, a hideous thing covered in putti that Ragnor had given him years ago. The room was lit only by a candle that burned with a blue flame on the table beside him, but he could make out the numbers. It was one forty-five a.m. Surely that was late enough. Surely even the Shadowhunters and Downworlders of the West Coast would be turning in. He’d given Catarina and Jem and Tessa a heads-up, after all, and as for the Blackthorns and Emma Carstairs, they were kids! And not even babies, with their bizarre and erratic relationship to sleep. Surely the would be asleep by now, worn out from running around on the beach or whatever it was that the residents of the Los Angeles Institute did all day. Yes, it was time.
         Snuggling a little farther under the blanket, Magnus looked fondly over at Alec’s sleeping form, his black hair like spilled ink across the ivory pillowcase. He closed his book and set it on the bedside table. He mentally reached within, feeling about for a particular pocket of magic folded away deep inside, a self-contained bubble. I had been two weeks since he’d been freed from the influence of the Svefnthorn, and while the markings on his skin had faded, his teeth had shrunk back to their normal size, and the overcharged magic of the artifact had left his system, this one reserve of magical energy had lingered.
         At first, Magnus had considered hanging on to it as a sort of insurance policy. A little extra magic went a long way, especially when the magic was this potent, and Magnus was quite certain that he and Alec and their friends would have plenty more dangers to face in the years to come. That was their job, after all. But clinging to the magic out of fear of imagined dangers didn’t feel good. It felt like letting demons have a small victory over him, playing right into their scaly, demonic hands. No, instead he had resolved to use the power in a decidedly un-demon-sanctioned manner—to create joy.
         Magnus shut his eyes. Oneiromancy, the study and practice of dream magic, had never been one of his specialties. But with the added kernel of power from the Sveftnthorn, he felt quite confident that he could pull of this one feat, even as complex as it was. The trickiest part, it seemed to him, was holding himself in that drowsy state between waking and sleeping, while maintaining enough awareness to cast the spell. He lay back against the pillows, letting his eyelids flutter shut for just a moment….
~~~
When Magnus opened his eyes again, he was standing in the middle of Blackfriars Bridge, the panorama of London spread out around him in all directions.
         He took a deep breath of river-tasting air. The sky was a dark violet, the sun only just beginning to rise. There was no traffic, which was a distinct advantage to throwing a party on a dream bridge rather than on the real thing. There was a warm breeze in the air, and the Thames danced beneath it, silvery in the dawn light. Had he ever noticed wind in a dream before? Magnus wasn’t sure. He admired the view from the bridge—it seemed just about right, though he hadn’t been here for a couple decades. Perhaps some ugly new construction had taken place since then, but who would fault him for omitting that?
         “Magnus!”
         He turned and saw two figures hurrying toward him. It was Tessa and Jem, both in what Magnus assumed was their pajamas. Tessa’s were gray with white rabbits on them. Jem’s were dark-green-and-navy-blue plaid. They were barefoot, but that wouldn’t matter on a dream bridge. He started to smile as they got closer and he could see that they were both giddy and laughing, a hint of disbelief on their faces.
         Tessa threw her arms around him, knocking him off-balance. He marveled at how solid and real she felt.
         “It’s working!” she said in wonder.
         “A magical discipline unexplored is always worth exploring,” Magnus said, stepping back. “I may be late to the game with oreiromancy, but I plan to make up for my tardiness all at once, right now. Is that what your planning to wear to your wedding?”
         “It’s not traditional, but neither was the yellow cotton shirt dress I wore for the courthouse wedding. And I do love bunnies,” said Tessa. “I’m all right with it if Jem is.”
         “I would marry you if you were wearing a barrel,” said Jem.
         “But why would I be wearing a barrel?” said Tessa.
         They were both grinning at each other stupidly. Magnus decided something needed to be done; he wasn’t sure how long his magic would hold out.
         “I won’t have it!” he said. “If I’m to throw you a dream wedding, you must be properly dressed for the occasion. It’s in my contract. I do hope you read the fine print.”
         He snapped his fingers, and Jem’s pajamas were replaced by an exquisitely cut black suit. Magnus aimed for something that suggested the style of the Shadowhunter gear Jem had worn long ago, in the first years he knew Tessa. Wedding runes were intricately embroidered on the lapels in gold thread. As Jem marveled at the excellent fit, Magnus turned his attention to Tessa.
         “I know,” he said, “a wedding dress is a highly personal choice. But as our other guests will be arriving momentarily, and time is of the essence, I’m going to take a stab at it.”
         “You have my express permission,” Tessa said.
         Magnus snapped his fingers again, and the Tessa was wearing a beautiful sleeveless gown of pale silver, with a full skirt that reminded Magnus of the first time he’d met her, at a vampire ball. A couple more flicks of his fingers, and her hair rearranged itself beautifully into an updo, with a few tendrils loose around her face. One more gesture, and Tessa’s familiar jade pendant appeared around her neck—as did the pearl bracelet she always wore, a gift from Will on their thirtieth anniversary.
         Tessa looked startled, reaching up to touch her hair, then brushing her hands over the gown. “How do I look?”
         Jem looked very young again as he gazed at her, his dark eyes full of emotion. “Ni hen piao liang,” he whispered. You are very beautiful.
         Magnus turned away to give them a moment—and felt familiar arms close around him.
         Alec kissed Magnus on his forehead—being slightly shorter than Magnus, he had to pull Magnus down a bit to do it, which Magnus didn’t mind at all—and muttered, “You’re a sentimental bastard, aren’t you?” in his ear.
         But he was grinning all over his face as he turned to greet Tessa and Jem, congratulating them. They both looked delighted to see him.
         “So let me get this straight,” Alec said. “You, me, Tessa, and Jem will all remember this with perfect recall. For the other guests, they’ll remember it at first, but then it will fade away, the way dreams do?”
         “That is correct. They won’t recall it the way we will, but their souls will be present, and glad for it. Well, mostly glad for it,” Magnus said.
         “What do you mean, ‘mostly’?” Jem said nervously.
         “I mean that I’m not sure how Church will feel about the whole thing.”
         “Church!” Alec and Jem exclaimed at the same time, and turned to see the grumpy Persian cat sauntering toward them down the center of the bridge.
         Tessa laughed. “Well, he does sleep twenty hours a day. I suppose we shouldn’t be surprised.”
         “I took the liberty of adding him to the guest list you gave me,” Magnus said. “I’m trying to get on his good side.”
         “Why?” Alec asked, incredulous. “He’s a cat.”
         “So he won’t hate me forever when I do this.” Magnus snapped his fingers, and a silver bow in the same fabric as Tessa’s dress appeared around Church’s neck. Church’s eyes widened for a moment. Then he sat down, and after a moment, became very focused on cleaning his front paw.
         “Now,” Magnus said, “I simply must get this bridge decorated.”
         “It’s decorated perfectly,” said a voice from behind him. Turning, he saw Clary, who was holding Max. Behind her was Jace, followed by Isabelle and Simon, who were leaning together, whispering conspiratorially. Jocelyn and Luke were there, looking slightly unkempt, and Magnus remembered that they were in the process of remodeling a barn at Luke’s farm so Jocelyn could expand her painting studio. Ragnor and Catarina had also appeared, as well as a whole gaggle of kids—the Blackthorn clan. Julian and Helen, Tiberius and Livia, Drusilla and Octavian. Emma Carstairs was with them, though she broke away from the group immediately, running to hug Clary. They were the same height now, Magnus noticed with amusement. Max had escaped from Clary and was riding on Alec’s shoulders now, babbling a story to Helen Blackthorn and her wife, Aline. They looked very amused, though it was unlikely they understood even a quarter of what he said.
         Maryse and Kadir were there too, already deep in conversation with Jocelyn and Luke. Kadir hadn’t been on the guest list Jem and Tessa had given Magnus, because they didn’t really know him, but Magnus had added him as Maryse’s plus-one. It never hurt to butter up your boyfriend’s mother, especially when she was willing to babysit for days at a time.
         A couple Silent Brothers had appeared—Enoch? Shadrach? Magnus was slightly embarrassed to admit that they all looked alike to him, now that Jem was no longer counted among their number as Brother Zachariah. Magnus hadn’t known if the Gregori would be able to attend, since they didn’t normally sleep. One of them—Enoch?—inclined his hooded head slightly at Magnus, acknowledging this mad thing he was doing as worthwhile. At least that was how Magnus chose to interpret the gesture.
         Octavian was climbing Jace like a jungle gym. Clary was talking with Julian and Emma, while Tiberius stood near his older brother, looking around at London with fierce curiosity in his gray eyes. Livia and Drusilla were perched on the railing of the bridge, Livia chatting animatedly with Simon and Isabelle, Drusilla looking around shyly. Catarina went to lean beside her, asking her a question. Magnus looked at the motley assortment of clothing on the assembled group. Mostly casual, though there were more pajamas as well. Magnus made two sweeping gestures, and all at once everyone was looking very sharp in formal attire. Even better, they barely seemed to notice the change. Magnus was impressed. Oneiromancy—who knew!
         A hand gripped his arm. It was Tessa, who looked close to tears. “Magnus. I can’t believe you’re doing this for us. I…” She trailed off, at a loss for words.
         Magnus regarded her fondle. “Tessa, most people’s idea of a dream wedding is not a literal dream wedding. But since yours is, I am happy to oblige. Shall we get this show on the road?”
         Jem and Tessa took their places on either side of Magnus, and the guests gathered around. The sun had climbed well above the horizon, casting rays of warm light between the long shadows of the wedding guests.
         “Dear friends,” Magnus said to Jem and Tessa, “we are honored to share this moment with you, and I am doubly honored to be given the chance to speak. Several hundred years ago I got very drunk and woke up as ordained minister. Today I have decided that doing so was a wise choice after all.”
         Jocelyn snorted, then looked embarrassed. Luke grinned at her.
         “Joking aside, it is impossible to stand here with you all and not feel that there is some greater plan at work, some greater force that has brought these two souls across more than a century to be joined as one.”
         Clary’s eyes were glistening. Jace reached into his pocket and offered her what looked like a handkerchief but was more likely a soft cloth for polishing blades. She gave a wry smile of recognition, and sniffled into it.
         “I debated which customs to follow in officiating this wedding,” Magnus went on. “Whether to conduct a Shadowhunter ceremony, or a warlock ceremony, or even a mundane ceremony, for many worlds have been united in the two of you. But none of these traditions seemed quite appropriate on their own. So I’ve attempted to tailor a ceremony that will honor your unique paths.”
         Magnus nodded to Jem, who reached into his pocket and produced a gold ring. Jem had requested a single word etched around the outside of it: Mizpah.
         “It has been said,” said Magnus, “that when two people are at one in their inmost hearts, they shatter even the strength of iron or bronze. Theresa Gray, are you at one with James Carstairs in your inmost heart?”
         Tessa’s eyes were wide, her face serious as she gazed at Jem. “I am,” she said, offering her hand to him. He slid the ring onto her finger.
         The Magnus nodded at Tessa, who produced another ring, this one from thin air. Magnus had to suppress the grin that threatened to break his calm officiant expression. It delighted him that Tessa was engaging in a small amount of oneiromancy herself, and Jem looked as pleased by it as Magnus felt. This ring was the exact match of the first, and he knew what it said as well: May the Angel watch between me and thee when we are absent from one another.
         “James Carstairs—Ke Jian Ming—are you at one with Theresa Gray in your inmost heart?”
         “I am,” Jem said, delight visible in his dark eyes. Tessa put the ring on him, and they stood for a moment, holding hands and smiling at each other like they couldn’t quite believe this was happening.
         “For I am persuaded,” said Magnus, and Jem and Tessa both looked up at him, recognizing a piece of the old Shadowhunter wedding ceremony, though he had altered the wording, “that neither death, nor life, nor angels, nor demons, nor principalities, nor powers, nor things present, nor things to come, nor height, nor depth, nor any other creature, shall be able to separate these two.” He stretched out his arms. “Therefore I am overjoyed to declare this marriage consecrated, here in the presence of your friends and family. Tessa Gray and Jem Carstairs, you are married, and the world is better for it. You may kiss each other, not that you really need my permission.”
         The assembled crowd cheered as Jem and Tessa kissed, a kiss that had been long delayed. The kiss continued, and Magnus slowly backed away, joining the cheering audience. “Let’s give them a moment,” he said, and happy chatter swelled around him.
         Magnus noted that Alec was looking very foxy in his Armani suit, laughing with Maryse. Ragnor and Catarina were cackling over something, glad to be reunited now that Ragnor didn’t have to pretend to be dead—or at least, didn’t have to pretend with them. Clary had her arm draped over Emma’s shoulders, and Jace was arguing with Simon about how to properly tie a necktie. Tiberius and Drusilla were watching this argument as though it were a tennis match. Julian had lifted Octavian up so he could look down at the river flowing by beneath. Isabelle was joking with Livia, who was giving Max a piggyback ride. It was a miraculously good wedding.
         Here they were, his friends. They’d literally gone into Hell twice with him now. He found himself reflecting on how much had changed. At first his life had felt like Magnus against the world. Then for years and years it had been Magnus, Catarina, and Ragnor against the world. Now his community was a much larger group, one that had spread wide enough that instead of Magnus and his friends against the world, it felt like Magnus and his friends, a part of the world. Probably the best part of the world.
         It was a good feeling.
         “Look!” a girl’s voice cried. It was Drusilla, pointing up into the sky, eyes wide with wonder. There was a collective gasp as the crowd saw what she had spotted. Two figures flew overhead, riding a translucent white stallion with two gold hooves and two silver. One of them was a blond boy in ragged clothes, who looked down at the Blackthorns and waved. The figure in front of him was harder to make out—a gentry faerie in clothes just as ragged, only he was as translucent as the horse. The blond boy must be Mark Blackthorn, Magnus marveled. He’d “invited” the whole family, not knowing whether those who rode with the Wild Hunt could be summoned by dream magic. He had his answer, but it came with another mystery. Who was this companion, so close to Mark that they would appear together in a dream?
         The riders made a circle overhead, while the Blackthorns shouted and waved, and Mark waved back, smiling an odd smile down at them. Then they faded away into the morning air.
         Magnus saw with relief that Jace, Clary, Simon, Isabelle, and Alec had all move in around the Blackthorn kids, giving them an opportunity to talk about what they had just seen—their stolen brother, visiting so briefly.
         He glanced over and saw Tessa and Jem still standing by the railing. There was a shimmer beside them, at the edge of the bridge, and the hair on the back of Magnus’s neck rose.
         He knew Will Herondale had never haunted the moral world, because he had lived and died happily and had no unfinished business among the living. While Magnus didn’t subscribe to any specific set of beliefs about reincarnation or the afterlife, he had always had a strong sense that Will was waiting on the other bank of a dark river—be it Lethe, or some other border between the living and the dead. He was there among the green grass, the sky above as dark a blue as his eyes, waiting patiently for Jem and Tessa to join him, that he might lead them by the hand to whatever wonders lay beyond the veil.
         The philosophers of ancient Greece had believed dreams and sleep to be the twin of death: Morpheus and Hades, standing side by side. And here, in that space, Magnus would not have been surprised if Will stretched out his hand to those he had loved best in life—to Jem and Tessa.
         He was, after all, a Herondale, and very stubborn.
         Alec sidled up to Magnus, leaving the Blackthorns in the capable hands of his siblings and their partners. The kids seemed to have taken Mark’s appearance as a sort of wedding favor created especially for them.
         Alec twinned an arm around Magnus’s waist and pulled him close, kissing him on the temple. “It was very kind of you to use the last of your Svefnthorn magic on this,” he said.
         Magnus leaned into Alec. “Well, it wasn’t enough magic to send us to the moon, or get us into the front row at the Alexander McQueen runway. So I figured, next best thing.”
         Alec smiled at him pointedly. “Actually, I happen to know that you did it because you are an incredibly kind person, and that is one of the many things I love about you.”
         “Oh dear,” Magnus said, turning to face him. “You know all my secrets.”
         Then they were kissing, and kissing in a magical dream turned out to be just as perfect as kissing in the waking world.
484 notes · View notes
drabbles-of-writing · 4 years ago
Text
Reverse Au! Dump
Don’t mind my idea dumping here. Brain decided to have fun while I was at work and I have too many wips as it is, so… Thought I’d ask before I dumped, experience. Used morningmark’s comics as a base, so if you want reference. Now this isn’t all that well compiled, but here it goes.
~
Magic in the Other World is varied as it is crazy. So many styles over the generations and not a lot of organization. There are some that try to categorize it all, but that works as well as you’d expect. Some were lost, some erased, some weren’t passed down/recorded because “the power is all mine! Ahahaha!” It took a lot of time and collaboration, but eventually a sort of system was installed to help out. Still a lot of work to do, but its a step forward. Nowadays the term Wild Magic is generally reserved for those that aren’t all that well documented and understood.
Some Magics are very powerful and desirable, but also tend to be very high risk/high reward, kinda pass/fail, pretty literally Do or Die most times. So not a lot of people can use those or are even willing to. Story says this one guy named Odin hung himself on a massive tree by his own spear for nine days, no food water or rest in constant pain before he could unlock the secret of Runes. But it’s also said he gouged out his own eye to drink from the Well of Wisdom so… 
There are lots of different ways to channel magic too: wands, staves, jewelry, certain gems, familiars, potions, enchanted armaments, chants, scripts, etc. Each tool has its own advantages and disadvantages and play into a Witches’ style. Every Witch has at least two methods of spellcasting. Only children have one. Haven’t thought of how Luz gets her Palisman though. Maybe its one of those magic Artifacts like Dr. Strange’s cloak, Elder Wand, Thor’s hammer, or a Green Lantern’s Ring. Something that can’t be recreated because the secret is lost, materials no longer exist, too hard/dangerous to make, accident that can’t be recreated, etc. Happens more often than people like.
Camilla is sometimes called the Blue Witch. She’s a healer by heart and trade, but push her and she will become a one Witch Battleship. Bismark who? Aaaaand she just deleted a whole battalion. And the fortress behind them. Hide me. There are the very rare occasions, like count on one hand rare, when someone near and dear to her heart is in trouble that she takes up her other job. She’s especially terrifying when she decides to torture, those who know how to heal the body know best how to break it. Many shades of Blue, some are very close to Black. She doesn’t necessarily hate Humans exactly, but doesn’t have the highest of regard from past experiences.
Luz has training and is a proficient Witch for her age. Camilla and her father were adamant about having a general knowledge/skillset alongside her specialized skill. Jack of all trades and a master of none, still better than a master of one. She has gone through the system for her magic with varying success. Oracle magic? Zero talent. Bard classes? She can play an instrument, but can’t sing at the same time. When she does sing she tires too hard and messes up. It’s only when she doesn’t try, like absently singing along with a song or playing by her heart, that she’s good at it. Beasts? Can use them, but would rather play with them. Bleeding heart and all that. She does have a good handle on healing magic partly due to Camilla drilling necessary skills into her and partly osmosis. Her father arranged for some CQC lessons from an old friend of his which the girl loved. You get the idea. It wasn’t until she discovered Glyphs that she found her niche and her skills took off. Glyphs are one of those ‘eccentric’ or 'archaic’ styles since they haven’t been used in so long after being lost and are barely understood. She still has a long way to go, but she is on her way.
Luz never really had much in the way of friends, partly cuz of high profile parents which leads to certain pressures and a target on her head, partly because of her magic style and personality, and partly because of the trouble been going on. Luz grew up her whole life with this tension of a group of anarchists trying to burn society that’s just trying to do the right thing. The anarchists started small, but have been a growing problem the past few decades with talk how to 'reshape the world’ in not a good way. Anyone with critical thinking skills can tell this is a bad idea, but they are too brainwashed to notice. They harass anyone who doesn’t follow their rhetoric and attack anyone who even questions them. Luz’s parents put a real kink in a lot of their plans for years, which makes Luz guilty by association. 
Luz got caught in one of those sudden larger scuffles and was accidentally chucked/blown through a portal created by an attempted tactical retreat that went off course. Hence why she can’t go home because she hasn’t learned how to do portals yet. Those are high level anyway so how did these guys pull it off so easily? Luz has a hard time blending in obviously. Learning how to use a phone was a fun endeavor. Internet was a trip. Luz is amazed how these people can do all this cool stuff without magic. Keep a low profile sure, she can pass off as a weird out of town kid. Keep the beanie on, underperform in gym and stuff because some things don’t change, like genetics. Someone sharp eyed will see discrepancies. The Beanie has a small Glamor spell built in that covers her witchy traits but she forgot the ears which is why it sits like it does. Luz can erase memories in case she has an accident, but it’s less of a 'remove my face from this picture with a scalpel’, and more of a 'lemme just hack off the past hour or three from your brain with an axe.’ If she tries to take any more then she starts burning into some more dangerous territory and those Wiped are groggy and disoriented for a while after already. Then the magic attacks start happening and her heroic instinct/anti-bystander complex kicks in and there goes that. It runs in the family so Camilla isn’t surprised in the slightest when she finds out.
“Oh titan, why did you curse me with another me?” “I’m right here Mami!”
Eda has a shack very akin to Grunkle Stan. Lots of junk that Lilith can’t believe that people are dumb enough to buy. She’s also involved in some not so legal dealings on the side. Well, Eda isn’t actually hurting anybody and the tax dollars she should be paying would only go towards some politicians’ next yacht or another pointless overseas 'investment’ instead of where it’s supposed to go so. Eda does give some good intel on occasion and a place to vent so Lillith overlooks her. Lil’s more of the secret police for witches and a petty crook isn’t part of her job anyway. Eda understands Luz’s predicament and is willing to help. The cover story is that Camilla work in hospitals and has to work crazy hours while her dad passed away so is living with Eda for a while. King is that kind of critter that grew up weird and acts like ten different animals all the time.
Gus is the nerdy kid who infodumps on everybody, even if they’re not listening. Loves anything fantasy/sci-fi related and plays Minecraft too. A good kid at heart, but needs some social skills. Keep him away from anything more sugary than tea. Luz learned a lot listening to him. Not all of it is entirely useful, but still. Some of his ramblings give her some good ideas for magic and stuff, like putting Glyphs on cards.
The Blights are the cool rich kids obviously, and have some discipline and social issues. Big family name makes them intimidating for normies and a meal ticket for the unsavory. These kids need real friends. They decided to act out to get some attention from the parents who then decided to ignore them. “If you’re going to act like a child tantrum, get treated like one.” Ed is perfect for Drama classes, if he were allowed to partake. Can’t decide what Em is great at, hacking perhaps? Amity’s car is an inheritance from the only family to treat her as such Twins aside, even if she’s too young to remember it. She only remembers that she has feelings surrounding the car. All three of them were pretty impressed with Luz for standing up to them, calling them out on their shit, and not giving a crap about their family name. Being treated like a normal person is pretty weird. Can we get her to do that again?
Amity tried dating Boscha once, didn’t work out very well. Boscha is still hurting over Amity’s comment of “I’d rather go date the new weird kid (Luz) than go back to you.” It’s one of the reasons she goes after Luz. She has that kind of Bud personality from Spider Man, feels lesser and so acts out so much. 
“Wow, this new Witch is amazing. Not as cool as the original Witch.”
“What is it with the Witch with you?”
“Oh, she’s a hero. Looks out for the city and the little guy. She inspires me. Makes me want to be a bigger person. *sees Luz* What’s up Luz-er?”
~
And that’s what I got right now. I know there was more, but it’s lost to the void right now. Might come back later, maybe not. Lemme know what you think.
............
DAMN you weren’t lying when you said you had an info-dump this is *chefs kiss* you got me intrigued now
79 notes · View notes
onelonecritter · 4 years ago
Photo
Tumblr media Tumblr media
I was gonna wait until I did a couple more doodles of the common ghosts who work in the courthouse, but I ran out of patience.  Besides, the most important bits are done.
--
The top drawing:
Judge Etherea Tomb/ Judge Tomb (LM3 OC)
A ghost judge with supernatural powers that focus on finding truth, dictating proper judgement, punishing the guilty, and restitution.  She typically takes on the Criminal cases, but will take on Civil cases if they aren’t resolved within a certain amount of trials.
Primary tool is a pair of enchanted scales that shift based on whether the person called to the stand is telling the truth or not.
The scales are able to levitate on their own, and produce two glowing stars that take on the soul color of the person being questioned at the stand.  The left scale is for truth while the right scale is for lies.
Her gavel can become a massive warhammer that she uses for defense, and/or punishing the ones who are sentenced to being put into the holding cells, but resist arrest.  Any ghost that is defeated by the warhammer is not only temporarily eliminated, but will automatically reappear in a holding cell after 24-hours of being destroyed.
In life, she had a job as a construction worker alongside her education to become a judge before becoming an attorney for a while to get her Judicial Doctorate.  She used to be a big DnD player, and had a character of her own that her spiritual powers are based on.
The character she created was a Cleric judge whose main weapon was a magical hammer that could shrink to the size of a normal gavel, and expand into a war hammer.
Her cause of death was from being killed by a suspect in court, the officer that was supposed to protect her was corrupt, and had a hand in letting the suspect inflict a fatal blow.  This also played a part in her passion for justice even beyond the grave.
Under the cut: A bunch of information about how the courthouse operates. 
DISCLAIMER: 
This fictional courthouse, along with its rules aren’t going to be enforced/treated as canon unless it is agreed between anyone who wishes to partake in interactions with the courthouse and its associated residents/employees, and the creator of Judge Tomb and the courthouse.  These “rules” are honestly just to establish the system in which the court operates, and to kind of put a bit of logical reasoning behind certain scenarios.  Of course, this is a creation that may or may not be subject to changes in the future, and mostly made for fun without being overly serious. 
The bottom drawing:
The Court of Spectral Justice:
Located between the area where The Last Resort, and Evershade Valley are.  
Generic “enemy” ghosts work there, and pose as the jury.  
Common employees consist of:
Clerks (Support for the Judges) (Greenies, and Goobs dressed in various office costumes and accessories)
Lawyers/Attorneys
Other Judges (Poltergeists, and a few other regular ghosts dressed in judge robes, powdered wigs, and have their own gavels)
Bailiffs (Slinkers, and Creepers; sometimes Slammer and Hammers for less civil debt collecting)
Security Officers (Mostly Slammer, Creeper, Gobber and Hammer ghosts in uniform shirts and badges)
Court Reporters 
Corrections 
Interpreters 
Paralegals (support for the Lawyers)
There is also a designated containment area where ghosts who are charged for their crimes are kept until they are deemed ready to be let out, or just stay there. 
These cells are also used to detain suspects who are taken into custody (all officers require a warrant for the arrests) before/after their trial.
The holding cells were constructed by ghosts specifically to contain evil spirits that commit crimes against innocent humans, or other ghosts.  The cell is constructed of layers of iron and silver; the iron has magic runes carved into it that cast a spell to prevent ghosts leaving the cell unless they are let out, and ghosts can’t enter without physically opening the cell door.  The walls, ceiling, and floor are constructed for maximum containment.
The structure of the courtrooms are built similarly to the holding cells to avoid letting defendants/suspects escape during trial/recess.  The rest of the building isn’t as structurally restricting to the ghosts.
There are different judges for various cases:
Civil
Criminal
Family
The overall structure of court law that technically applies to most of the land surrounding Evershade Valley, and the region The Last Resort is established are likely based on a mix of International Law with other laws that include ghosts (even the generic ones without much of a human identity) to provide more rights for the dead.  Surprisingly, you can actually sue a dead person in real life, but mostly for closure if that person is proven guilty of a crime they were accused of committing. 
Characteristics of the “law” enforced by the court:
Bringing justice for a ghost who may have been wronged during their time alive.  Perhaps both sides are dead, or one is still alive. If the ghost who was wronged by the human chooses to murder the human, they can go to court in order to legally be granted a pardon, or they can be pardoned for murdering without a warrant by reason of self-defense.
Maintaining the stance of advocating the rights of the dead (which technically aren’t a real thing in real life), primarily if the case involves:
 Ghost-on-Ghost crimes (these cases are sort of treated as if they were human-on-human crimes, but different stuff applies.  Like murder; this one is mostly dependent on certain circumstances, and intent).
Ghost-on-Human crimes (the ghost has malicious intent on a human who isn’t doing any harm, and is proven to not be doing it in self-defense or coerced into committing the crime).
 Human-on-Ghost crimes (A human captures a ghost, and imprisons them despite the ghost not being a threat.  This usually just results in the ghost hunter being ordered to release the captured ghost if the human is proven to be in the wrong).
Enforcing the rights of ghost workers, and ghosts who are in need of therapy for trauma that went untreated in life, and/or other conditions caused by the trauma of death (Treatments may vary based on the impact death itself causes, and/or how the individual died).  Basically, international labor laws and regulations meant to maintain a safe and stable environment for the spirits residing/working in a particular place apply.
In the case of The Last Resort, Hellen could very well be taken to court for not keeping the establishment up to code, causing concern among the residents, and intentionally endangering humans who she lured into the hotel with full intention of harming them.
Abuse is obviously a violation of this law, even though ghosts don’t permanently stay dead after being killed.  It’s still considered a crime, especially if murder is used as a way to intimidate another ghost into submission.
64 notes · View notes
embretheworld · 4 years ago
Text
I was bored so here’s some hc’s
I have a lot surprisingly so a lot of these are coming off the top of my head
-Laxus does not have good eyesight in the eye with a scar because that's where the lacrima was implanted. But he can still see out of it, it just gets blurry sometimes.
-If you had a lacrima implanted in you, there's gonna be a scar where it was implanted, and depending on what type of magic it is determine's the shape.
-Laxus's mother was born without magic and had the same thing happen to her but she was 16 when she had it implanted in her hand, she also had asked to have one and Laxus didn't.
-Laxus was born without magic thanks to his mother being born without magic too.
-When you get a lacrima implanted in you, depending on what type and how strong it is, depends on how sick you get. It's a counterbalance so people won't always get lacrima's implanted in them. The day it was implanted you get very sick as the body's reaction to an overwhelming influx of magic in your system, it happens every year in the same day it was implanted but the first time is the worst.
-"This is what I get for being emotionally slutty," Loke probably looking back on some kind of event.
-Loke with freckles!
-Loke sleeps when he's bored.
-Lucy suffers the worst writer's block ever and can't seem to ever get out of it no matter how hard she tries(I feel you girl).
-Plue really likes candy.
-Happy got Lucy a little frame that said "Life is better with cats" for her Birthday and despite how much Happy annoys her sometimes she keeps it on the desk she writes on and treasures it dearly.
-Do not let Erza play whack a mole or the games where you have to throw balls at clowns or vases you have to knock down to win a prize.
-Or let the dragon slayers play any driving game in general.
-Horror movies do not scare Aries, a lot of things do, but not horror movies.
-Mira really likes candles, but always gets them when they're on sale.
- Gray once got banned from a strip club after being mistaken for one of the strippers.
-Juvia could literally kill someone if she wanted to since our bodies are made of 60% of water but has no idea. She desires to learn more about blood magic if she so desires but hasn't.
-Levy wants to study rune magic but procrastination is her worst enemy, also people trying to attack the guild interrupting her every time she tries to cracks open a book to try and learn it. She's stopped trying to learn it in fear that if she tries someone will start attacking the guild again.
-Gajeel & Juvia and Gray & Loke are very underrated friendships that need more attention.
-Natsu chugged hot sauce and didn't even flinch. (A friend of mine did that and they scare me.)
-Lucy carries around a box of matches just in case Natsu wants a snack whenever they go on missions.( which is a lot of the time, a lot of her money has went into buying matches, she's had to go to plenty different stores to buy some because she's scared the clerk will think she's up to something and explaining it will only make her seem more suspicious.)
-Technically demon slayers are just exorcists but with more violence.
-In a human au Gray was an exorcist once.
But in normal Fairy Tail he takes side jobs on getting rid of demons from ordinary houses or other places which pays a lot.
-The wool Aries can make, can make really nice jackets. She's made jackets using it, but Loke stole it cause he likes comfy things in general.
-Loke actually needs his glasses, his glasses double as both sunglasses and normal glasses(someone I know someone who has the same type of glasses, I also wear glasses so.) due to being in Earthland too long, certain things started deteriorating like important sense's thankfully it wasn't on a major scale but on a longer one but it can't be fixed.
-Due to his eyesight deteriorating he has better hearing.
-Loke and Evergreen are nearsighted, Levy is farsighted.
-Ivan named Laxus because Laxus looked so much like his mother it only seemed fair.
-Laxus has an aunt who's his mom's sister. He talks to her through letters because she lives across the sea.
-"My little dragon," was a nickname that Laxus's mom gave him after he had gotten the dragon lacrima implanted in him against her wishes since if they were to do it, she wanted to do it when he was 16 like her but Ivan thought 8 was a much more appropriate age. (It was not). The only one who knows of this nickname for him is Makarov, his mom, his aunt, and his dad.
-His dad once used the name in a fight against him and he wanted to punch him so bad.
-If Mira were to swear she'd put sailors to shame.
-Erza has horrible road rage.
-I refuse to believe that Loke has two sets of ears, he does not have human ears and lion(cat ears?) ears at the same time just lion ears while in his celestial form and humans ones in his human form. He wears the piercing he used to wear on his human ears on his cat ears when in said celestial form, or outfit or whatever.
-The car ears(I'm calling them that now) are actual ears, you'd be surprised how many people try to pull on them in thinking that they aren't only to be pleasantly surprised that they in fact are. He likes to be pet behind them whenever they are there and he doesn't have regular human ears.
-He also despises chokers/collars with the very soul of his being. He might hiss at you if you bring one even close to him that's how much he hates them.
He doesn't even have a reason to he just hates them.
-Erza sometimes refers to her guildmates as "Feral children".
-Dragonslayers cannot whistle if their life depended on it.
-Loke knows French because most of his masters were in the French Court meaning it was mandatory for him to learn it. (I refuse to believe anyone with common sense would date him with that haircut he had in the human world, looked like something a 5-year-old would draw on a stick figure in an attempt to draw hair).
-Levy knows French, Arabic, and a few other languages.
-She fucks with people by talking to Loke in French and making them think that they're talking about that person why they aren't.
-Mira tried to learn French, she failed very badly since she kept forgetting the parts before the word and kept messing it up.
-The dragon slayers can purr when happy, growl when mad, and whimper when sad.
-The same thing applies to Loke but mostly because he's an overgrown cat.
-In order to date someone at the guild if you aren't in it you have to get Erza's blessing/asking her if it's alright since she's kinda the older sister and also the first one you wanna tell.
-Loke does not blow-dry his hair after he washes it because it just poof's up and there's no way to fix it other than to wash his hair again and look like a drowned cat for an hour or two. Though his hair is very soft after he washes it and it properly drys and isn't wet.
-Celestial spirits can dream, but their dreams consist of looking back on old memories from an outside viewpoint.
-Freed says "Let's have another round tonight" very unenthusiastically when drunk, just that sentence, no other sentence, just that one, only when he's drunk.
-Loke's good with finances along with fashion because one of his previous master, Valeria, pushed her financial work on him as a 'learning experience'.
-Loke was also offered a modeling job before and Lucy is super pissed since he of all people can get one but not her. (In the human au, he actual does modeling)
-If Mira and Loke were to team up it'd most like to be to help people in the guild get together.
-They would succeed.
-They both also like wine.
-Loke and Erza are bi, Mira is pan.
-Upon learning about this, Juvia considered Loke a love rival, be assured her that he was none and that he'd give her some advice to trying to date Gray because Gray and romance don't go well if she kept quiet about it.
-Gray ended up figuring it out and still holds it against him.
-Loke does not like being compared to a cat, he despises it so Gray as the best friend he is does exactly that.
-The two of them have blackmail on each other, and Gray often drags Loke into watching horror movies knowing he absolutely despises him with the very core of his being.
-Gajeel will fight anyone who hurts his best friend, Juvia.
Or anyone who hurts his guild but Juvia is different since she's been with him since they joined Fairy Tail.
Natsu once grabbed a pan straight out of the oven and horrified everyone in the room.
128 notes · View notes
thefisherqueen · 3 years ago
Text
Review of The Green Knight
As a lover of Arthurian legend and medieval reenactment and a once-upon medieval literature student, the new movie The Green Knight of course was on my to-watch list. Especially after reading qqueenofhades’ excellent essay. I finally watched the movie last week. And I have some Thoughts to share.
There are a lot of things to like about this movie. It was delightfully non-sensational and devoid of GoT-like violence and political power struggles. There was some really beautiful cinematography, partly thanks to the beautiful Irish mountains this movie was shot in. I love that TGK not just adopted, but instead reworked the legend. The main moral themes and outcomes, while not a literal copy, felt authentic to the Christian medieval context of the poem, involving questions around honor, courage, hospitality, greatness, humility and what it means to be a good knight, or even a good person. The movie made it beautifully clear that Gawain’s main problem could have been avoided had he just given the Green Knight a scratch, but because he chose to behead the knight while said knight was lying kneeling and harmless at his feet, there is no escaping from facing the consequence of that action, which is neatly echoed throughout the movie. The green knight, the knight with the green belt and the lord who goes hunting in the green. The lover, the saint and the temptress. What you give, you will receive, and the other way around. The cast was great (too asexual to be thirsty for Dev Patel, though, sorry). The messing up of the mistaken image of medieval europe as just white is also always appreciated. I too liked that the film didn’t care to explain some of the wonders and mysteries, like the giants and the saint who lost her head, they just were accepted as part of that world. Being somewhat puzzled and enchanted is sadly rare in media nowadays where everything has to be explained or else it’s a ‘plot hole’. The liberty this movie takes with time, with multiple possible versions playing out and the reoccuring circular motives were impressive. However, the film as a whole didn’t quite work for me and I don’t really care to rewatch it. I think there are two fundamental reasons why.
The first is that the viewer isn’t given reason to care about the main character. I think this choice is deliberate, as we see Arthur asking Gawain to tell a tale of himself to get to know him, and Gawain replies that he has none, and after Gawain takes on the Green Knight’s challenge as an opportunity to gain a tale for himself. Questions about telling and re-telling tales and achieving greatness are a central theme. However, this narrative choice poses a problem, as it results in a movie where we see Gawain wrestle through difficulties on his quest and he’s this strange identity-less puppet, escaped from the children’s puppet show. We as audience are set up to be detached from him, which makes it hard to root for his success or even his survival, despite how pretty and sad Dev Patel may look in a dirty-and-distressed state. This could have been solved without removing those identity themes by giving Gawain, if not great deeds, at least some establishment of his character at the start of the film. He doesn’t have to be likable, but he has to be something more than a drinker and brawler with a faint sense of wanting to prove himself. That is just not enough to make us attached to Gawain’s wellbeing and involved in the quality of his decision making. The rest of the movie doesn't quite build Gawain’s character either. We get that he’s uncertain and afraid, yes, but his actions remain inconsistent, his motivations unclear. His main character arch - that he needs to give up the protection of the enchanted green belt, needs to face fear and consequences rather than to rely on the treacherous protection of witchcraft - doesn’t come off the ground because we only learn close to the very end that the belt is a problem to the completion of his quest. That’s no arch, that’s an exhausting flat march and a sudden steep slope right before the finish line.   
The second problem ties into the first. Namely, you don’t need a strong emotional tie to the characters if there’s a light tone, an adventure with a side dish of some fun and humor perhaps. This movie, however, is anything but light. It’s dark. It’s grim. It’s cold. It’s wet. There’s exactly zero humor. Above all, it’s slow. So slow. Apart from an emotional connection, you also need a sit-on-the-edge-of-your-seat amount of story tension for this kind of dramatic tone and slow pace to work, and the script just doesn’t build that tension. A shot of Gawain riding through the moor after he leaves his home is just that: the confrontation with the Green Knight is still far away, there’s no looming threat we’re aware of, there’s nothing else to be told or resolved. Together with our emotional detachment it makes for a movie that switches between boring and ridiculously overdramatic, while occasionally looking stunning and taking on deeper questions and parallels. Overall it just makes for a frustrating viewer experience that lacks impact. I was left with a thorough “meh”. Which is a shame, because this movie is very interesting and could have been so good. That clever panning shot showing Gawain as a tied up skeleton should have been devastating. I should have been shouting “No DON”T do that, you IDIOT!” at the screen the moment Gawain scares away his adorable guardian fox. Instead, I couldn’t care less. Come on, Green Knight. Off with his head.    
Some final details to note: erotic movie scenes are normally already awkward, but the scenes in this movie take the usual akwardness next level. At least it’s handled consistently - whether straight or homoerotic, it’s basically all a dissapointment. (That cum shot has scarred my brain forever). Which has its own merit, I guess, but does make for an odd contrast to the camera’s loving, even somewhat objectiving depiction of Dev Patel and the way about every character tenderly touches his face. I’m left wondering what the point was of this choice. It tells something about Gawain’s failure to meet chivalry standards, maybe.  
The scenes which show witchcraft was used to make the Green Knight appear were rather cliché and I don’t think they added anything, as the Christian morality and consequences of relying on witchcraft are already addressed in the theme of the enchanted green belt. Also, it’s frustrating to keep seeing scratched-in runes used as literal magic. As far as our limited knowledge goes, runes were a whole writing system, magical only in the sense that writing something down can have a power of its own. Please, movie makers, think of something original.
Also, torches are terrible for indoor lighting. They burn out quickly and are horribly sooty, so it’s lanterns or candles you want indoors. But the use of the pentacle shown as a common talisman for protection rather than a specific symbol for evil or magic was nice. I’m not equipped to comment much on the choice of costumes and they didn't try to be accurate to a specific historic period and place anyway, but would have loved to see more men in long robes like the beautiful ones they gave king Arthur. Somehow, medieval themed movies only seem to go for the pants and knee-length tunic style for men, while long dress-like garments were in fact very common. Gawain’s beautifully patterned yellow mantle was the brightest point of the entire movie.      
15 notes · View notes
avengershumanresources · 4 years ago
Text
blood 2 - Strange/Stark!Reader
Tumblr media
Relationship: Dr. Strange/Princess!Stark!Reader
Rating: M
Warnings: Adult Themes, eventual smut (like, wayyy down the line), adult language, implied sexual violence, general violence
Synopsis: Reader is the daughter of the legendary King Anthony Stark, Uniter of Lands, The Iron Defender, and leader of the realm. When the king disappears during battle, hope is lost and he is presumed dead.
When the late king’s uncle, Obadiah, takes the throne until your brother Peter is of age, he quickly arranges a marriage for you with a wicked king in a neighboring kingdom.
With the realms politics in question, and rumors of an upcoming siege to overthrow Peter’s rule before it starts, you quickly learn who is loyal to the crown and who is not.
part 1 - part 3 
Masterlist
Chapter Playlist
2 - a night at the pub
You parted from Stephen the moment you saw Natalia and James in the crowd at the pub. They were sipping from large beer steins, listening to a bard sing a sorrowful song about the death of the great Iron Defender. 
When the music ended and the pub applauded, the entertainer switched to something more upbeat to soothe the mood.
“A bit sentimental for you two, isn’t it?” you asked, pulling back your cloak. Stephen had transfigured your overbearing mourning garb into something that would better fit in the village.
“How on earth did you slip out tonight?” James asked in surprise, brows raised to his hairline. “I would’ve though t they’d have had you under lock and key.”
“Everyone’s a bit... distracted, believe it or not,” you replied coolly, taking a seat at their table toward the back of the room. 
“So we hear,” Natalia leaned in. “Any news of the next king? I have a wager with the barkeep’s wife.”
“Anthony has an uncle who still lives,” Stephen supplied, taking a seat at your side. “Or so my companions informed me. Until Peter is of age, he would be the presumptive heir.”
“What do we know about him?” Natalia asked quietly, lowering her head conspiratorially. 
“Nothing,” you replied with a long sigh. “He’s been at the winter palace my whole life.”
“Nothing suspicious about that,” James shrugged and took a swallow of his drink. “Nat, what do ya think about Asgard this time of year?”
“Stop up James,” the redhead nudged her companion and returned her attention to you and Stephen. “And if he doesn’t give up the job in six months?” 
“He is removed,” Stephen replied bluntly.
“Yikes, you’re scary, did you know that?” James murmured. 
“I’ve been told,” the sorcerer grunted, flagging down a barmaid for a drink. He could already tell it was going to be a long night. 
“Don’t forget, you owe me,” you reminded him.  
“Lose a bet?” Natalia asked in amusement, eye rating between the duo.
“I caught him enchanting my tea without permission,” you replied. 
“Uh oh, broke the one rule,” Natalia mused, watching Strange for a reaction. 
“It was a protection spell, hardly worth mentioning, I cast them over the princess all the time,” he snorted under his breath. 
“All the time?” James asked in a voice low enough that only Stephen could hear. 
“That’s dangerous conjecture, Barnes,” Stephen warned. “My responsibilities include keeping my student, who happens to be the princess, safe.”
“If we were being honest, if I were kidnapped or traded away, it wouldn’t do much to the kingdom,” you reasoned, eagerly grabbing the first mug of ale before Stephen could take a sip. He waved a hand over the drink, ensuring it hadn’t been poisoned, before you took a long swallow. “Peter is the one who has to stay safe. Who knows where we’d be without a true heir?”
“You know that’s ridiculous,” Nat snorted. “Gods, you’re so dramatic sometimes.”
“My father’s funeral was today, give me a little sympathy,” you huffed in response, taking another swig of your drink. 
“To King Anthony,” James stood up, his voice bellowing through the pub. You ducked your head down into Stephen’s shoulder while onlookers cheered and joined in the toast. “May he rest in peace!”
The pub shouted in response, with steins clinking against one another and another song starting up. 
“We’re trying to draw attention away from the princess, you oaf,” Natalia muttered tersely toward James. 
“Who would be looking for her here?” the brunette assassin shrugged. “Besides, no one would be able to slip past the three of us.”
Stephen snorted under his breath, giving the room a quick glance to ensure any unwanted attention hadn’t been drawn toward them. James did have a point. Someone in hiding would seldom encourage a room to drink. 
Besides, he looked over at you laughing over something Natalia had said, you were genuinely smiling for the first time in weeks. The risk was worth a little relief.
He nursed at his drink while you signaled for another round for yourself and your friends. Stephen did well to avoid becoming drunk in your presence, mostly for your protection, but also as a means of avoiding embarrassing himself in front of you. 
The last thing he needed was you armed with an artillery of teasing that he couldn’t even recall.
As the booze flowed and the music picked up, James grabbed your hand and pulled you to the center of the room, dancing with some of the villagers to the upbeat song. 
Stephen watched, almost transfixed by the way you spun and twirled so lightheartedly to the sounds. As if you hadn’t a care in the world, and your life was back to the simpler time when he’d first met you.
“You’re drooling a little,” Natalia chuckled over his shoulder. 
Stephen’s head whipped around, unconsciously wiping at his mouth before scowling at the nosy redhead. 
“What are you talking about?” he asked, doing his best to keep his composure under her hard gaze. 
“It’s nothing to be embarrassed of,” she hummed, eyes falling where you and James continued your antics. “You’ve seen the man I’ve dedicated myself to.”
“You know the oaths I have to take,” he murmured. 
“Aren’t you the one in charge of said oaths?” she challenged coyly. “I’d never understood your antiquated ways. I would argue that loving another gives you more reason to stay dedicated to your craft.”
She had a point, Stephen reasoned to himself. The ways he’d worked to ensure your protection, the kingdom’s protection, and the advancement of his knowledge at your urging was beyond any work he’d done on his own at Kamar-Tai. 
Still, the distractions. The liabilities. 
By the Vishanti, if an enemy were to ever get their hands on you… oaths be damned. He’d burn the world to the ground to ensure your safety, and that was the problem.
“She’s going to marry a prince, and have kings and queens as babies,” Stephen replied coolly. "We have our roles and our duties.”
“I’m sure you wouldn’t mind giving her a few babies,” Natalia smirked up at him, laughing when his face went as scarlet as her hair. 
“Regardless,” his voice cracked slightly, adding even more to the embarrassment when Natalia quirked a brow. “I would need permission from the king to consider breaking my oaths and wedding a princess.”
“Oh, you’d marry her? That’s a new development,” she replied, eyes falling behind him while you and James returned. 
“I’m going to need another ale,” you complained, staring down the empty mug after chugging down your second drink.
“You’re going to need to watch how much you drink,” Stephen replied. “Remember last time. The hungover elixir only works so well.”
“You have a hangover elixir?” James asked. “Gods, I’d murder a man for one of those. Maybe it’s time I go to Kamar-Taj. Find my true purpose.”
“Don’t look at me,” Stephen held up a hand. “Wong is the one who brews it. He claims it’s an old family recipe.”
“Might have to pay Master Wong a visit tonight,” James stated, sliding a pair of fresh ales toward you and Natalia. “This one’s on me.”
“Are you going to tell me which lord you stole the coin from?” you asked, sipping at the drink before Stephen could check its contents. 
“It’s the one with the wart on his nose,” James snickered behind his drink. “I picked him specifically because you mentioned he beats his wife.”
“He’s getting another visit from the Widow in a few nights,” Natalia added with a wicked grin.
“I don’t pity the man-,” you started coughing, trying to clear your throat. “-Ah, excuse me-!” 
Caught in a fit of coughs, Stephen’s focus became you. You couldn’t catch a breath, even when he tapped your back, and you hadn’t had anything to eat- the ale. A wave of his hand confirmed the liquid had been tampered with. 
“Find out who served that ale,” he demanded the assassins, grabbing your arm and hauling you outside of the pub. 
You gasped for air, clutching at your throat while he drew up a portal back to the observatory. If this was what was happening with the protection enchantment in your system, he hesitated to think of the alternative. 
Scooping you up, he stepped through and situated you on one of the chaise’s strewn throughout the room. 
He thumbed through his collection of vials before finding a generic antidote and opening your mouth to pour the liquid in. 
It worked- kind of. You were able to take a few shallow breaths, but your eyes rolled back and you collapsed, falling back against the chaise. 
This was literally his worse case scenario. Everything he’d been afraid of, because he’d let you convince him to go out, and because he’d distracted himself with his conversation with Natalia. 
He summoned a spell book, fingers finding the page he recalled from his apprentice days. It was written to purge someone of any toxic entities within them, be it poison or dark magic. Moving his hands through the air and reciting the runes, your body was overtaken by a wisp of winding yellow light. 
It threaded itself through you, eventually hitting the source of the poison in your chest and pulling the toxic liquid free in a cloud of rancid black smoke. That was peculiar. Generally such a reaction was associated with dark magic rather than a consumed poison. 
Poison was usually a dark red or green. 
You stirred the moment the spell had finished its work. Taking a deep breath and clearing your throat, you looked to Stephen in wide-eyed horror.
“I was wrong,” you stated, hand to your chest.
“How do you feel?”
“I’m not dying,” you answered quickly. “Stephen, I am so sorry… I underestimated my… wait, Peter.” 
Stephen understood your meaning immediately. He instructed you to stay within the safety of the observatory and opened a portal to the outside of the prince’s chambers. 
The knights on guard jumped at the sudden appearance of the sorcerer, who took no time for pleasantries.
“An attempt was made on the princess’ life,” he informed the duo. “Have you heard any disturbance from the prince?”
“No one has been in or out since the prince retired,” Sir Samuel informed him, looking to Sir Clinton with a shrug. “He hasn’t made a noise.”
Just as Samuel finished his sentence, there was a loud crash from within the room. 
The guards charged in, finding the prince in a struggle with a masked man. The prince was doing his best to fight off the dagger brandishing assassin, kicking him in the chest when he was distracted by the entrance of the guards.
When the assassin realized he was outnumbered, Stephen saw his hands move rapidly to open a portal, and before anyone could intervene, he was gone. 
“Your highness!” Samuel rushed to the prince’s side while Stephen ignited the candles in the room with a snap of his fingers. “Are you injured?” 
“Sir Clinton, get to the queen and Princess Morgan,” Peter ordered after catching his breath. He looked to Stephen. “And the older princess?” 
“Safe,” came the sorcerer’s response. 
“You said an attempt was made on her life,” Samuel retorted. 
“A what?” Peter glared up at the sorcerer. 
“I took care of it, she is safe,” Stephen assured him. “Are you injured, your highness?”
“I’m fine,” he brushed off the two men and stood up. “I want the guard awoken and informed of what has happened.”
He turned to Stephen.
“I want the wards reconstructed around the castle,” he continued. “I don’t trust the foundations of previous Masters. If you must call in sorcerers from Kamar-Taj, we will provide what they need.”
“Sir, your great uncle is due to arrive in a fortnight,” Samuel reminded him. “Shall we inform the convoy of the attempts on the royal family?”
Peter looked to Stephen with a frown. One of the young king’s first major decisions. 
“Let’s address the question in the morning,” he decided. “I want to know my family is safe.”
As if on cue, Queen Virginia and Princess Morgan were led into the room by Sir Clinton and Sir Steven. 
“Peter,” the queen pulled the prince into a relieved embrace. “Clint told us what had happened.”
“I recommend we reconvene in the throne room,” Steven suggested with a nervous glance around the chambers. 
“The wards are strongest there,” Stephen agreed with a curt nod. “I’ll go retrieve the princess.”
He returned to the observatory and found you sitting, staring down at the floor in deep thought. 
“Princess?” he called softly. You leapt up at his voice, hurrying over.
“Are they safe?”
“Peter was attacked, but he fought the assassin off,” Stephen informed her. 
“And mother? And Morgan?” you bit your bottom lip anxiously.
“Safe,” he confirmed. 
You let out a relieved sigh, your hands trembling slightly at your sides.
“Sir Steven suggested we go to the throne room to discuss our next options,” he offered his arm and she took it gratefully. 
He hoped she didn’t feel his own tremors. His own panic at the thought of losing her. The aftershocks of their new reality and his worst nightmare.
“I won’t allow this to happen again,” he promised her quietly. 
“It wasn’t your fault,” you assured him, your voice was shaky. “I was hurting, and whoever did this, acted on our vulnerabilities. I’d been selfish to hide in the village when I should have been by my family.”
“You slipped up once,” he countered, slowing his pace down the hall. He could have easily drawn a portal to the room, but he figured you both needed some time to manage your emotions. “You’re human. We make mistakes. It just happened we both made a mistake at the same time tonight. I wouldn’t have allowed you to go if I hadn’t been confident in my judgement of the situation.”
Your hand trailed down to his and you gave it a squeeze. 
“Thank you Stephen,” you murmured, holding on a moment longer before replacing it on his arm. 
He felt his heart give a small throb at the minute action, his fingers left tingling, and not from the damage from the accident.
“Always at your pleasure, your highness.”
(---)
3 - a new day
TAG LIST (Message to be added to this fic or my general tag list!):
@ayamenimthiriel @drstrangely-strange-deactivated @ladynothing @im-a-bi-disaster-help​ @idkwhatthisislol​ 
66 notes · View notes
thegoldendemon · 3 years ago
Text
this isn’t going into my meta tag because I will write a formal vignette/explanation pair post on it sooner than later, but I saw some speculation in the tags about the potentiality of Jhin being whole or part vastayan, which tickled me because that’s been my blog canon since vastayans were first put to lore (not to poopoo those people speculating now, of course, but it humored me in any case).
to simplify, Jhin as I write him is quarter vastayan, on his mother’s side, with the vastayan species being a yet-unnamed tribe of cranes. he is (presently) unaware of this, as his mother did not deign to tell him, for reasons that will become clearer when I post the full meta. he is, externally, more or less indistinguishable from human, save for his unnaturally blue eyes and slightly lengthened proportions. this contributes to his long and slim figure, as well as a natural talent for dexterity and flexibility.
more noticeably are the effects on his innate magic, which are entirely tactile in nature. Jhin, on his own, cannot affect anything that he cannot touch; however, that he can touch, he can transform, from alchemizing common materials into blades and other weapons to... well, you know, with regards to other people. part of the reason he’s so experienced with poison is that by imbuing poison with his magic, as long as sufficient amounts of the enchanted poison are in someone’s system, Jhin may affect them as if he were touching them from afar. a power never used for good, naturally.
this reliance on tactility makes the easiest way to disable Jhin is to not only bind his hands but also ensure that his fingers are sufficiently pulled apart from one another--if he can palm something, he can alter it. warding runes that passively disable magic also work against him, which is how his powers were nullified for his (unfortunately brief) tenure inside Tuula Mountain.
tl;dr: Fuckhands McMike
7 notes · View notes
meadow-roses · 3 years ago
Note
aske time :) for the writing asks: A1, A2, A10, A12, A14, your choice of anything in B, C8 ( :^) ), C11, D6
A1: Introduce the characters from one of your current WIPs in one or two sentences each. 
Okay let's gooo,,, I'll do The Keepers cause I haven't talked about that one as much. These aren't gonna be the best descriptions but whatever 
Ketsler: Quirky, fun-loving, everyone's weird grandpa, but also the most powerful person to have ever lived. He's old- so very, very old- and he's seen so much over all the centuries he has been protecting the worlds from Chaos, but he still makes an effort to slow down and appreciate the little things around him, because he knows better than most how fleeting life is.
Skylar: Skylar is from a world where faerie circles are real and witches turn people into frogs and trolls live in great, big castles and are slain by talking cats, a world where there's too much adventure to stay in one place, too many people to meet, and too many monsters to slay to stop running. He may be only a human (ooo mystery!!) but he is proficient in Wind magic and carries around a good bit of rune stones he and his pet dragon have found along his adventures. 
Felix: Felix is just a normal human from a small town after the earth becomes united under one world power. He wasn't born with superpowers like most soldiers are, but he was still skilled enough to join a special force working behind enemy lines when the rebellion made its move to free the planet from the tyranny that built this dystopian reality. 
Betty: A very sweet young lady, she's from a planet that was colonized by humans centuries ago. She may seem naive, but Betty can read anyone like a book and uses her gift to help those who are lost find themselves again. 
There's more characters but I'll just stick with those main ones cause I really struggle with descriptions xD
A2: Who's your favorite character to write and why?
Probably Joden? I haven't written most of my characters, but I looove writing his dialogue. He also makes me think so I can keep him clever lol
A10: What’s your character development process like? (As in how you develop them, not necessarily their development in-story)
I roleplay them! The more developed they are, the more I've acted as them. It really gets me inside their head to try and think like how they think, and that results in me being more equipped to "discover" why they are like that. 
A12: What kind of internal conflict does your character go through (want versus need, personality complexes or strong personality flaws/”fatal flaw” kinda thing)? How does this affect them?
It really varies depending on the character? For example Joden has this need to always have a plan, always be in control, and a breaking moment for him comes in when he finally just,,, doesn't know what to do. He's in over his head and the only thing he can do is trust Jacer to do what he can- knowing Jacer doesn't have things under control. 
So that's an example of a flaw that the character gets to overcome, but there also characters whose flaws are part of who they are. Skylar wouldn't be Skylar if he weren't stubborn. Ketsler wouldn't be Ketsler if he weren't arrogant. They never grow out of these flaws, they just learn to control them. Or I guess not be controlled by the flaw. 
This is actually something I think I struggle with for my characters, giving them those visable flaws. I see other people's characters that start out "bad" and grow into heroes, but it kinda seems like all my characters start out as heroes. 😅 I mean, they have flaws, but in comparison to other people's characters they feel really bland in that aspect. Idk
A14: Ramble about your characters. Anything special you like about them? Random little details you’ve added that you enjoy? 
Uh,,, I don't even know where to start I just love all of them for so many various reasons. Joden is just a clever little genius but he still can be so naive. He just has simple pleasures and it's not hard to make him laugh or smile and practically impossible to discourage him. He starts off just,,, wanting his old life back and then he sees what the world is like outside his little bubble and the bubble pops. He sees the atrocities for what they are and to be able to settle down again, he has to fix it. He can't just smile and do as he's told, he can't let the bad guys win. It I just his mother and wife and son he's fighting for, it's the entire wood and the idea of being actually, truly, free.
Jacer is so savvy, he knows what to do and what to say to get into and out of any situation, but at the same time he's just clueless when it comes to genuine connection. He's a princeling who's really never had a friend and now he's saving the world with Joden who only knows how to make genuine connections. Why does he have to keep hugging me??  
And Twylla who's ready to fight anything so she can get her clever idiot husband back? 
Adric who's just doing his best to be a good leader but everything keeps going wrong. He wasn't born to be a king, he wasn't born to lead an army, he always had his big brother to help him do these things and he's gone- he's gone and he's not coming back he messed up again so bad and yet here he is with everyone looking to him for answers and he doesn't know what to tell them. But he's got his friends, and he's got a good heart, and he genuinely cares and they're going to figure it out.
Skylar just keeps running forward and he never looks back at the past he just jumps from one adventure to another stopping the monsters and saving the day. He's got Gigi what more does he need? 
Felix is just,,, he's just such a nice guy. Over and over he stepped into the gap because someone's gotta fly that fighter, someone's got to fire that gun, someone's got to stabilize the bomb, someone's going to lose their life to ensure the victory, why shouldn't it be him? But he never actually dies, somehow he always survives and lives to fight the next day, and the next day and the next day, and then they win the war- the world is free. And even though he's been through so much he still hasn't lost that kindness, that love for all life that makes him himself. He still falls in love and starts a family and has his own beloved children… and even when he loses them he still doesn't become cynical. He still stands in the gap and is the one to fire the gun, to hold the hand of the one who's mourning, to scoop up the orphan child and carry them home. He fights, so others don't have to. Father to the fatherless and hero for all. Also he puts up with Skylar's time traveling craziness lol
And Ketsler? Unlike everyone else he never chose to be a hero. What are you supposed to do when you're a four year old boy and everyone tells you you're the hero they've been waiting for, praying for, you have to save them. It wasn't at all his choice to be born with the power of the universe running through his veins. To hold the Inness in his hands and bend reality to his will. But he didn't run away. He never hid from his destiny. He took the world onto his shoulders and never set it down. Only once- and he's never going to do it again. Never going to ask someone to fill in his role for him, it is his burden to bear… Except not anymore. Despite being multi-millenniums old, all that time didn't dull his appreciation for the little things. A baby's smile, sunshine through the leaves, the change of the seasons. The union of two souls in marriage, or the colors of the sunset streaking a foreign sky. He still sees these things, loves these things, fights for these things. Cause it's the little things he's fighting for, not just the big things. The precious moments and precious lives that make up the worlds. One of his apprentices asked him once, he'd been fighting for so long, when was it going to end? It's not his job to strike the final blow, to end the suffering and bloodshed, just to help. He saves the world, so that he can save it again. 
I have… several more characters I'd love to ramble about but that answer's gotten pretty long so I'll cut it off there. XD
B3: Do you have any plot twists? No need to describe them, just think about what kind of reaction you want from your readers. 
Oh I was just talking to August about this the other day. XD There is one plot twist in the Keeper's story I'm reeaaally looking forward to hehe I want to make people confused and then really mad when the whole thing is stretched out. >:) 
C8: Does magic exist in your world? Who can use it? How does it work?
It really depends on which WIP, but in general I like to keep magic restricted with rules. Joden's story and the Keeper's story are in the same universe (along with ThRoG) and follows that magic system. It's too complicated to go in depth here, but "magic" exists in another plane of existence, and things in the material world have varying levels of connection with it. It's kinda the energy that holds all worlds together and sustains life. The magic realm- the Inness is not a place where physical matter should exist, only spirits can walk there. 
Wizards are creatures that stand with one foot in the physical realm and the other in the Inness. Tevlar is destroying the world basically by turning it inside out- pulling the Inness out.
C11: Have you developed historical figures? How do you develop them? How in-depth do you go?
Oh yes. I am a complete history nerd so if any world EXISTS it has history, and history only happens because people. 
Sometimes it's a thought through process of "somebody needs to go here" and sometimes it's an npc from a time travel rp that took on more importance than I originally intended. 
It really varies how in depth it will go? Sometimes it's just a name to fill a spot and other times it's like, man I could write a whole book about this guy!
One historical figure would be Ares of the Pegasus. He was a powerful warrior that won a bunch of wars and united the different pegasus clans under his leadership and became the first king. He's really famous and people like naming their kids after him in a kinda superstitious hope they'll grow into attributes of his character. Ares is the male form of the name, Aris is for girls. It's like, the most common Pegasian name. XD
D6: Are there any writing styles that inspire you?
Probably the first writing style I wanted to emulate was Tolkien's, but I also really liked Andrew Peterson's? Tolkien is so dramatic, and Peterson isn't heavy on location descriptions, so I'm kinda aiming for in between I guess. 
15 notes · View notes
self-loving-vampire · 3 years ago
Text
Ultima IV: Quest of the Avatar (1985)
Tumblr media
Ultima 4 is a very historically-significant game, as well as being where the Ultima series cemented itself as something truly unique. Where the previous games in the series (as well as the RPG genre in general) often dealt with defeating some kind of evil overlord, Ultima 4 has no antagonist and instead calls on you to perfect yourself and embody a set of eight moral virtues.
Summary
You start the game by answering several moral dilemmas to determine your class and starting location. You are then transported to the fantasy land of Britannia to embark on a spiritual quest to become the Avatar of virtue and read the Codex of Ultimate Wisdom in the Abyss.
To do this, you must master eight virtues and understand the three principles involved in them.
Tumblr media
The game has been widely ported but I will be reviewing the free version available from GOG.
Freedom
Ultima 4 is an extremely open game in many ways. There are eight possible classes and each is rather different, with a unique starting location. Most importantly, all of the many tasks the game asks you to complete prior to the final descent into the Abyss can be done in any order you desire.
You can maximize your virtues in any order, explore dungeons in any order, travel the world as you wish, find the runes in any order, and etc.
So all in all, this game is very non-linear when it comes to exploration and objective order.
Note, however, that due to the way this game is designed it is not actually very replayable. Even if the initial experience is different for each class and you can complete the game’s many objectives in any order, those objectives are still the same and they all do need to be completed by the end. There are no alternate ways to complete any objectives.
By the end of the game, you will be playing largely the same way regardless of what your initial class was or what order you did things in.
This is made worse by the fact that ranged weapons completely dominate the game. There is little reason to use melee if you have the option to use ranged weapons.
Character Creation/Customization
Besides your name, gender, and choice of class, you cannot really decide anything about your character. Once in-game, you also don’t have that many options for upgrading your party besides obtaining better equipment and finding magical orbs in dungeons.
That said, the game does get some points for the variety of classes and for how radically some of them can affect your experience, particularly in the early game. 
The most striking example is the Shepherd class, which you get for having humility as your favored virtue during the character creation questions. Shepherds are terrible at everything. They can’t use magic at all (most other classes can to varying degrees) and are awful at combat, having a very limited selection of weapons and armor available. They also start in a ruined island populated by monsters. It is basically the game’s “hard mode.”
You can answer these same questions and find your class here (the link says Ultima VI but it’s really the same ones as far as I can tell, or at least close).
Story/Setting
The game world is reasonably large and memorable, but to be honest the setting of the Ultima games has always been on the more generic side, even if some of the games in the series are pretty immersive. The virtues introduced in this game are really the primary spice on the game world.
It is a medieval fantasy setting with all the staples: Fireballs, orcs, dragons, liches, skeletons, and so on. It does have a few less common creatures as well (like balrons and zorns).
A generic fantasy setting is not necessarily bad, but it is not particularly good either. It is just the baseline as far as I am concerned, and can be boring on its own if you are not drawn in by anything else a game offers.
In this case, the setting is not really the game’s selling point so much as its unique objective. It is also still a massive improvement over some of the earlier games in the series, which feature things like space travel and time travel.
Another point in favor is that the towns scattered throughout the land are not just generic fantasy towns, they are dedicated to specific virtues. Those virtues seem to be particularly alive in the minds of their inhabitants in this game as well. The virtues are so embedded in the setting for the rest of the series that it does give it more of an identity.
The story itself is, as previously mentioned, unique among all RPGs I know of. While there is a lot of combat and dungeons to explore, there is no big antagonist for you to defeat.
Your behavior is tracked from beginning to end. You will need to do things like donating money to the needy, donating blood at the healer, and letting non-evil creatures (generally animals) flee in order to become the avatar. I also do not recommend “grinding” out these virtues unless you really need to, as I found that as long as you know how to raise them you can easily achieve avatarhood in several of them just by playing the game normally, talking to everyone and visiting Hawkwind every time you’re in the castle.
In addition to maximizing your virtues and then meditating at the proper shrines, your quest will see you travel throughout the entire world to collect the artifacts you will need for your descent into the abyss. 
You will need the eight stones of virtue (most of which are within dungeons), the Key of Three Parts, the three artifacts of the principles, the word of power, and more. You will also need to recruit seven party members to aid you in your quest, each representing one of the virtues (you are the representative of the eighth).
Immersion
I know it’s probably not that bad by the standards of its time, but I can’t say the game’s immersion is all that good. It does gain some points in some areas such as the way the manuals work and how you need to actually do things like keep track of the phases of the world’s two moons (clearly not something you’d see in our world!) to make proper use of moongates, but overall it is definitely not on the same level as other RPGs I have played. As was sadly the case for the technically-limited time period the game was made in, the world does not really react very much to your actions even though your virtues are tracked.
I do like the initial character creation questions, however. Trying to answer them honestly based on your own moral principles can be a good way to get started. It is also good that the whole virtue angle requires you to actually roleplay the quest of the avatar in order to win.
Gameplay
Playing the game is extremely simple as long as you reference your keys as needed and read the manuals (perhaps it is even too simple, with only one type of non-spell attack action and relatively few and uninteresting equipment options). Talking to every NPC you meet is also recommended, as they not only have a lot of advice but also several vital clues that you will need if you plan to complete the game without a walkthrough, as the whole thing is rather obscure about certain aspects of your quest.
The magic system is a mixed bag. You have to gather and mix reagents to cast spells. The reagents must be mixed ahead of time and are consumed. You must also know which reagents to mix. The spell manual that comes with the game explains most of the combinations, but there are some that you must discover on your own within the game, and they are for some of the most potent spells too (such as Resurrect).
On one hand, I like how the game invites you to actually learn its magic system in order to make use of it, with many reagents having consistent qualities that can let you guess what kinds of spells they may be used for. On the other, it can be a bit time-consuming to manually mix these reagents every single time you want to prepare a spell.
However, the thing that really kills the second half of the game is the combat.
The combat is initially a bit simple but functional. You can press one of the arrow keys to move in one of four directions, you can press A followed by a direction to attack in that direction, or you can press C to cast one of your prepared spells.
With such simplicity, combat in the early game doesn’t take very long, especially since as far as I can tell there are less/weaker enemies early on (though there’s enough encounters to make it a bit of a pain still). However, as you gather more companions (and you must have a party of 8 before venturing into the final dungeon and completing the game) combat starts to drag on as you have to manually command each of your eight party members.
It’s especially bad in that one party member in particular (Katrina the Shepherd) is, to put it bluntly, a complete burden on the party as you might expect from a shepherd. She will be missing every single attack against the stronger enemies that populate the late game, and not hitting very hard when she does hit due to the awful weapon selection shepherds get. I wish you did not need to recruit everyone.
This would have been a bit of a pain on its own, but not that bad. No, the real problem is one single spell: Sleep.
A handful of late game enemies (such as gazers, but especially reapers, and balrons) will spam this one spell without mercy, even if your entire party is already sleeping.
This is a spell that can incapacitate multiple characters, potentially half your party or more, for several turns. The Awaken spell is pointless as a counter to it, as it affects a single target and the enemy can spam Sleep every round while you will quickly run out of Awaken even if your spellcasters somehow manage to avoid the sleep themselves.
Your characters do not wake up if they take damage, and there seems to be no limit to how often the enemy can use Sleep.
This is still manageable when fighting only one or two of these enemies in reasonably open ground, but in tight spaces where sleeping characters can block the way for the rest of the party or in dungeons where you face half a dozen or more of these enemies in a single room it can make for an experience that is just painful.
It is not even that this makes the game difficult either, the enemies do very little damage even when they are not spending all their turns casting Sleep over and over again, but it does make some dungeon rooms feel like they exist merely to waste your time.
The single worst offender was this room at the bottom of the Abyss.
Tumblr media
10 Balrons that you can’t even reach due to a wall of force (central blue square) in the way. They can Sleep half your party despite this, regardless of where anyone is in the room. I timed it and it literally took me about 20 minutes just to walk everyone east at this one turn. There are other rooms that have this same issue as well.
While there’s annoying things like that, the game is actually extremely easy in terms of combat, at least once you get over the initial hump.
Aesthetics
As noted in the setting section, the game is on the more generic side aesthetically. That said, the simple graphics are at least readable for the most part (magical fields and the like aside) and the unique main quest gives the game a very distinct feel.
Accessibility
Surprisingly high due to its simplicity. Combat is about as mindless as you could ask for in an RPG other than making it completely automatic like Ultima 7 did, and there are not actually that many keys to remember.
However, there are still a couple of things that modern players will have to adapt to. Chief among them are consulting the manuals throughout the game and taking notes.
The game has no quest log to record all the clues the game’s many, many NPCs provide you with. You have to actually write those things down together with things like the mantras for meditating at the shrines, the visions you get as you achieve partial avatarhoods, and etc.
Your knowledge of the virtues will be tested at the very end.
Conclusion
I would not blame anyone for jumping ship once the late game begins, as things become slow and repetitive at that point. However, I believe that this game is worth trying regardless (especially now that it is given out for free).
This is an RPG unlike any other I have seen, demanding its players to not only live up to heroic (and largely secular) moral principles but also encouraging them bring them out of the game and applying them to their lives and become better people.
While its combat can become a bit of a pain later on, the game’s ideas remain interesting at the very least. It is also possible to import one’s Ultima 4 save into Ultima 5, and then from that game to Ultima 6. Both of those games also have rather interesting premises that I will talk about in time.
In the end, I think you should at least try it if you are interested in the history of RPGs. This is the point where Ultima really “gets good” and ditches the nonsense that plagued the early games, though Ultima 7 is still likely a much better starting point for modern players.
The game ends with a call to action. The Quest of the Avatar is a lifelong journey that does not end with the game. You are told to return to your own world and put the virtues you have learned into practice and live as an example to your people, to truly be the avatar.
In the future, other games in the series will challenge and twist these ideals in various ways, but I like the heroic idealism on display here.
7 notes · View notes
allalrightagain · 3 years ago
Text
I promise I didn’t forget about you @lunapwrites, it just took me a bit to put my thoughts into (a lot of) words.
You said: I am... Extremely interested in this. Especially because my personal HC for Arithmancy and Runes is literally like Wizard Coding. Here for it.
I do agree that Arithmancy and Runes are like wizard coding, because I do think they share a lot of hallmarks of what we traditionally thing of code looking and acting like: you input a combination of symbols/numbers/letters into a text based system and get an output of whatever the code is supposed to do (ie magic, formatting your website, running an application, etc).
I should clarify that in my original post, I was thinking more scripting languages like Python, since that's what I’m currently studying, and it's specifically scripting languages that I was thinking resemble spells in canon (versus other types of code like markup languages (html) or compiled languages (C)).
I think of Arithmancy and Runes as closer to a compiled language— the finished product is a set of instructions /compiled/ into an application that works with the data it's given. In other words, you build the whole thing, then it can run the steps you built. Potions, in some ways, also fits into this category.
Scripting languages, otoh, aren't compiled, and are (at least, as I'm using here*) interpreted /scripts/ or individual pieces of code where specific actions are associated with each piece. It's faster and easier to use, and can, in many cases, be used piecemeal.
The linguistic methodology of spells in Harry Potter (specifically what we see of Defense, Transfiguration, and Charms) functions similarly to the syntax in scripting languages. One command performs an action, often but not always on a subject/input.
So you can use a command like print() where the text you want the application to spit out is in parentheses, and likewise you can shoot sparks, where you choose the color of sparks either mentally or verbally with a variant of the same command and directed wherever you point your wand.
Likewise, the commands are highly specific— for magic, the wrong wand movement or pronunciation can have disastrous results or be a completely different spell; for code, the wrong word or missing punctuation can cause a crash or a different action than intended.
Everyone I know who uses scripting languages regularly
1) has scripts they know off the top of their head,
2) has a file somewhere with the scripts they use just often enough that they forget in between uses, and
3) still has to google specific code or situations because they don't remember or don’t know exactly what their looking for.
So what I was struck with (as I looked up a highly specific command in a specific module which I've never needed before and will likely never need again) is that magic users would need to know a whole library worth of highly specific spells, and would probably still run into situations where they know there's a spell, but it's not one they've used before or regularly, and would have to look up and then apply that spell.
I would imagine that Hogwarts, not unlike a lot of IT/data science programs, start you off with a collection of easy and necessary scripts/spells, and teach a lot more theory than is initially obvious. It feels like you’re learning highly specific commands, which you are, but the goal of magical education is not unlike “learn to code” classes— to teach you the commands you’ll use so frequently you’ll never forget them, the rhythm and methodology of using those commands, and what to do when you don’t know the command.
Take switching spells for example— how often do you need to swap the positions of two similar sized objects? Probably not often, but you might use other, possibly more complicated spells that have two fixed objects, and it will use the same fundamentals and application, you’ll just have to look the spell up when you need it.
A final note on the application of this knowledge is that jobs that require coding knowledge typically involve a portion of the interview in which you prove your ability to fix or write code, sometimes in a specific language, and sometimes in whatever your preferred language is, so long as it's capable of performing the required tasks. However, once you get the job, they might have specific scripts that everyone uses within that team/company's specific function (in my last job, someone literally emailed me a 5 page long list that they'd been adding to since they started working there).
So it's reasonable to assume many wizarding world jobs both require a sort of “magical interview” where the interviewee is asked to perform specific spells or solve specific problems, and then once they get the job, are told the commonly used spells in that job. A person with good reasoning skills or a large working knowledge of spells would have an advantage over one who didn’t, but a person who already knows the specialized spells would have an even greater advantage in the interview process, but not necessarily after that.
(As a side note, code == magic adds a bonus layer to Snape's character specifically. We know he creates his own spells/code with the primary goal of hurting others, creepily pines for a girl who “friendzoned” him and hasn’t talked to him since they were fifteen, joined a terrorist org, and complained that other magical people don't use logic enough. Tell me he doesn’t hang out on the worst parts of magical Reddit/4chan/etc.)
*the actual languages that fit into scripting vs compiled aren’t necessarily cut and dry, and there are several that are used for both categories, where the individual scripts are compiled into a full application and used as such. Similarly, I think some transfiguration and charms could be used more like a compiled language— think of Hermione's bag with the undetectable extension charm, or Sirius and James' mirrors.
15 notes · View notes