#wishbringer
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kahran042 · 4 months ago
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Inside Theater
This is a movie theater unlike any you've ever seen! The seats are wide, deep and comfortable. The aisles are spotless. The air is clear of smoke, and the screen is dramatically large. A chill goes up your spine as you realize how alien your universe has become.
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everygame · 2 years ago
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Wishbringer (PC)
Developed/Published by: Infocom Released: 1/5/1985 Completed: 20/07/2022 Completion: Finished it, 100/100. Trophies / Achievements: n/a
Brian Moriarty has a couple of sad Infocom milestones in his career (which I should note have nothing to do with him directly) Wishbringer, released in mid-1985, was the first game the company would release after dooming the company with the ill-concieved Cornerstone project and would be (as noted by the Digital Anitquarian) “one of the company’s last genuine hits” and his next project, 1986’s Trinity, would be (according to Wikipedia) “the last game released by the company when it was solvent.”
Oof.
I hadn’t originally planned to play Wishbringer–I was going to skip ahead to A Mind Forever Voyaging–but Wishbringer is particularly mentioned as a bit of a hidden gem in the Infocom catalogue and being intentionally designed as an “introductory” text adventure I was interested to see how Infocom’s design continued to evolve since the willfully obtuse Hitchiker’s Guide.
Well, the answer is… I think the answer I’m coming to is that I don’t think Infocom actually had a particularly consistent design philosophy. I suppose it’s early days in game development, but it really feels like each “implementor” was treated as an author not just in terms of content and writing but also design (and, in fact, if you read Stu Galley’s “Implementor’s Creed” written in 1985, as much as it hedges, it seems to imply such a thing.) 
This means that, well, advances weren’t necessarily consistently brought forward, and even for an “introductory” adventures, a lot of decisions are made here that represent, well, bad, unwelcoming design. And often, it’s the little things. By this point, you’d think, inventory limits would be a thing of the past, and even Hitchiker’s Guide has the sense to make you drop something randomly when you pick up too much and offer a bag of holding (admittedly only if you can work that out*) Here, you struggle with what feels like a very strict inventory limit and a wide-open map with a roaming enemy, making it risky to drop something you might need.
*I thought maybe the wizard’s hat here might be a bag of holding, but it just seems to… destroy items. And you will almost certainly use it immediately in one of the more obvious puzzles, so…
Of course, it actually is “educational” for a new infocom player to deal with a lot of frustration, even if I think it’s pretty unintentional. Take the opening: you’re given a nice clear goal and then quickly bump into your first puzzle that locks you into a small area and has a fairly obvious solution. That’s good! But once that’s out of the way, you basically unlock the entire map and have a strict (and honestly unnecessary) time-limit to complete your first task, at which point the map–while keeping the same layout–changes significantly, rendering some items totally inaccessible for the rest of the game.
What’s even weirder about that is some of those items are necessary to use the titular wishbringer, which was explicitly designed to be a pressure-release for new adventure gamers allowing themselves to “wish” their way through puzzles! So very quickly Wishbringer hits that problem (or perhaps intentional feature, such as in Hitchhiker’s Guide) that you’ll have to restart or restore earlier saves in order to even really get the sense of the game. I’m not sure it’s as bad as Hitchhiker’s Guide–I think as far as items go, if you miss one that’s needed to wish, you can solve the puzzle, and vice versa–but at least once I locked myself out of an area completely with something I still needed to do in there, forcing a restore.
I suppose you could say I’m being a little hard on this for, basically, having all the usual problems, and probably especially because I can’t help but compare it to my high watermark for Infocom (so far) Planetfall, designed by the more established Steven Meretsky. But I was definitely struck by the fact that–as is often the case–the prose only served to obfuscate rather than help a new player. Indeed, sometimes the text used to try and help a new player only made things worse! That area I got myself locked out of? I got myself locked out after the game told me I “didn’t need to refer to the switches to in this story” when what I actually needed to do was specifically refer to the FIRST switch and the SECOND switch.
(That one ended up in a trip to the invisiclues, unfortunately.)
So I don’t think is particularly successful as an introductory adventure–certainly no more than Planetfall, even accepting that that one has loads of empty rooms–but it doesn’t mean that I actually had a bad time with this. It is honestly rather charming. You play a day-dreaming postal worker who ends up in an evil, mirror-version of his seaside town on a quest to rescue a black cat (my favourite!) and as much as I’m not crazy about the map, I kind of get it–I think I’m just “spoiled” by Hitchhiker’s Guide’s self-contained vignettes (anyway, it’s not particularly big and it does have a central fountain hub). The puzzles are not hard if you follow the rule I always forget (examine, look behind, in, under and around EVERYTHING) and have a few restores under your belt. The story is no great shakes (outside of a weirdly dark story in the manual which doesn’t really relate to much) but, and I might be presumptuous here, there’s a Loom-like whimsy that implies Moriarty is more about giving the player a sense of place and feeling rather than a particularly deep narrative. And a few of the twists and turns are clever enough that I chuckled.
It’s a game I found myself a little more frustrated by than I hoped to be while playing it, but it’s a game I already think about warmly in retrospect. It doesn��t have anything about it that really blows your socks off–no Deadline chases, no Planetfall narrative thrills, no Hitchhiker’s meta gags–it’s just sort of sweet, like a kids’ fantasy novel that you read in an afternoon while feeling poorly because it just takes you somewhere pleasant for a while.
Will I ever play it again? It feels like one I’d return to, and it’s made me think that I should return to the many Infocom adventures from the pre-Cornerstone golden era I’ve skipped one day. 
Final Thought: Actually, speaking of kids’ fantasy novels, there actually was one for Wishbringer! And there were other Infocom books too! But my understanding is none of them were particularly good (though perhaps Wishbringer is the highlight.) As a huge fan of Nintendo’s Worlds of Power books–I read the hell out of Blaster Master and Castlevania II–I have to admit I’m interested in seeking them out anyway..
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mistfunk · 10 months ago
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Mistigram: Wishbringer, SysOp of Juice BBS, was a local #ASCIIart practitioner who passed through our ranks between stints in the perennial "#3" artscene crew at CiA, ("Creators of Intense Art"). This newschool logo celebrating them marked the beginning of his official association with our Mist crew, by way of our Mistigris World Tour stop with Fistful of Steel in January of 1997, 27 years ago this month.
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thekansta · 30 days ago
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wishbringer
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the-badger-mole · 2 years ago
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The Djinn Dilemma - Chapter 26
“I hate this,” she said. “You shouldn't have to be comforting me right now. I wish I had never become a djinn.” Toph cleared her throat.
“I can make that happen,” she said.
“What?” Katara blinked at her owlishly.
“I can grant your wish,” Toph said.
“I…I thought we couldn’t grant wishes for anyone but mortals,” Katara said frowning.
“Eldest wishbringer, remember?” Toph smirked at her. “You can only grant wishes for mortals. I have a bit more leeway.”
“And you’ll free me?” Katara took a step forward, hands clasped in front of her stomach, hardly daring to believe what she was hearing.
“I will free you.” Toph’s face grew solemn. “But you need to understand that you have to be erased. No one will remember you were here.”   
“No one will remember me?” Katara repeated. She looked at Zuko, stricken.
“But she was my djinn,” Zuko said, taking Katara’s hand. “I thought…”
“You’ll remember her,” Toph clarified. “All the wishes she granted you will still be in effect and all that, but everyone else you’ve met will forget. Including Gyatso.” Katara looked down at Zuko’s hand around hers.
Read the last chapter here
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Back Cover to AI Art S2E29 - Classic Text Adventure Masterpieces
Older video games were notorious for back cover descriptions that have nothing to do with the game so lets see what a text to image generator makes of these descriptions. Season 2 sees an increase in art creations for each game up from 1 in the first season to 6 for the second season 
1. Intro - 00:00 
2. Back Cover and Text Description - 00:10 
2. Back Cover and Text Description Continued - 00:30 
3. Creation 1 - 00:50 
4. Creation 2 - 01:10 
5. Creation 3 - 01:30 
6. Creation 4 - 01:50 
7. Creation 5 - 02:10 
8. Creation 6 - 02:30 
9. Outro – 02:50 
A massive collection of text based adventures from Infocom with 33 on offer with A Mind Forever Voyaging, Arthur, Ballyhoo, Beyond Zork, Border Zone, Bureaucracy, Cutthroats, Deadline, Enchanter, Hollywood Hijinx, Infidel, Journey, Leather Goddesses of Phobos, The Lurking Horror, Moonmist, Nord and Bert Couldn't Make Head or Tail of It, Planetfall, Plundered Hearts, Seastalker, Sherlock: The Riddle of the Crown Jewels, Sorcerer, Spellbreaker, Starcross, Stationfall, Suspect, Suspended, Trinity, Wishbringer, The Witness, Zork I, Zork II, Zork III, Zork Zero all included in this collection. 
Additionally six amateur created adventures are also included in this collection, Classic Text Adventure Masterpieces released for Mac and DOS in 1996. 
For more Back Cover to AI Art videos check out these playlists 
Season 1 of Back Cover to AI Art 
https://www.youtube.com/playlist?list=PLFJOZYl1h1CGhd82prEQGWAVxY3wuQlx3 
Season 2 of Back Cover to AI Art 
https://www.youtube.com/playlist?list=PLFJOZYl1h1CEdLNgql_n-7b20wZwo_yAD
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titanicfreija · 1 year ago
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"You didn't tell me?"
"Huh?"
"About the Final Death thing."
Freija stopped at the corner of the den and the inlet for bedrooms, and she crossed her arms to lean on the wall. Sunny worked on her sand table with the cover on, apparently not wanting anyone to watch her work but still wanting to work.
".... No. I decided that you didn't need to know. We learned our lessons without that information and you didn't need to be frightened of something that already didn't happen. If you ever need to know it again, we're probably in more trouble than we can get out of. So, no. I didn't tell you."
Freija nodded slowly with a frown and eased off the wall to pace into the living room. "That makes perfect sense, but it still feels kinda like you lied to me? For my sanity, I guess, 'cos you're right, I would have had nightmares. Would have been afraid to fight Hive for a long time."
"I'm glad you see my point."
~
"Okay, fine."
"How bad is it?"
"Bothering me? Only some..." Freija drifted off as she started over, going first to the kitchen, then to the den. "You dealt with it by yourself. Lived with that lesson and that fear like that. 'cos you did know."
"Yes. And I'm so, so glad you prioritize your fire. If you had known the threat posed, you would have attacked the Knight without it, and we would have died. If you waited on me, we would have died. That whole thing turned out real well for us, and looking back too hard on how it might not have wasn't going to help."
Freija poured some salvaged wine into a wineglass-shaped plastic cup and looked through to check for contaminants. The sand table opened noisily, allowing a few inches for Sunny to peek out and narrow at her Guardian.
"Underground in the right spots counts as cool and dry," Freija remarked, sipping and hiding her flinch.
"If this kills you, I'm leaving you down until I decide not to."
"Love you!"
A hush fell as Freija sipped her drink and Sunny continued digging into the sand with off-rhythm hissing crunches.
"I was so proud of you," Sunny said eventually.
"Hm?"
"You incinerated the thrall and you turned around as it hit me. And your fire dimmed, and your face fell and the glow in your eyes faded... And then you pulled in the Light and charged in. My Guardian was--and still is-- brave and strong. And I was so proud of you."
Freija blushed and pulled her legs up. "I don't remember any of that. I remember being really really fucking scared." Her eyes watered again. "I felt it in my core, it's why I call you my soul, that shit-- that relic skipped armor and flesh and bones and cut through my heart and I felt that chill." She blinked the tears away and smiled as she wiped her face clear. "My fire felt like coming out of the methane. It wrapped around me and sank in. And I had to kill him and I could, so I did. Dumped that... Was it a retrofuturist or a wishbringer...? One of those crucible ones."
"A wishbringer."
"Oh, right, you actually have the whole thing still in there, huh."
"I still have the whole thing still in here, yes," agreed Sunny distantly. "I didn't know you felt it like that."
"He was sucking the Light out of my soul, of course I felt it like that."
"You felt it and you didn't know it could kill us?"
"Not... I pretended there was still question. I knew, but I didn't know." She busied her mouth with some wafers from rations. "Fucker took six shots before that fucking chitin gave in. He couldn't do shit after the first one. What're you doing in there? You gonna finish any time soon?"
Sunny grunted affirmatively. "This is abstract. Do not say anything about it. Anything at all."
"Yes, ma'am."
The cover slid back enough for Sunny to fly out and then she closed it again, as set by a special switch for the purpose, and turned the cover transparent.
The tiny crosshatch of string lights illuminated the bed of sand and its winding, edged up patterns, apparently going in a rectangle to fill in the space a ring at a time. "What do you call a rectangular spiral?"
"I think it's still a spiral. Don't talk, you're scaring me."
"I love you, Sunny, I pass no judgement, I'm just looking at it."
She liked it, but abstract indeed-- she had no idea what the hell it was. The spiral started (or ended) in the corner. The inch-wide "band" went around and around with different shapes filling the inch-wide space in different intervals. The round shell had been manipulated to create fishscale and arrows in all directions; and stripes, dots, lines in varieties that Freija didn't think would be possible with a Ghost shell of any shape.
"So... How... Dextrous? Would you say you are, in the realm of Ghosts?"
Sunny whirled her Dawning Lotus petals merrily. "About a nine on a ten scale. I could win competitions. I have won competitions. That was a very long time ago."
Freija laughed. "You guys had, what, races and dance-offs and stuff? Sounds awesome."
"And things like carrying stuff or flight... Uh... sort of like performance flying? It's like dancing but with a much bigger dance floor and you have to be moving at least five clicks an hour with tiny exceptions."
((I have invented a thing!))
"Sounds awesome," Freija repeated. She nodded at the table with a smile, then returned to the couch.
"Yeah. Sometimes we would catch rides between planets and playing those little games were good ways to pass the time."
"Do you miss it?" Sunny turned to see Freija lifting curious brows at her. "I wanna see anyway, do these things still happen?"
Sunny froze in the air. "I honestly don't know if paired-up Ghosts do it. I remember thinking they were all stuffy, back then."
Freija and Sunny giggled together and Sunny drifted over as Freija held a hand out to 'hold'. "Was that another one of those ways you turned out to be wrong? Or decided you weren't going to be like that and was wrong?"
"That one. I thought I would be so much more independent and would keep dancing and drawing.... and I completely forgot about all of it."
They giggled again. "I'm glad I could remind you," the Guardian said chipperly. "Did you have friends in those circles?"
"Some." Sunny clicked harshly. "We would treat the ones that found their Guardians like the dead, talk about how we would never see them again. I forgot about all of it! Peach still floats around in the Tower, I don't think she's even looking for hers anymore. She's hilarious, we used to talk about how we thought foods might taste."
"Yeah?"
Sunny pulled closed sheepishly. "Yeah, she'd be right along smashing cookies with me."
"Awesome."
"Shadow used to do aerials but I don't know if he has since he found his Guardian, and that was a long time ago."
"If you can get the Ghosts, I'll talk to the Guardians and menace as needed, I'll get one of my big ships and we can do a thing," Freija offered with a crooked smile.
"... Yeah?"
"Yeah. I don't think anyone would say no, but just in case, I have hammers." Freija got up to look at the sand again and cocked her head to a side. "Nope," she muttered.
"It's not about what you see, it's about how it makes you feel," Sunny explained. "It's also a story."
Freija nodded firmly, but her brow creased with confusion. "'kay. Well. For how... It makes me feel..." She stood back and pressed her lips as she considered her answer. "It doesn't make me feel anything, but if it's a story, it's winding and deeper than it looks and going by the bubbly middle bit, ends well."
Sunny's light blinked and she whirred curiously at her Guardian. "Where in that thick skull are you keeping that stuff?"
The Titan shrugged helplessly.
~
@annieruok94
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damage-cloud · 2 years ago
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Morning-Star
Morning-Star was a peasant girl on Misty Island.
Queen Alexis gave birth to a blind baby and jealous of her beauty, caused her home to burn. Her parents were killed, and Alexis kidnapped and raised her as her own daughter.
As Morning-Star grew up, Queen Alexis vowed in secret that none could have her hand, and gave all of Morning-Star's suitors difficult Love-Quests to fulfill. After the death of six suitors, the Edict of Alexis decreed that she "must remain unmarried and virgin all her days."
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The legend states that the heart of Morning-Star hardened, turned to stone and became the magic stone Wishbringer.
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Zork Fandom Wiki & The Zork Library
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retrocgads · 3 years ago
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UK 1991
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cats-in-video-games · 2 years ago
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Chaos from Wishbringer
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retroreadingtime · 5 years ago
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kahran042 · 1 year ago
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It is my headcanon that the red dragon from Zork II is Thermofax, as mentioned frequently in Wishbringer lore.
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everygame · 1 year ago
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Trinity (PC)
Developed/Published by: Infocom Released: 9/5/1986 Completed: 18/08/2023 Completion: Finished it. 100/100. Trophies / Achievements: n/a
Oppenheimer fever has long subsided by the time you’re reading this, and to be fair, had subsided by the time I finally booted up Trinity, but it was seeing Christopher Nolan’s surprisingly human film in 70mm IMAX that led to me skipping forward a few months in 1986 to play this, Infocom and Brian Moriarty’s attempt to grapple with the history of the atomic bomb from the context of the ongoing cold war (although by 1986 it was beginning to thaw, with Mikhail Gorbachev in power and Reagan already three years out from having his mind significantly changed by a screening of The Day After.)
Trinity in many ways is a companion to Steve Meretzky’s A Mind Forever Voyaging, in that it accepts that all art is political and is trying to be something deeper than even Infocom have attempted. But it also stands in contrast to it: A Mind Forever Voyaging is essentially puzzle-less and “realistic” whereas Trinity is absolutely an adventure game, packed with puzzles and fantasy locations.
Both games have their proponents and detractors (The Digital Antiquarian, interestingly, is a Trinity man) but I’ll be honest: for me, there’s probably a middle-ground that I’d like a bit more. Because Trinity falls into the major problem that I always seem to have with Infocom games: you don’t know what to do, or why you would do it.
It is, absolutely, the fact that I’m playing these in my spare time in 2023 rather than, you know, having put down the equivalent of $100 or whatever in 1986 to get a box with a lot of fun stuff in it, but I often wonder: did Infocom’s “Imps” simply believe players can and should work out what they’re supposed to be doing by repeated playthroughs, trial and error, failure, or was it the kind of thing that simply never occurred to them?
I supposed I’m being slightly unfair to Trinity. The game, after all, does begin with a simple vignette (you’re on holiday in London, trying to enjoy a day in Kensington Gardens before a nuke gets dropped on you/it–though you don’t know that yet) where you will quickly be driven to chase a roadrunner because… well, I guess because he’s there. It’s really only once you’re transported to a magical fantasy land full of mushrooms that you are faced with a complete lack of understanding.
Would it really have been so hard to express to the player what they’re trying to do? When I look at it… maybe. You see, in Trinity, you’re actually trying to travel to the famous Trinity experiment in order to… fiddle with the test so it… goes… right? It’s not exactly clear what the intention is, actually, but there’s a fair chance that it relates to something you might know about if you saw Oppenheimer–the theory that the bomb might have began a chain reaction that could not be stopped, igniting the earth’s atmosphere completely. The thesis of Oppenheimer, of course, is that it did, we just don’t know it yet. Trinity does not manage something as thematically clear–in fact, I’m not really sure what it’s saying in the end at all.
Anyway. To get to the experiment, you have to explore the fantasy land and use a sundial to open doors in mushrooms, each of which represents a nuclear explosion (a bit on the nose, but let’s allow it) that has occurred in the past or future (I do rather appreciate the imagery of the fantasy land where the mushrooms starts sparse, but grow into a tremendous forest; it’s rather chilling). This set-up is a bit of a mish-mash of The Hitchhiker’s Guide to the Galaxy with Moriarty’s earlier Wishbringer, and in some ways is the worst of both worlds: you’ve got a big ol’ map with puzzles to solve, but also each vignette needs to be solved, usually requiring things from puzzles you solved in the map. And, of course, you don’t know what any of those things are.
It’s actually rather easy to get to the “end” of the game (as in, the Trinity test site) but it’s unbelievably hard to work out what you’re supposed to do there. There are some really fun and logical puzzles in this (love a puzzle where you just tell someone or something to do something for you and they do it) and also some absolute stinkers, including pulling the old trick where if you look “at” something you’re practically told to ignore it, but if you search it you find something you desperately need. It’s not even logical at times–how was a screwdriver hidden like that???
Yes, this was one where I took a trip to the invisiclues more than I really wanted to, at least once because something I thought should work didn’t (of course, my solution would have ended up with me in a no-win situation because it ruined another item I needed…) and I think after A Mind Forever Voyaging, which is straight-forward both in design and theme, that I didn’t really get Trinity on either level frustrated me somewhat.
Which is not, really, to say that Trinity is bad. If–as I should have–I expected a Brian Moriarty adventure in the style of his previous, Wishbringer (of which I said, “Moriarty is more about giving the player a sense of place and feeling rather than a particularly deep narrative”) I think I’d have been largely fine with this, although still begging for more instruction. I think it’s simply that the whimsy in a context so serious doesn’t work for me here. A noble effort, none the less.
Will I ever play it again? I can’t imagine I would. There’s a time limit and tension to the climax of this that had me having to play it over about four times to get it right and that really wore thin enough I wouldn’t like to do it again.
Final Thought: I reference him fairly frequently but I have to note that The Digital Antiquarian went hog wild for this one writing like seven articles that discuss the atomic age in incredible detail and they’re wonderful context if, really, they only make Trinity’s themes feel ever more tenuous.
Support Every Game I’ve Finished on ko-fi! You can pick up a digital copy of exp. 2600, a zine featuring all-exclusive writing at my shop, or join as a supporter at just $1 a month and get articles like this a week early.
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mistfunk · 2 years ago
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Mistigram: this monochrome newschool #ASCIIart logo for Plastic's BBS Malpractice (or, "Mal" at least here) was drawn by Wishbringer and included in our Mistigris World Tour stop with Fistful of Steel (a fatal one for their crew, incidentally) released 26 years ago this month in the FOS-0197 artpack collection.
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wayward-cryptarch · 3 years ago
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Transfiguration
Desire becomes reality, o wishbringer mine.
Jack.
“Daniel?”
He turned and six Guardians were walking toward him. This wasn’t—-
He turned back and Riven? She wasn’t there. He was in a massively open room with giant columns, floors like marble. Not Riven’s underground chamber. How?
“Daniel?” one of the Guardians, a Hunter, asked again. His helmet dematerialized.
“Jack?” Daniel couldn’t believe his eyes. He was just with Riven. He was just thinking of Jack.
Thinking. Wanting.
Wishing.
Oh.
Jack grabbed Daniel by the shoulders, shaking him gently. One hand, gauntlet now gone, came up to touch Daniel’s cheek, guiding his face from side to side so Jack could look him over. Marge shimmered into physical form, the Ghost flitting around Daniel, her scanners washing over him.
“Did they Take you? Did she touch you? Daniel, what did she do to you?” Jack’s dark, dark eyes were intense, seemingly staring into Daniel’s soul.
Daniel wanted nothing more than to press his cheek into Jack’s warm hand and bask in the focus of Jack’s attention. He swallowed and fought the desperation down. He thought of Sha’re and Skaara, seeing them Taken by the corrupted Techeuns, and the ache twisted into guilt.
“Um, no. I, uh.” Daniel licked his lips to gather his scattered mind. It seemed to be left behind with Riven. He was in the Vault above, he guessed. But how? “I’m fine. They didn’t. I wasn’t Taken. No Darkness. How? When did you guys get here?”
Marge gave a grating little hum to confirm as she came back to hover over Jack’s shoulder. “Hmmm, yeah, he’ll be fine.”
Jack waved Marge away, letting her return to his HUD. “We came for Uldren,” Jack said darkly. “He’s been dealt with. But the Amtrak—“
“Ahamkara,” Daniel corrected him.
“Yeah, her. She needs to be put down.”
“She’s the last of her kind, Jack,” Daniel tried to defend Riven. Then it hit him, the thought crashing into him. “This is what she wants.”
Jack narrowed his eyes in suspicion. “What who wants?”
Riven refused to Take Daniel, saw something in him to spare. Used him for bait. They traded wishes, he and Riven. Daniel wanted to see Jack again, hoping he would come to find him. Wished. And Riven wished Jack’s arrival to be her end. Her freedom.
“Riven. Her only way out is,” Daniel closed his eyes, pinching the bridge of his nose as his shoulders slumped, “is death.”
Gently patting Daniel’s cheek, Jack nodded, satisfied that Daniel wasn’t harmed. “I’ll make it quick then.”
The warmth of Jack’s touch was gone and he walked past Daniel, his fellow Guardians joining him to make the descent below. He wished he could tell Jack to be careful, but he kept silent.
Daniel knew he would see Jack again.
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cameronmakesstuff · 5 years ago
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Wishbringer Shell: For Ghosts who can make desires come to life
The second custom ghost I made for a friend, this one was designed to look like Ahamkara bones. Sculpting is all done with Green Stuff.
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