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#botched treasure hunts
heartfullofleeches · 10 months
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Squish
Yan Slime God hcs/blurb
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One botched resurrection and a couple - hundred liters of human blood lead to the creation of the slime I introduce to you today. Squish is a rather aloof; mischievous entity. It loves tricks, and driving people mad all the same While retaining the collective thoughts of those its consumed - Squish has yet to grasp the reality humans may not like having their blood drained out of all their orifices to further its growth or find blood in their pipes amusing. Squish considers these folks a drag - but the screams of the last human who found blood raining from the pipes in their shower were oddly... cute. Wonder who that could be?
• Squish can - and will be any one or thing for you. If you like cats, the slime will sport ears and a tail - and catch dead birds for you. A key thing to note about them is that they have a human skull floating around in their gel to stabilize a human form. Squish also can "possess" others through their bloodstream or entering their body after death. The downside with the latter is the corpse still rots and at a faster rate than normal. If there is someone you hold dear enough, Squish will execute and wear their skin until their blood completely rots before swapping its previous skull with theirs. It sees no difference between the feelings you harbored for them now that they're apart of it - so you should love them just the same.
• In the presence of others - Squish must be blinded at all times. The entity it originates from was a vile, bloodthirsty tyrant and Squish still carries that same lust which can be nullified if it cannot see. Squish does not make its presence known until it is worked into every nerve it possesses that it will not harm you - don't stop them from biting the soul out of your thighs when you don't give it the attention it craves. To combat its violent tendencies in regards to you, it taped a photo of you to its eyes and willed their restraint into existence.
"Dummy - do not turn this human into soup. Do not drain them of every drop of their precious blood even though it'd probably be really, really good. You are stronger than your urges, you are supreme, you... really want to bite them while they're sleeping."
• While being their darling - you are not immune to their tricks. If anything - they're amplified when it comes to you. We're talking blood leaking from the ceilings, swallowing your keys when you try to leave without their permission, leaving their skull in plain sight so when you notice the odd decor it can lick and/or bite you when you pick it up to inspect. Squish loves getting a rise out of people and your reactions are ones to treasure.
• An excellent hunter - cook not so much. Considering how easy it is to grind humans into paste, Squish realizes they need to care for you and one of the best ways to them is providing you with meat as it may benefit them as well. Squish will hunt deers in the woods and drag the bodies back, wearing the skull of its catch - or break into local markets and rob the delis. It both drains the meat of its blood and infuses it with their own as it figures the nutrients from it will keep you healthy- only downside is they try to get you to eat it raw for a while until you drill it into their bed that humans can't eat uncooked meat. They pout about it - but eventually let you use their catches in proper meals
• Makes articles for you to wear out of its blood - or just slaps a bloody hand print on your shirt and says consider it a new fashion statement. If you want to leave without them - you'll have to do it on their terms and this way they can still track you. A bracelet/necklace or earrings are its preferred choices. The problem with this is your bracelet growing spikes if you shaking someone's hand or your necklace nearly choking you out as it tries to tug you away from crowds
• A cuddler/very touchy. Loves the feel of your skin. Very soft, very bitable. I would assume most wouldn't be too sound with the idea of a blanket made of blood slime - but you'll have to get used to it with them. They'll settle on a cute teddy bear with an unsettling skull for a face if that makes you feel any better.
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snappedsky · 7 months
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Borderlands: Skies the Ultimate Treasure Hunter
Skies explores the Dustbound Archives, looking for the history of the planet and a book for Mancubus.
*Links to previous and next chapters in reblog*
--
Guns, Love, and Tentacles Part 7
Skies walks through the Dustbound Archives back to the front desk. As she arrives, she can hear loud, boisterous voices on the balcony overhead. She ignores them and approaches the librarian.
“Hey, Harriet,” she says quietly, “I need a book called The Nibblenomicon.”
“You need a library card,” Harriet replies, “but I can hardly hear you over this blasted Bonded book club! No one is taking anything out until I can hear myself think!”
“Easy fix,” Skies remarks and heads up the stairs onto the balcony. Three cult members are sitting in easy chairs, talking loudly about some kind of elder god story book. Without a moment of hesitation or even a blink, Skies walks up to the nearest one and jabs her fist blade into his neck.
The other two jump to their feet, readying their guns. Skies twirls her pistol of its holster and shoots one through the head. The other begins firing at her. She dives behind one of the chairs to dodge then aims around it and shoots him a couple times in the chest.
“Easy peasy,” Skies comments. She stops as she notices something has tumbled out of the cloak of one of the dead cultists and picks up a library card. “Lucky me.”
She returns back to the front desk and presents the card to Harriet. “I have obtained a library card. Don’t ask me how.”
Harriet sighs with relief. “Now that a sensible volume has been restored, I can tell you that The Nibblenomicon is located in the Forbidden Stacks. Though I should warn you, everyone who’s ever checked that book out has met a terrible fate...late fees!”
“I will admit, it is true what the young lady said,” Mancubus says from Skies’ ECHO communicator. “Terrible fates have befallen all who gaze upon The Nibblenomicon’s accursed pages. Which are all of them.”
“Right. Well, I just won’t look at the pages then. One more thing,” she adds before leaving. “I also need to learn the history of the planet. Any idea where I can start?”
“Holography tapes can be found around the archives,” Harriet replies. “You can use them on the holoprojector.”
“Much appreciated,” Skies nods and heads back into the archives. “Okay. I guess I’ll find the Nibblenomicon first then hunt for those tapes.”
She follows the signs to the entrance of the Forbidden Stacks, which is blocked off by a gate. She scans the library card on a console next to the gate and it opens up.
As she enters the Forbidden Stacks, Skies is met with an icy floor and a half dozen bodies frozen in place with a mound of icicles up a short flight of stairs.
“What the hell happened here?” she questions.
“Hm, one of these poor souls must have botched the frozen daiquiri recipe,” Mancubus replies, “a fickle drink, that. Well, one of them must have the book. You’ll just have to pry it from their cold, fragile hands.”
“Okey doke,” Skies shrugs and quickly smashes all of the bodies with one punch from her robot hand. One of them has a book, but it’s not the right one. “The Grand Grammoire...?”
“Ah, the definitive work on infernal grammar. Useful for pedantic diabolists,” Mancubus comments.
“No other books, but it looks like this guy tried to grab some kind of valve.”
“For the central heating system, no doubt. A good idea. Put the valve in its proper place and dispel the frost. Maybe then, the location of the tome will become clear.”
Skies wanders around until she finds the boiler room, but the door is locked. She briefly considers smashing her way in but decides instead to crawl through a nearby vent. When she gets into the room, she sticks the valve onto its pipe and turns it, heating up the room.
Skies lets herself out through the door as the frost and ice melts away. She goes back to the middle of the room which is now free of the mound of ice to reveal a pedestal. On it sits a strange book that appears to be made of flesh with two eyes and a mouth on the cover.
“Is this it...?” Skies questions and starts to reach for it.
“Finally!” an irritating voice cries out from the mouth of the book. “I’ve been freezing my deckled edges off over here! Get me outta here before I get all moldy!”
“Oh, great, a demanding book,” Skies grunts as she picks up The Nibblenomicon.
“Finally!” Mancubus purrs with excitement. “The unhallowed mysteries of The Nibblenomicon will soon be revealed. The Vegan Turducken. The Eggplant Harmesan. The Elder Dip. Take it. And whatever you do, do not read it yourself.”
“Ahh, don’t listen to that old stick in the mud!” the book argues, wiggling in Skies’ hand. “You can read me. Come on, open me up! Just check the table of contents real quick.”
“Eh, I’m not much of a chef,” Skies shrugs and slips the book into the coat. “Alright, Mancubus. I’ll get the book to you as soon as I’m done here.”
“Very well,” he replies, “just be sure to check it out with the librarian.”
Skies leaves the Forbidden Stacks and goes back into the large, main room- the Holography Chamber. In the middle of the room is the holoprojector and over top of that, multiple smaller projectors are portraying the planet, Xylourgos. But also scattered around the floor are multiple dead bodies of the Bonded.
“The Vault Hunters must’ve been through here already,” Skies muses, “I wonder what they’ve learned.”
Skies types at the holoprojector and turns on a projection of a man and woman. The woman she immediately recognizes as Eleanor, but without the creepy cloak and tentacles.
“Research log, day one. My name is Eleanor Olmstead. My beloved and I have arrived on the rim-world of Xylourgos. We have finally found the beast of legend after years of chasing its name across the stars! ‘Gythian’.”
“Supposedly it means ‘Eater of Hearts’,” the man continues. Skies recognizes him as the statue man in Cursehaven’s square. “But the original language is dead and lost to time.”
“A charming introduction as ever, Vincent my love,” Eleanor continues. “Gythian’s physiology can only be described as otherworldly. Though its body is dead, its heart still beats. This requires further study. Who knows what xenobiological revelations it has for us.”
“This is the start of a whole new life for us, my darling!”
With that, the projection fades away.
“Eleanor and Vincent Olmstead,” Skies muses, “they were researchers studying the monster. I need more tapes.”
As she wanders through the library, she finds more scattered bodies of the Bonded- more of the Vault Hunters’ handiwork. She fulls both proud of them as her friend, and bitter that they’re stealing all the kills. If she didn’t get hurt before, she could’ve explored all this with them. Instead they felt the need to bench her, and she has to explore on her own.
This big...quiet library...silent as the dead she’s surrounded by...all on her own...
“Listen, just between you and me,” the Nibblenomicon says from her coat. “Page six hundred sixty-six, there is a recipe for fettuccine and Demogorgonzola. It is to DIE for- literally!”
Okay, maybe she’s not on her own.
She ignores the book and peruses the shelves, searching for holotapes. “If I were the Olmsteads, and I didn’t want anyone finding out about my past, I’d hide it somewhere nobody would think to look...like a hidden room.”
She stops as she spots on the shelf an ornamental skull with a gem eye. “Please be a hidden room, please be a hidden room.”
She grabs the skull and it pulls it like a lever and the shelf sinks into the wall and opens like a door, revealing a hidden room. “Yay!”
Inside she finds another holotape and painted on the walls in yellow paint, ‘The heart still beats, the heart still bleeds’ dozens of times. She takes the holotape back to the projector and plugs it in.
“Research log, day thirty-seven,” Eleanor’s projection says excitedly. “My beloved has made a fascinating discovery! Go on, tell them, dear!” “I am thrilled to report,” says Vincent,” the mountain above Gythian’s resting place is home to a treasure trove of ancient ruins that seem to be from some sort of precursor alien civilization. There are technological marvels inside that mankind has only seen in dreams.”
“This could change everything!” Eleanor cheers.
“Even more fascinating,” Vincent adds, “my initial studies hint at a link between Gythian’s eternal life and the technology itself. This will require further experimentation.”
“Do be careful, my beloved,” Eleanor warns, “there are some lines we should not cross. It is called the Eater of Hearts, after all.”
Vincent laughs away her concern. “Darling, really, you worry too much.” Skies shakes her head as the projection fades away. “Ohhh, Vincent. Nothing good happens to anyone who hunts for eternal life. And I already know nothing good happened to you. Or at least...I think I do...”
She goes deeper into the library until she comes to a door that seems to be blocked from the other side. “Oh, you can’t keep me out that easily.”
After a quick look around, she spots a ventilation shaft. She shoots off the cover, clambers inside, and crawls through until she finds another cover leading into the next room. After shooting it off and jumping out the opening, she finds herself in the Central Database, surrounded by computers. She doesn’t get very far however before Bonded suddenly appear.
“Guess the Vault Hunters never came here,” she grins and readies her shotgun. “Good.”
She shoots at the bonded, easily dodging their attacks. With each body that hits the floor, she feels better and better as her stress whittles away.
When almost all of the cultists are dead, a big one approaches. He fires a large, green ball of energy at her. She rolls out of the way and fires at him with her shotgun. The force makes him stumble backwards but doesn’t kill him immediately.
“Oh, so you’re a beefy bitch,” Skies comments as she holsters her shotgun and grabs her pistol.
The cultist fires more blasts at her. She races around him, dodging his attacks as she shoots at him. The pistol bullets seem to do little damage but she is far more agile than he is so he can’t even hit her.
She runs around to his back and before he can turn to face her, she extends her forearm blade and slices the back of his knees. He cries out in pain as he starts to collapse but before he hits the ground, Skies kicks the back of his head and knocks his face through a nearby set of computers. He spasms with electrical shocks before falling dead.
“Now, what do you got for me?” Skies quickly checks his cloak and finds another holotape. “Hehe, nice try.”
She quickly hurries back to the projector and plugs it in.
“Research log, day one hundred and sixty-two,” Eleanor says, “I am worried about Vincent. He is obsessed with Gythian’s heart. I can hardly understand the things he’s been saying lately. He believes the heart holds the key to eternal life, but we still barely understand the mutagenic and metaphysical properties of Gythian’s power. I don’t know what to do.”
With that, the projection fades away and Skies groans with frustration. “Is that it? But what happened to Vincent? What about the rings? I’ve been all over this library and there’s no more tapes!”
“Ooh, you sound stressed,” The Nibblenomicon says, feigning concern. “I’ve got a lovely recipe for an herbal tea that’ll clear all the anxiety from your soul...and clear your soul entirely!”
“Quiet, you,” Skies snaps and sighs, rubbing her face. “Well, maybe the Vault Hunters found something else. I guess I’ll go back to the Lodge.”
She heads through the archives and stops at the front desk. “Hey, Harriet. I got the book. You wanna check it out or something?”
“Oh, you’ve found the book,” the librarian replies, “well, go on, give it here.”
She hands her the Nibblenomicon and Harriet picks it up and examines it. “Now, I’ll just open it to stamp the date here on this perfectly innocuous endpage and- what’s this? Some kind of...recipe? I can’t...stop reading it...”
Harriet begins to glow bright green as she reads the book. It suddenly floats out of her hands and twirls around before morphing with her and turning her into a squid-like monster.
“Oh, come on,” Skies groans with annoyance.
She dives backwards as the monster lunges for her and fires at it with her shotgun. It spews acid at her and she narrowly dodges and continues firing. It’s fast but weak and Skies soon blasts it to mush and the book falls to the floor.
“Troublesome thing,” she comments as she grabs it.
“Yeah, pick me up!” the book exclaims, “but NO STAMPS, got it?! You come near me with a stamp, and I’ll make sure you live to regret it for a long, long time.”
“Whatever,” Skies grunts as she slips it back into her coat and leaves for the Lodge.
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Character Ideas Day 6: Beast Barbarian
When you were an infant, one of your parents was publicly revealed as a lycanthrope, and swiftly killed by a group of local vigilantes. Your remaining parent, heartbroken, dedicated their life to you, making sure the last remnants of their partner stayed safe. However, as you grew, you began to take on bestial elements when you got extremely emotional, and it scared your parent badly. Unable to face another major loss, they left you alone, knowing you had a way to survive on your own. Now, years later, you’re off to find them, and tell them you’re okay. That you did, in fact, survive. 
You are a treasure hunter who, very recently, has found an artifact containing the spirit of an ancient beast. You were elated, ready for a massive payday as you attempted to carry the artifact out of where it stood. But after a terrible stroke of luck, you tripped and broke it, and the next thing you remember was a rescue party waking you up. Now though, something bestial begins to awaken within you. 
You were, very literally, raised by wolves. From the time you were young, abandoned and lost in the forest, the pack has been your steadfast group of protectors, teaching you to fight and hunt just as they did. Eventually, your physical form adapted, and now you find yourself a local legend and steadfast guardian of a forest just outside of a village. You’ve heard rumors on the wind of an attack coming to the village, something you simply cannot allow, and you are more than ready to fight if the need arises. 
A recent escapee from a druidic cult attempting to combine natural and deeply unnatural magic to enhance themselves, you’ve been in a state of deep panic. They didn’t talk about you like you were a complete success, but there was definitely something different about you, from the way your teeth sat in your mouth to the very way you found yourself balancing. When you arrive in the nearest town, you attract too many stares to count, so you search out anyone willing to help. When you find the party, they seem just as strange as you, so you take your shot at asking them for help. 
Born to painfully normal parents, you stuck out from the day you were born, giving yourself fur and claws and all sorts of odd things. It made you look like an odd sort of werewolf, and your parents were terrified, so they took you to a local expert who confirmed you were not. After confusion and rumors spread, your deeply shameful grandparent finally admits it: They suffer from lycanthropy, and when their child was born without any signs, they chose never to tell. Bitter and angry, you leave your town shortly after, looking for a group that will finally, consistently tell you the truth. 
You woke up from a resurrection ritual conducted by a cleric of the god of nature feeling… Different. The cleric looked exhausted and your loved ones looked horrified, but you were back, you insisted. It’s okay. They eventually agreed, though you still felt a little wrong. Eventually, you started to realize your eyes become more like that of an animal’s when you’re angry, your teeth sharp and voice deep. Quickly, you asked the cleric what was happening, and they explained the ritual was botched, and a nature spirit came to help you back to life and didn’t let go. Now all you can do is learn to live with it. 
You’ve lived near the entrance to one of the elemental plains, friendly with all of the creatures nearby it. You may be a little naïve, but they seem to like you, and your life is easy enough under their protection. One day, though, your peaceful home is attacked. Having no idea how to defend yourself, you desperately reach for help from the plane itself, hoping the creatures would come to your rescue. Suddenly, you felt a surge of power, one of the mythic beasts of the plane coursing through you. Now, you have no choice but to learn to wield this power, with the forces of the plane at your side. 
Your first job was as a low level carney, working for a show with trained tigers and bears meant to entertain the masses. As crowds begin to dwindle, your boss began to try... Unconventional and less than moral methods to win them back. They began telling you to clean the animal cages, and within the week, your lack of training leads to a severe bite. From the beginning, it didn’t behave correctly, making you stronger instead of weaker, and enhancing your emotions greatly, so your boss saw an opportunity. You became the “amazing half-beast”, the most famous sideshow attraction in the land. You grew tired quickly, and staged a dramatic and bloody escape, the consequences of which you are actively on the run from. 
When the supposed chosen one of the nature spirits your village worshiped dies during the extremely early stages of their trials, your entire community is up in arms. Young, naïve and eager to please, you volunteer to step in, and though many are hesitant, they allow you to undergo a selection process. To your shock, and the shock of the town at large, you are accepted, but you begin to undergo odd changes. Technically, your town has their chosen one, but you don’t look or act like the divine champion they believed in. So, you set off to prove that you can be what they want you to be, even through unconventional means. 
You started your life as an animal living peacefully in nature until a traveling wizard used polymorph on you, just to ask for directions. To your chagrin, they never bothered to turn you back. Now, the magic is less stable, allowing some of your former beastly self to re-emerge in a pinch, but you’re determined to find the wizard that changed you and make them turn you back. Or, at the very least, tell them how rude it was. 
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eri-blogs-life · 2 years
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So Tunic, huh? Good game
I recently picked up the game Tunic, which is an adventure game that very clearly takes a lot of inspiration from the original Zelda. It captures that feeling of exploration, of discovering what things do and how the world works, in a way that you just don’t get in games nowadays, with the experience of game design, tutorials, and the internet making it really easy to figure out how a game works so you can mostly focus on playing it rather than trying to figure it out. But Tunic does a great job of making you feel like you can understand the basics of how it works, but trying to figure out all its intricacies is a real interesting challenge.
Overall, I would highly, highly recommend the game to anyone looking for a Zelda-like adventure game to play, or just looking for a game in general. It’s a great time.
That said, since I just finished it tonight and I feel like the last 20 minutes or so really botched the experience for me, I’m going to complain for awhile.
There are two endings to the game. There is the regular ending, where you kill the final boss and story stuff happens after that. Then there’s the other ending, where you collect all the pages of the manual and present them to the final boss so that the final boss decides not to fight you and you get along and become best friends.
First complaint, I got really caught up in the hunt for all the manual pages and the Secret Treasures. I found all but 1 on my own. (Well, I had a friend assist me with one of the Secret Treasures.) Then, I fucking started struggling. I couldn’t find the last page, I couldn’t figure out how to get through the Door in the Mountains, I couldn’t figure out the last Secret Treasure. I was talking to my friend about it, and he told me I just couldn’t get the last Secret Treasure yet, and that I should probably do the final boss in the meanwhile to see the regular ending.
I hadn’t attempted the final boss yet cause I didn’t want to ruin my progress. I’d spent a bunch of time collecting Secret Treasures, and I didn’t want to lose all that progress by beating the final boss and having my save file autosaved over or whatever. He assures me that it’s fine, I can keep going after beating the final boss. I go “okay... so I guess that means probably I can’t complete any of the remaining puzzles I have until after I beat the final boss. Maybe the final boss gives me page 1 of the manual or something.”
First off, the final boss of Tunic is HARD. Like, most of the game is focused on exploration and puzzle-solving, and combat is like a secondary set of mechanics to those first two sets. I tried over and over and over again, and it was hard as fuck. I couldn’t beat it. I got really frustrated. I gave up. I set the game aside, and went and played a Zelda-like that wouldn’t frustrate me for a few days. (Side note: Go play Lenna’s Inception if you like 2d-Zelda-like games, it is my personal favorite pick over Tunic. It’s punny and gay and meta and I love it)
Few days pass, and I finally decide to go back to Tunic. Reluctantly, I load the game back up and decide to try some other strategies. Maybe I was just doing it stupid and making the whole thing harder on myself. I load up on decoys that enemies will target instead of you, I go into the fight, and I just throw decoys and bash at the final boss’s back while he’s distracted.
Final cutscene rolls, credits roll, I get NOTHING. My friend did not explicitly lie to me but I made a misjudgement from his words and now I am PISSED.
I looked up how to solve the Door In the Mountains. I solve it, I get page 1 of the manual from that. Pissed, now I just look up how to get the last Secret Treasure cause I can’t be bothered piecing all the info together on my own. (it’s bullshit and in retrospect I’m still not sure how you’re supposed to figure that out). Part of that process is turning the game’s audio down to 0%, which is a really cool concept! But is bullshit in a way that will become apparent momentarily.
I go do the final boss again, this time showing him the manual and getting the good ending or whatever. But I fucking FORGOT TO TURN THE VOLUME BACK ON and CANT CHANGE THE VOLUME FROM IN THE CUTSCENE. So I get the good ending but can’t listen to it and fully embrace it.
Honestly, overall, Tunic is a very very very good game and I like it a lot. But my experience was really really hampered by that last 20 minutes or so of playing. It’s gonna take a lot for me to load the game up again, honestly. I’ve already uninstalled it before I even started writing this post. Just... very mixed feelings.
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ryuzakemo128 · 5 months
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Original Characters Headcanons Part 1
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Author's Note: These are the original characters I will be using for my original writing from time to time. If you want to request headcanons for any of them feel free to do so.
Masterlist 01
Masterlist 02
[Part 2] - Coming soon
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Tara
She comes from a long line of ancient witches who were hunted in the time of the Witch Trials.
Merlin is her raven familiar who can speak, and he's been with her since she was a child.
Her powers are unpredictable, often manifesting in unexpected ways.
Her powers came on her thirteenth birthday, and she almost burned down the house trying to control them.
She lives in a cottage on the outskirts of town, hidden away from prying eyes.
She has a deep love for nature and animals, which is reflected in her magical abilities.
Her favorite spell is one that allows her to communicate with animals, and she often spends her days conversing with the local wildlife.
She has a scar on her left arm from when she accidentally transformed into a hawk during a botched spell.
She's self-taught, relying on old grimoires and her own instincts to hone her craft.
She takes care of animals like geese, ducks, quails, chickens, cats, and dogs at her home.
She has a greenhouse and a garden where she grows herbs and vegetables.
She is careful not to reveal her true identity to anyone, as she knows that it could put her in danger.
Her favorite color is green, which symbolizes growth, renewal, and nature.
Her raven familiar, Merlin, is her closest confidante and advisor.
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Samantha
Samantha is a witch who lives in a quaint little cottage in the woods. She inherited her powers from her grandmother, who was also a witch.
She has an affinity for potions and brews magical elixirs that she sells to local shops in the nearby town.
She has a pet rabbit named Peter Cottontail who has the unique ability to turn invisible when scared.
Her favorite time of year is autumn, when the leaves change color and the air is crisp. She loves brewing potions that capture the essence of the season.
Her cottage is adorned with candles, herbs, and crystals, creating a cozy and magical atmosphere.
She has a large collection of rare grimoires that she uses for research and reference.
Her favorite spell to perform is one that can make people laugh uncontrollably.
She spends her weekends volunteering at the local animal shelter, where she helps find homes for abandoned animals.
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Amelia
A fae princess, Amelia, has a pet fox named Loki.
She also specializes in healing magic, which she uses to help her people.
Her cottage is surrounded by a lush, magical forest that is home to all manner of enchanted creatures.
She has long, flowing hair the color of sunlight on leaves, and her eyes are the shade of moss.
Amelia loves music and often plays a small harp made from enchanted wood.
Her favorite time of year is the summer solstice, when the fae realm is at its most vibrant and alive.
She is known for her gentle nature and kind heart, often going out of her way to help those in need.
Despite her royal status, she prefers simple clothing made from natural fabrics like linen and wool.
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Lily
Lily is a mermaid who lives in a secluded lagoon deep within the ocean. Her cottage is made entirely of coral and seaweed, blending seamlessly into its underwater surroundings.
She has the ability to control water, which she uses to communicate with other sea creatures and navigate through the ocean.
Her long, flowing hair is the color of the deepest blue sea and cascades down her back like a waterfall.
She spends her days swimming among the schools of fish and playing with dolphins in the lagoon.
Her favorite pastime is composing hauntingly beautiful melodies on her enchanted conch shell, which echo throughout the ocean.
She has a pet seahorse named Neptune who can change colors to blend in with his surroundings.
Lily's cottage is adorned with shells, pearls, and other sea treasures she has collected over the years.
Despite her solitary life, she is content and at peace with herself, enjoying the simple beauty of the ocean and its inhabitants.
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Marianna
A incredibly wealthy fae, Marianna, has an affinity for glamour and beauty. She possesses an enchanting voice that can mesmerize anyone within hearing distance. Despite her love for luxury, she is deeply concerned about the environment and often uses her influence to promote sustainable practices.
She crafts her own clothes and accessories using rare fabrics and precious gemstones, which often catch the eye of even the most experienced fashionistas. Her home is a testament to her exquisite taste, filled with priceless artwork and antiques from around the world.
Marianna is known for her philanthropic efforts, often donating large sums of money to various causes. However, she remains somewhat reclusive, preferring to avoid the spotlight and maintain her privacy. Despite this, she is deeply loved and respected by those who know her.
She lives in a large estate on the outskirts of the fae realm, surrounded by lush gardens and a stunning natural landscape. The estate is guarded by powerful magical creatures, ensuring that Marianna remains safe and secure at all times.
She has several pet cats , all of which are magical in their own right, and spends much of her free time reading or practicing her musical talents on the harp. Despite her many luxuries, Marianna remains grounded and humble, always aware of the responsibilities that come with her immense wealth and power.
She has an alchemist laboratory hidden deep within her home, where she spends countless hours experimenting with new potions and elixirs. Her knowledge of magical substances is unmatched, and she often uses her expertise to create new spells and enchantments for friends and allies.
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Jasper
Jasper is a powerful and respected vampire, known for his wisdom and diplomacy. He has held numerous positions of authority within the vampire community, always striving to maintain peace and stability. He is deeply concerned about the balance between the supernatural and human worlds.
Jasper possesses an air of regal elegance, which is amplified by his ageless beauty. He is fluent in several languages and has a vast knowledge of history, politics, and culture. He is often sought after for advice by both vampires and humans alike.
Jasper is committed to promoting tolerance and understanding between the various supernatural races. He frequently hosts gatherings at his luxurious estate, where representatives from different factions can come together to discuss issues of mutual concern. Despite his age and experience, Jasper remains open-minded and adaptable, always willing to learn from others.
Jasper lives in castle along with his male lovers, all of whom are also vampires. The castle is situated on a hill overlooking a small village, and its towers and turrets are adorned with stained glass windows that cast a kaleidoscope of colors throughout the castle's interior.
Jasper is an avid collector of art and rare books, which fill the castle's numerous rooms and corridors. He has a particular fondness for ancient manuscripts and illuminated texts, which he studies extensively in his private library. Despite his passion for knowledge, Jasper is also known for his love of music and dance, often hosting extravagant balls in the castle's grand ballroom.
Jasper is a talented musician himself, playing the violin with a virtuosity that rivals even the most accomplished human performers. He also has a secret garden on the castle grounds, where he spends hours lost in thought or composing new melodies. Despite his many responsibilities, Jasper remains dedicated to the pursuit of beauty and creativity, both in his own life and in the world around him.
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Ember
Ember is a vampire from Italy, known for her beauty and charm. She's been living for centuries, and her life is filled with intrigue and danger. Despite her immortality, she's haunted by memories of her human life and the love she lost.
Ember was a nurse, caring for the sick and injured during World War II. She met a handsome soldier named Lorenzo, who captured her heart. They fell deeply in love, but their happiness was short-lived. Lorenzo was killed in action, and Ember's grief turned her into a vampire.
Now, Ember wanders the world, searching for meaning in her immortal existence. She avoids other vampires, preferring the company of humans whom she can control without resorting to violence. Ember's beauty and allure make it easy for her to blend in with society, but she remains an outsider, always looking in.
She became a chef for humans in the late 1980s, opening a restaurant called "Blood and Roses." The menu features dishes with a twist, incorporating ingredients like garlic and sunlight into the recipes. Her culinary skills are matched only by her ability to manipulate people with her words and actions. Despite her best efforts, Ember can't escape the loneliness that comes with her immortality.
She currently lives in a renaissance era mansion that was in her family for generations, located in the heart of Florence. The mansion is filled with priceless art and antiques, but it's also a prison for Ember. She longs to feel the warmth of the sun on her skin and the touch of a loved one. Her existence is a constant reminder of the love she lost and the life she can never have again.
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veni, vidi, rogavi.
6,21,42,47.
et ego respondebo.
6. why did you do that?
my time management is notoriously bad, i wouldn't expect less of me.
21. something you’ve kept since childhood?
Boy howdy do I have an item for show and tell.
THIS:
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is what's left of the oldest hot wheel I own, a Midnight Otto Treasure Hunt from 2003. Complete with bent axles, stained tires, and patina from a botched permanent-marker-paintjob removal.
It is not only Rare™ but also quite literally older than me. I've had it ever since I remember having hot wheels, and no one from the family knows who could've given it to me. Although, having seen the old hot wheels my second cousins used to play with, I think it was a hand-me-down from them.
I do plan to restore it. As I have for the past 2 years or so. I never quite got around to it.
42. an app you frequently use besides this godforsaken site?
Discord. I don't frequent many servers, I made it to admin at a GTA online car meet server and I'm active in a couple Assoluto Racing servers. But that's about it.
47. what was the last message you sent?
Strictly speaking, a picture for a photo competition at the aforementioned GTA online server.
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mediadiscord · 1 year
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The Last of Us – Season 1 Episode 8 – Recap and Review
Hey everyone welcome back to my recap and review of another episode of The Last of Us. The show which I'm liking, based on a video game I've never played on a system that that I didn't continue playing after the second generation. As per usual this review will not feature any Easter eggs, because frankly I wouldn't know what one would be if I came across one. This episode ran 50 minutes it was honestly so fast paced, interesting and all around well done that the time flew by. I had to look at a clock at the end of the episode to make sure I wasn’t going to walk away and miss a significant chunk of the episode. I don’t know who sold what to whom, but this show has had consistently great episodes each week. I’m done gushing, let’s get into the review/recap. We start the episode off with a group of people in a big room getting read what sounds like a sermon by a gentleman. The sermon ends with it actually being a low grade funeral for a wife and daughter’s father who was killed. When the daughter asks if her father will be buried the man gives a look to a few others in the room and then lets her know that the ground is too cold and he’ll be buried in the spring. Right here is where the alarms are going off and the red flags go up. There’s something about religion and the apocalypse that brings out nothing but bad. There’s no story out there where there’s a disaster and the religious folks with a following aren’t monsters. It’s a simple trope that gets followed and every post-apocalyptic story has at least one religious faction side story. After the meeting the is identified as David and speaks to James who is played  by no other than voice acting treasure Troy Baker. It was known that Baker would make an appearance in the show, and it’s nice that he got a good chunk of time and then…well…we’ll get there. The discussion is about food and the lack there of. They determine that there’s only about a week or two worth of food left and they make a plan to go out hunting at some spots where animals may have been seen. We then cut to Ellie who is still caring for Joel, and she takes out her ration of food, which looks really like a small cluster of almonds. Surely not enough to live by, so she grabs the rifle and heads out. After a botched sneak attack on a rabbit, she finds a dear and knabs a shot. Like most hunts, if the animal isn’t taken out with a kill shot then it runs until it bleeds out. Fun fact, most deer will run towards water to die. Cut to David and James who have come up on Ellie’s kill and they determine that they’re just going to take it back to the village before the person who shot it comes to claim it. Ellie surprises them and takes charge and David offers her a trade as he tells Ellie the deer is too big for her to carry on her own. It's agreed medication for an infection will be given for half of the deer and David sends James back to the village to get it. David offers to start a fire as it’ll be a while before James comes back with the medication, so they go to a nearby cabin and have a chat over the fire. We learn that David started preaching after his quarantine zone and before the apocalypse he was a teacher. He left the QZ with a group of people and picked up stragglers here and there, also it’s at that time he found religion. This is pretty much textbook cult behavior. A person finds those who are lost and at their wits end, promises then safety and aid in a very convincing way and slowly gathers followers. Ellie calls him out on being a cult leader and eventually James returns with a gun trained on Ellie. No one is shot, but it’s revealed that the father that was killed and spoken about in the beginning of the episode was the person Joel killed in the last episode at the university. David knows she is with him and that Joel killed the man, but lets Ellie go with the medication and he keeps the deer. The village is eating dinner when David and James return with the deer. He addresses the rumor that they have found the man who killed their friend and the daughter says they should kill him and not bring him to justice as David suggests. David promptly backhands her and tells her that that’s not what they’re going to do. We cut to Ellie not knowing how to apply the medication via the syringe that she was given, so she injects it directly into Joel’s would that she had sewn up at the end of the last episode. The next day she wakes up and checks on Joel to see if he has a fever and then gives him another needle full of medication. She goes out to get some ice so their horse can have something to drink and she notices that men are coming. She runs back to Joel and tries to wake him up, but he’s too out of it. She leaves him with a knife and says she’ll lead them away. She goes out and get their attention and fires some shots before riding off. They give chase and James shots and kills the horse and Ellie falls off and eventually passes out from the fall. James and others decide to kill her, but David tells them not to and to take her back to the village. David addresses the others to locate Joel and be careful. This is the beginning of Joel being a complete bad ass as he takes out members of the party and leaves two alive to interrogate them. He finds out where they are and where the village is then takes the last two members out while showing just how much of a persuasive person he is. I don’t believe I have ever seen a situation where a knife is stabbed behind the knee with the promise of popping it off if the person doesn’t do what they want. We cut back to Ellie who has been locked up in a make shift jail cell where David is there waiting to speak to her. They have a brief chat where we learn David is not a nice man at all, he has violent tendencies and admits to eating people to help keep the village alive. Ellie questions if she will be killed and eaten and David says no, and then implies that he will take care of her in all ways, even the very adult ways. Please remember that Ellie is suppose to be underage in this show, so this is all kinds of bad. Ellie used David holding her hand to break his finger, so David runs off and gets James to take Ellie out and kill her. James and David remove Ellie from her cell and throw her on the table, but Ellie manages to grab a meat cleaver and stick it in the side of James’ neck, so long Troy Baker. She runs out up top and David grabs the clever and runs after her. We see Joel entering the area where everyone is and coming across a small building where the deer that Ellie shot is laying along with three hanging bodies where they have been taking meat from. We cut back to Ellie who is in a cat and mouse situation with David. She grabs a hot burning piece of wood and throws it at David, only to miss and start a fire on one of the walls. She hides and pops out and stabs David in the leg with her knife. He gets on top of her and attacks her as well as implies he is about to sexually assault her. Ellie is in reach of the clever and so she grabs it and hits David with it, then gets on top and starts whacking away at his body. She emerges bloody and in shock and as she is walking in the snow a man comes up from behind and grabs her, it’s Joel. She turns around, still in shock, and hugs him. He says, “I got you baby girl” and the episode ends. Oddly enough, my wife was putting down my daughter for bed and she muttered “ok baby girl” and I got a little emotional. While David was talking to Ellie as they were waiting for James to come back with the medicine, he tells her that Joel really cares for her and this goes back to two episode ago where he kept seeing his daughter. This truly shows Joel has becoming a full fledges father figure to Ellie and will do anything to keep her safe and be her guardian. You could look at it as a second chance as his anxiety attacks seem to come with thinking about his daughter. In some cases a person in that position will take blame and think that the situation, even thought they had no control over it, was their fault and carry that burden. Mental health doesn’t take a break during the apocalypse, everyone is having issues. Read the full article
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trashmenace · 2 years
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Teen-Age Gangsters (1957)
Smut Peddlers
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Touches a bit on the whole "smut creates serial killers and rapists" nonsense, but focuses on two molesters and child pornographers - millionaire inventor Ivan Jerome and Charles Guzik, son of gangster Jake "Greasy Thumb" Guzik. Ironically, or appropriately, Teen Age Gangsters is about the smuttiest thing I've read out of the 50s.
Street & Smith's Mystery Magazine (May 1940,v06n01)
Angel's Wings by Norvell Page
A Death Angel story. Angus "Death Angel" Saint-Cloud is a lethal boxer turned PI, here working an insurance case about stolen emeralds. After accusing, and spanking, the thief he's framed for murder and runs around evading the police and a mysterious sniper. This energy works for pulp action, but this is the dumbest mystery I've read, completely nonsensical. Clumsy prose, awkward action, and a chinese stereotype complete with a  "no tickee no washee" joke.
Complete Man (February, 1967, v7n01)
"Love Break" Girls: For Office Use Only by Jim Rossi
Prostitution and blackmail rings under the guise of corporate sales training courses. By this point the line between fake exposé and narrative fiction is completely blurred.
Soldier of Fortune (March 1985, v10n03)
Flying the Unfriendly Skies by Dana Drenkowski
El Salvador has an air force.
Startling Detective Adventures (December 1937, v19n113)
Trailing the Crimson Marauders of Monterey by Captain Salvador Arredonda Y Farfan and Murray W. Kramer
Mexican police hunt down a gang who killed an employee in a botched robbery. Unremarkable.
Savage Realms Monthly Volume 1 (January 2021)
The Tomb of Orthun-Rah by David Sims
An adventuring party encounter a pack of venomous giant lizards and the ghost of a sorcerer while raiding an ancient temple for treasure. Manages to make a D&D module feel relatively organic.
Like Playboy, I'm not sure anyone reads Soldier of Fortune for the articles, just the classifieds and gun ads. Soldier of Fortune is eliminated.
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sohannabarberaesque · 3 years
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Conversation in a Trollish dive pontoon in some Troll County "divin' hole" spring
PIXLEE TROLLSOM, somewhat spontaneously inspired: I assume you still recall, Blitz, that time we managed to find some "treasure" in the middle of Troll Island--only to have such turn out to be a million dollars--
BLITZ LUMPKIN: And to have the whole implode when the idea of having to divide the same about eight ways became too much for even the TrollChoppers to handle!
PIXLEE TROLLSOM: So much so, in fact, that they all swam away from the island in shock! [A short pause] Meanwhile, Blitz ... have you realised in the time since that sometimes, finding treasure sometimes doesn't always have to rely on the material, as with the Troll Island debacle?
BLITZ LUMPKIN: Isn't there always the companionship of you and some close friends of ours as are quite an informal circle of sorts, taking up the odd trollventure or two?
PIXLEE TROLLSOM, brightened by that remark: Now that you mention it ... how about we suit up for another dive?
BLITZ LUMPKIN: Not a bad idea, even if it's just wearing ourselves....
PIXLEE TROLLSOM: About as Troll as it can get, and rather natural besides ... and who knows, we might even meet a mertroll as well!
[Whereupon a mertroll surfaces to just above the waterline and greets Pixlee and Blitz in their own manner.]
A MERTROLL, somewhat seductively: I'd just love to go diving with you two!
[I assume you can picture the rest]
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emilianopavone · 2 years
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@parasympathic​
It was a Tuesday.
Nearly three weeks had passed since the Spring Equinox but no more than twenty-four hours had passed since Emil last reminded Montgomery that pagan holidays were clearly cursed. A year’s worth of them spent together he pointed out, and not a single one had gone according to plan. Both the Summer and Winter Solstice had been ruined by Hugo’s untimely arrival, while the Fall and Spring Equinox had likewise been spoiled with the long and messy process of bringing about his demise. The only thing that had salvaged these several botched festivals was their time together on the bayou. An accidental tradition that had brought them back to the swamp once a season to interrogate, escape, and celebrate in turn. So when Montgomery was no longer bedridden and their schedules allowed, he insisted they indulge in the one tradition that wasn’t doomed to fail.
While Emil was certain the doctor exaggerated his state of injury just as an excuse to abuse his newly returned Gift and take every breakfast in bed with him, it was their work that delayed the trip more than anything else. The usual flurry of fallout and follow-up from Asphodel’s latest disaster, one that required Endine’s Head Significant and Oleander’s most talked about Affiliate to once again sit through an exhaustive number of meetings. This time, however, Emil was pleasantly surprised to find himself running more than a few of these. As it turned out, the deterioration of Null and Gifted relationships over the last year was suddenly a topic of great interest, and Charlie was quick to give credit to the man he employed to keep careful track of it. House Valerian even called him in for a special consolation, needing to find tactful way to re-hire the Affiliates they had put on extended leave. It was a strange new expansion of his role, one he was still feeling out, but for now it was simply a job that needed to be done and he wouldn’t deny he was the one best-equipped to do it.
Montgomery, on the other hand, was left to weigh in on equally complicated questions, like what was to be done with the twice-escaped Institute prisoners and the man who’d imprisoned them in the first place. Neither could be answered immediately or easily, but Emil thought they were on the right track when Hugo was now the one behind bars and his previous Gifted captives were firmly on the other side of them. The news even agreed with them, headlines that finally painted MPower in the same guilty colors as the Institute, Hugo inextricably tying the two organizations together while Mortensen desperately tried to sever himself from his nephew and his company’s many sins. Sins that the steadily spilled out in the media circuit to satisfy Asphodel's penchant for good gossip and the House lawyers need for good evidence.
It was, all in all, not a bad three weeks. Just busy and long and lacking in Tuesdays. But now, it was Tuesday, so now, they were going to the bayou.
Dress nostalgic, Emil said when Montgomery asked. No clues about boat rides or treasure hunts, just a hint in a familiar jacket he tugged on. The same one he had worn the first time they went to the bayou, paired with a familiar outfit underneath. Suspenders Monty had complimented on their date out into the city paired with the ring he’d given him there and gold winged cuff links. A collage of memories he hand-picked for the occasion along with a pack of cigarettes he tucked away in his jacket pocket for later.
They arrived just before dusk, a golden wash of light reflecting off the water that could almost make the bayou look romantic. The smell of swamp, of course, was quick to contradict the feeling, but the distant sound of starting bonfires had the promise of sweeter scents and memories to come. Nostalgia, after all, was set to be the star of this Tuesday, a point Emil made clear as soon as he got out of the car, a mischievous grin spreading across his features. “So,” he said, already entirely too pleased with himself, “I’d like to propose a new deal.”
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warsofasoiaf · 3 years
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I've got a video game suggestion-you've mentioned that your favorite quest in Witcher 3 is Reason of State, and I would like to hear your analysis of that quest.
This is truly a god-tier quest, a very good example of well-done quest design, that culminates a world’s worth of quest-building and features some exceptional character work. Since we’re going to be up to our necks in spoilers, there’s a cut here.
Reason of State might be the grand climax and resolution of the quest arc, but context in this is critical and that goes. The northern wars between Nilfgaard and the Northern Kingdoms is all over the games. Nilfgaard’s plan to assassinate Northern kings using Letho of Gulet is the entire plot of Witcher 2, and the war between Radovid and Emhyr forms the backdrop for Witcher 3. The Northern Kingdoms are almost all broken by the time of the Witcher 3. Temeria is occupied, Foltest was murdered in the Witcher 2. Natalis missing from the Witcher 3, and Vernon Roche forced to fight a guerilla war in caves. Velen is a broken land thanks to this war and under the absentee rule of the Bloody Baron. Aedirn is a non-entity, Stennis is absent no matter what happened in Witcher 2. Kaedwyn is gone, Henselt either being killed by Roche or Radovid and forcibly integrated into Redania. Only Redania remains, forcibly integrating Kaedwyn, but it is run by Radovid V. By the third game, Radovid is a cruel, psychotic king, but has a solid understanding of tactics enough to fight the Nilfgaardians to a stalemate (and he will win, without player intervention). Nilfgaard is responsible for a lot of Northern disorder, their campaign to use Letho to kill Northern kings successfully rid themselves of Demavend III and Foltest, the first of whom was able to successfully predict Emhyr’s movements while the latter is the leader of the most powerful kingdom and successfully defeats Nilfgaard’s invasion. But it’s not all Nilfgaard, Philipa Eilhart murdered King Vizimir II, Radovid’s father and one of the chief architects of the First Northern War victory, largely out of a bid for personal power. This paragraph shows that things are bad all around. Emhyr is a blatant expansionist responsible for a great deal of suffering, and the only man capable of resisting him is an open sadist relentlessly persecuting mages, which might be the only hope for the North to remain independent (it won’t be, but you have no way of knowing that at present)
When the player begins to be introduced to the characters, they’re framed as desperate men on the fringe. Roche is waging a crusade with his Blue Stripes, but the Nilfgaardian advance has been stymied largely by Redania and the two sides attempting to compete for the fleets and treasures of Novigrad. He’s forced to working with Radovid, who he openly doesn’t like, out of a practical need to do something. Ves is even throwing herself into suicide missions against Mulbrydale, out of a desire to do something worthwhile, a far cry from the man who was such a major mover of the plot in Witcher 2. King Radovid does not present well, acting psychotic in his introductory scene with the chessmen, and acting poorly toward Geralt, the player character and thus the vector for exploring the game world even if he is an established character (it’s worth noting that one of the best ways to get a player to dislike a character is to have them be rude to the PC, no matter how justified it may be in-universe). His mage hunts are also not likely to endear themselves to the player; the two primary love interests to Geralt and friends to Ciri are mages, and the witch hunters attempt to bilk Geralt of his reward by demanding the megascope crystal in Redania’s Most Wanted. Djikstra is helpful enough to Geralt during his hunt for Dandelion, but the two end on a bad note which isn’t entirely Djikstra’s fault since Geralt did lie to him; he’s notably nicer if you secure him his vault key, but that requires botching a quest and ends up causing Triss to commit torture to progress the storyline. The player character inclined to be friendly to Roche, if only because he tends to be straight and polite with you. Sure enough, Roche and Ves help out during the climatic fight in Kaer Morhen. Radovid isn’t even an option (and will kill Kiera Metz, further engendering hatred from the player since she’s another character Geralt can shack up with and Kiera’s absence means fellow Wolf School witcher Lambert dies). Djikstra doesn’t help you at all if you don’t get his key back, and if you do he gives you gold, which isn’t likely to be very significant since you’re likely swimming in coin by that point in the game. 
One of the things I like in this questline is that this is a big and monumental quest, but you will lose it if you don’t take the time to get in good with the plotters, you’ll simply miss this quest. If you don’t get in good with the plotters, they won’t trust you. And if you beat down Djikstra instead of giving him information, he despises you and won’t bring you in on the plot, Geralt’s effectiveness as a Witcher and as a protagonist be damned. That’s something that more games need to be doing, rewarding players for investing themselves in the game with content. A lot of Triple-A games these days are so scared of players missing or cutting themselves out of content that they refuse to do this, which makes a lot of RPG’s feel far more shallow. I’m sympathetic to a point to game developers, content is expensive. Graphics and voice acting are expensive and losing content means spending money on content that’s not going to hit 100% of the audience. Thing is though, the same argument can be made for sidequests, or even for alternative conversation paths, so I don’t consider it a good enough excuse on its own. Avoiding this is as brainless as it is lazy.
When the game circles back after the Isle of the Mists, things are clearly reaching a breaking point. Djikstra has recruited like-minded conspirators to his cause to kill Radovid, each of whom have their own reasons. Djikstra, who worked with Radovid’s father, finds him a poor king unlikely to continue Vizimir’s great reign. Gregor the Redanian guard sees the devastation wrought by Radovid’s lynchings and persecutions and despises it, his loyalty to his country is too high to desert but he feels he needs to do something. Thaler and Roche are devoted to the idea of a free Temeria that they’re willing to back Djikstra’s play to bring an end to the Third Northern War. The player is likely to support the conspirators, Radovid’s support of the witch hunters has led to the deaths of non-humans since you need to complete Now or Never and save the mages; pogroms aren’t a great way to endear a player character to Radovid, especially since Zoltan the dwarf has been nothing but a straight-up pal to Geralt. This is a good tactic in RPG quest design, by making the least appealing result the default, it encourages the player to do the quests. As any GM can tell you, you have to make your players want to do the quests, otherwise they’ll do something else. Games are not able to just make up a new quest off the cuff like an improvisational tabletop GM can (this was one of my strengths as a GM, if you trust my players’ judgment), so they must heavily rely on getting the player to do quests. Some are mechanical, do this quest for XP and loot that makes you better at the game. The Witcher excelled though, at getting people invested in characters.
The conspirators’ play won’t work though, not without help from Phillipa; the hated mage is the bait that they need for the trap to work (and coincidentally, it won’t work without Geralt as well both because Phillipa won’t give her ring to any of the other plotters and by virtue of Geralt as the protagonist in the RPG). The trap is laid for Radovid, and if the player goes through with it, Radovid is executed by Phillipa, who flies off into the night having murdered yet another Redanian king.
Then, after the conspirators escape, the stage is set for Geralt to make a moral choice when Djikstra betrays the conspiracy. It’s a wonderfully set and acted scene, from Djikstra quoting a Macbeth stand-in to the patriots’ giddy excitement at the future. Then, the shoe drops and the conspiracy falls apart. Djikstra plans to become the next Vizimir, taking Radovid’s consolidated northern kingdom of Redania and Kaedwyn and fighting Emhyr to a standstill. Temeria would be subsumed into that, ceasing to exist. Naturally, this enrages the Temerian patriots, who refuse to go along with that scheme. It leaves Geralt with a choice, leave and allow Djikstra to murder Roche, Ves, and Thaler, or stay and defend them, resulting in a fight that will end in Djisktra’s death. This is often the case in partisan movements throughout history, where a power struggle over the shape of the victory to come causes disunity and strife, ending with one faction murdering the other ones, so points for historical and thematic elements being on point for the gritty fantasy. Similarly, by making the choice being the resolution of a conspiracy, it threads the needle between the protagonist doing everything and solely resolving the ending for one faction, which often feels shallow, and giving the player no agency which robs investment in the ending. By allowing the conspirators their machinations and taking advantage of others already in place, it allows the player to feel a meaningful impact that has wide implications. Fallout’s ending slides could be hit or miss, though the small scale of post-apocalyptica does make it more relevant. It hits a nice sweet spot, where it’s probably a bit too much to be realistic in a straight history but works just nicely for the scope of fantasy fiction. By forcing the player to do the quests for these people, not only does it meet the threshold of believability by explaining why they would bring Geralt on the quest save that he’s the protagonist, but it invests the player in the characters. Of course, this can only be done because the game did such wonders with its character work. Even if you don’t play Witcher 2, you see Roche love his country, you see Ves try to defend Mulbrydale, and they both can contribute meaningfully in the Battle at Kaer Morhen. Djikstra does influence the main plot and he can be funny with his sarcastic quips delivered by excellent voice acting. Thaler is less of a presence, but he’s also side-splittingly hilarious when he taught the trolls to swear, the player likes these characters and so likes the quest they’re in, and picking between them does actually cut deep in a way that Telltale Games “pick which character you want” drama can only hope to achieve in its wildest dreams. It’s political game storytelling at it’s best, using character work which is easier for players to identify with as I mentioned in my geopolitics essay.
Backing Djikstra is tough in the short run, because you lose three characters that you probably like. Roche and Ves, after all, did join you in Kaer Morhen and it seems cold for them to help and then betray them, unless of course, you didn’t ask for their help. Djikstra rules and reforms the North on a program of modernization, often contrary to the wishes of his subjects. Plenty might think that to be a path of success for the North, since Djikstra will build a military that will defend them and ensure a general level of prosperity. You just have to turn a blind eye to the Temerian patriots being slaughtered by Djikstra.
The alternative, backing Roche and Thaler isn’t a pure win either. Temeria becomes a province of Nilfgaard, but Emhyr gets Aedirn and Lyria. Emhyr finally wins his war and isn’t likely to stop his expansionist ways unless Ciri becomes Empress. Even then, he’s a senior statesman and can exert influence if he wants, Ciri even says so. We can get Roche’s perspective, and we like Roche. After all, he (probably) helps us out in the grand fight at Kaer Morhen, but he’s not an unbiased observer. He’s a Temerian partisan happy to sell out the other Northern Realms for a dubious pretense at some internal autonomy for Temeria alone. In plenty of ways, the Roche path is a collaborationist success story, selling out the North for Temeria alone.
The choice is yours to take and to make what you will. Plenty of folks might hope for a change in direction if they put Ciri on the Nilfgaardian Throne, but they might instead desire for her to adventure on her own as a de facto Witcher. In that case, Emhyr fails, is killed, and who knows what happens next? Could more provinces break away, might there be further wars in Nilfgaard, or power struggles, or something else. It could go a lot of different ways and it’s up to the player to decide. In a way, that’s amazing in its own right, because it’s actually what the real world is like. The absence of a golden ending is standard fare for grimdark, but that so much is left open shows a level of restraint and trust in the player that I admire in a developer. 
Thanks for the question, Anon. Hope you liked it.
SomethingLikeALawyer, Hand of the King
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irishmacguirefucker · 4 years
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Why and how did the gang start a ranch?
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(So this got long as FUCK but please read it because oh my god i'm so so proud of it ok? Big thank you to @awesomeundertalelover3​ for proofreading and editing this for me, especially since I'm incoherent when I type.) The choice to start the ranch and stop being a “gang” was the result of a few things. First, it was the botched job in Blackwater. Dutch killed innocent Heidi McCourt, planting the first seed of distrust within the gang. Then in the escape, they lost Sean and the gravely injured Mac, and John, Davey and Jenny were both injured. Then Jenny died, of course, followed by Davey. The next big push into the decision was the time spent in the mountains. The cold and the difficulty of survival made many members of the gang think long and hard about their life as gang members, especially now that Hosea and Dutch seem to be fighting over whether or not Dutches plans will work out. 
At this point they are cold, they are tired, and they have lost what they assume is 4 members of their family. But they kept on. They gained Sadie Adler due to Micah’s stupidity and they gained Kieran. You all know how things go until they get to Horseshoe Valley. But this is where things start to change in my AU. 
Horseshoe Valley is good for everyone, they continue to commit crimes as usual. But Hosea is contacted by the elder brother of his late wife Bessie. He wrote that he feared he would die soon, and his property would be sold to the government since he had no other family left in the area. His daughter lives in new york and she doesn’t want it. He’s going to go live with his daughter and get to know his grandchildren before he passes. But he doesn’t want the ranch he and Bessie grew up on in anyone else’s possession so he asks Hosea to do what Bessie would do. Who Bessie would give the farm to. 
The deed was to 55 Acres of land in New Austin. A beautiful 3 story ranch house with all the facilities to keep cattle, chickens, pigs, sheep, and horses. The man had sold all his livestock so that he could make it to see his family and then give the money to his daughter as a gift for letting him live with her. Hosea never told anyone, he was going to keep the deed for a while and sell it when the gang was in need. 
The Van Der Linde gang was being hunted and they all knew it. However, they tried to ignore it and tried to believe in Dutch. But with the unfortunate loss of so many members of their family at once was weighing on them. They were having trouble getting money and getting food, and they knew that gangs all over America were being wiped out around them. Arthur and Hosea would talk about how bad it was getting, and more than once members of the gang would tell Hosea that they just want to be loyal. They want to be safe again but they would never leave their family. The final straw was at the fault of Micah. 
When Arthur went to retrieve Micah in Strawberry he ended up discussing the jailed outlaw with the sheriff. He was going to get the man drunk and then get Micah out Hosea style, but when he spoke to that drunk sheriff he learned a lot. The sheriff revealed that the Pinkertons had been by and spoke with him and that he was part of a famous gang. With further prompting, the sheriff dropped the bomb that Micah was a rat. The Pinkertons had come to Strawberry to take Micah away because they knew who he was but offered him a deal. They would let him wait here to be saved and then continue feeding Pinkertons information, or they could haul him off to Siska and hang him before the gang even noticed he was gone. And so Arthur thanked the wasted lawman for his time and left Strawberry without the rat. 
When he got back and talked to Dutch and Hosea, he shared that Micah had told the law everything he knew and planned to come back as a rat. They knew very well that Micah knew far too much and finally Hosea knew what he was going to do with that land. With Dutch and Arthur there, he explained everything about his brother in law, and then he let them know *his* plan.
Hosea wanted the gang safe, even if that meant not being a gang anymore. He had been the shoulder to cry on for Lenny, who missed young Jenny. For Karen, who drunkenly admitted that she might be in love with Sean but never told him. For Tilly, who was terrified her old gang would find her again and she would be back where she was when she was 12. And for many others, who felt so broken by the last few months. His plan was to start collecting as much money as they can and use it to pay off their bounties and move to the ranch. To buy a few heads of cattle, take their chicken, buy some pigs and sheep, and start that ranch up again. 
Dutch thought it was crazy. Arthur agreed, but the look of hope in the blonde’s eyes was enough to see what he really thought. Dutch was angry, he was so so angry that Hosea would suggest this after everything they had been through. He even threw it back in Hosea’s face that he had tried to live the regular life, that Hosea couldn’t do it. That insult was the last straw.
He told Dutch that if he didn’t do this, he was going to die alone on a hill made from the bodies of this gang. People were going to leave him behind because they all know that the age of gangs and crime is over. Or worse, they would be loyal to him and they would die for it. Dutch would be responsible for the deaths of everyone in this camp. And with Dutch still stunned by the older man’s outburst, Arthur spoke up. He thought they could do it, and he would follow Hosea if that’s what would secure the safety of his new family. That’s what finally drilled it into Dutch’s head that this is the only option. His orphan son, who he had rescued off the streets at fourteen, was willing to leave him behind for this new plan. 
The first person they let into the new plan was surprisingly Strauss. While Hosea was sure they could figure it out, he needed to know just how realistic he was being here. He knew they would need to figure out what their collective bounties were and how they were going to pay that off. Strauss did a little math and a little research. Dutch himself had a $5000 bounty in New Austin. Hosea had around $2000 on his head, and everyone else (including Arthur) altogether was around $2000 max. They were lucky that many of the members were unidentified, meaning they were without bounties. Strauss told them they would need to get around $9000 dollars, and then another $500-$1000 to get the ranch started based on his estimations.
Getting the money would be hard if they kept the plan to themselves. The next people the three men told were Susan and John. They would need to start brainstorming ideas on how to get the money. Arthur was going to enlist the help of Javier and Charles to track down every treasure hidden across the map. John would start asking around towns for small jobs, legal ones. People who needed help building things, finding people, etc. Susan would have the girls get as much information as they could about possible leads with fake stories about their deadbeat husbands needing jobs to support their children or stories about wanting honest work for themselves to avoid becoming a prostitute. Everyone would have to pitch in, the only issue with this is that they couldn’t tell everyone yet, lest something go wrong and they can’t do it.
As they were collecting the money and saving, the gang was beginning to get suspicious. They were all working far harder and far more than usual for no apparent reason. Dutch was sending them to do legal work which was extremely odd, and the money they were earning was just sitting around waiting to be spent. Dutch knew he would have to tell them what was happening eventually, but he didn’t know how. He would have to tell the gang that they were no longer going to be a gang. That he was ending the life of crime they knew but expecting them to follow him into a new one. 
When they found Sean again, alive, spirits were high. They had his welcome home party and everyone celebrated. But Dutch was the first to see the toll that months of time spent with the bounty hunters had done to the man. He had new scars that he was hiding from his family, he was missing a tooth that he definitely had when he left. He had been tortured for months, and no matter how well he hid it, Dutch knew it was time for his gang to be safe again. 
Not long after the welcome party, many of the individual members knew. Charles learned from Arthur, Sean overheard a discussion between Hosea and Arthur and eventually told Karen, Susan learned from Dutch, etc. Soon Dutch was ready to tell the gang. And then Arthur ran into the Pinkertons when he was fishing with Jack and it really was the right time to say it. They moved to the new spot near Rhodes at Dutch’s insistence, if it were up to Hosea they would have up and left for the ranch instead but there were still a few things to be finalized. Once they were safe once more, Dutch made a speech. Arthur had let everyone know that Mac was dead, but hadn’t ratted them out and that Micah was dead too and he had been a rat, not long after he found out. And then he nudged Dutch forward to tell everyone what their new life could be. 
Dutch told them the whole plan, told them that they would be safer and they would be happier, but they had to trust him. And if they couldn’t trust him, they could trust Hosea. The gang is loyal, many of them were saved by Dutch and even with their uncertainty, they chose to go with him to this new life. And so in the next 2 months or so, they had enough money to pay their bounties. The Pinkertons would have to leave them alone, provided they played by the law. So they all travelled to New Austin to live on a ranch, and become more of a family than a gang. Bill was there for a while, until one night he wasn’t. There was a note in his room claiming that they had all turned into a bunch of soft bellied do gooders and he was going to start his own gang. Nobody searched for him.
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vaguely-concerned · 4 years
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Some T.F./Graves thoughts from their bios
I realize what a dumb move it is to base uuuuh basically anything on lol bios, since riot apparently change those like other people do underwear, but if I’m not here to build my castles on sand what am I here for honestly  
- I LOVE the description of their first meeting, it’s such a meet cute lol... these two assholes really did just take one look at each other and mutually went ‘so is anyone gonna enter into a life-defining homoerotic partnership with this lying cheating bastard??’ and then neither of them waited for an answer 
- Though at times Twisted Fate would blow all their shares and leave them with nothing to show for it, Graves knew that the thrill of some new escapade was always just around the corner…
I am genuinely a little emotional about how obvious it is that at the end of the day the money really is secondary to him - what really drives him is how much FUN they have together. (he seems in general quite driven by that sense of Adventure; if it were just about the cash he had steady work in bilgewater before he took the trip over to the mainland as a kid) it’s like the part of ‘the road to el dorado’ in the boat except more sincere... ‘you made my life an adventure bro’ :’) 
(also very funny that graves’ bio is where you learn that t.f. doesn’t always win or get away with his shit hahaha, in his own bio it’s played like ‘oh gotta let people win once in a while to throw off suspicion’ flasdhfjsad. it’s mentioned he gets caught a lot more without graves watching his back too, which also gets me in my feelings a bit) 
- one thing I find interesting is that t.f.’s parents aren’t referenced directly at any point (the only family members mentioned specifically are his aunt and grandfather, I’m pretty sure). I’m wondering if they were already out of the picture somehow and that’s part of the reason no one spoke up for him? I mean it’s fucked up either way, I don’t know what’s worse; that his people found it so easy to exile him because he didn’t have anyone to protect him, or that his parents were alive and JUST LEFT HIM THERE. like what the fuck. from how it’s written it’s pretty clear he was still considered a child at the time too, so, y’know. (Graves is described as ‘little more than a youth’ when he headed for the mainland while T.F. seems to have been a kid when he started being on his own, so I’ve headcanoned something like 16-17 and 13-14 for their respective ages of leaving home, with both of them around 19 when they met) I’m quite curious about what kind of internal family politics were at work for them to apparently all agree -- or perhaps be too intimidated to disagree -- to exile a child for life with no recourse and no resources. like yeah okay he messed up but that’s some next level assholery to pull on a kid honestly, no wonder he grows up to have a bunch of abandonment and emotional intimacy issues (and presumably some prime survivor’s guilt as well. oh buddy) 
- eternally entertained by how much meeting t.f. is worded like the ‘how they met their spouse’ section of a wikipedia article in graves’ bio
Across one table, he met a deplorable fellow named Malcolm Graves is also *mwha* so good 
- for fic purposes I would just like to give a moment of thanks for the paragraph in graves’ bio that mentions a bunch of shenanigans they got up to back in the day, very useful thank you
- from what I understand t.f.’s exile-causing transgression has been changed quite recently from fighting back to running away, which I am so happy about because it makes a lot more psychological sense to me and makes graves’ words in ‘burning tides’ hit so much better.  
- I like that their individual descriptions of graves being captured are so indicative of how they each think about it -- namely t.f. doesn’t want to think about it (repress! repress! repress! very relatable) but probably has the more accurate view of it: The exact details of that night remain shrouded in mystery, for neither of them likes to speak of it—but Graves was taken alive, while Tobias and their other accomplices ran free, while graves does think about it but sort of still has his trauma goggles on for it: During a heist that rapidly turned from complex to completely botched, Graves was taken by the local enforcers, while Twisted Fate merely turned tail and abandoned him. t.f.’s is obfuscating and refusing to engage in the emotional aspect of it, graves’ is much more emotive in the language used, like ‘abandoned’. the lol bios often teeter awkwardly between straight biographies and wanting to dip into prose/flavour text, I must say I usually find them very clunky and unsatisfying, but this juxtaposition works for me.
sort of weird the details that don’t make it in, though -- like the fact that they’re both aware that miss fortune was the one who screwed them over in the whole gangplank Situation? (I love that part in ‘destiny and fate’ where graves is gamely like ‘yeah of course I’ve got a grudge against her but that was pretty metal too so y’know *shrug*’ haha)   
- it’s interesting how much t.f.’s uh connection I guess to the cards is almost described as some kind of... compulsion/unstoppable drive in the middle of his bio and then fades into the background towards the end (because his priorities have changed to repairing his marriage now that it’s an option and by god I support him in that). I really do wonder how his card magic actually works -- it’s a cool mix of extremely unsubtle and undeniable sorcery (straight up throwing fireballs around) and subtle (’hunches’, being ‘guided’, just knowing things he sort of shouldn’t), which seems to be where it started
also it seems like he can do it with just about any playing card he comes across? would be sort of weird if it’s the cards that are special, considering he keeps throwing them away and also I don’t know a lot about gambling but I distinctly imagine that casinos don’t let you use your own decks haha. and t.f. seemingly can’t do magic just on his own, without them. so it’s a thing that happens very specifically in relationship, when all the elements come together, symbiotically sort of thing? could he do magic without the cards but it’s how he’s trained himself to think of it so he doesn’t realize it (well I honestly doubt that but just for the thought experiment)? is there some sort of spirit behind those cards looking out for him? is it lady luck keeping an eye out for her favorite boy lol? we know this stuff can physically change the cards like when they showed the crown in ‘destiny and fate’, and he seems able to ‘prime’ a card with magic beforehand if ‘double-double cross’ is anything to go by, but even then mf can’t actually use or release it. hmmmmm many questions  
- the more of my long fic I write the more I am questioning what the fuck these two DO with all the money they steal -- like they’ve clearly pulled off some HUGE heists, surely it can’t all go into like drinks and cigars and fancy waistcoats and tf’s seemingly unending supply of playing cards
do they have like. a bunch of small caches of gold hidden away all across two continents in case of emergency? are their buried treasures the stuff of runeterran urban legend and people go out hunting for them? Have they invested this stuff in actual banks? (actually no I refuse to accept that as a possibility lol if nothing else this would make it hard to figure out if they were robbing THEMSELVES sometimes, sounds like a lot of hassle)
- His people had always waved away concerns over primitive magic and “cartomancy”, but now Tobias began to seek out ever more dangerous means to bend the cards to his will. 
I’m having a little bit of a hard time parsing this -- does this mean his people didn’t believe the cards were magic at all and he’s the only person he knows who can do it, or do they know but just don’t think can be dangerous??? I chose one particular interpretation for my fic, but I honestly can’t figure out what it’s actually meant to mean haha
- T.F. getting a special satisfaction from robbing people who are Assholes is a good character detail (his colour story really goes out of its way to show that the merchant he’s playing against is a real shitbag, for example); there is some lopsided form of righteousness/sense of justice there, I think. and it also ties in with why I like that his exile was because he ran away rather than because he resorted to violence -- there’s this underlying sense that he particularly enjoys outsmarting people who’re dickish to outsiders in precarious situations (like his people) so thoroughly that they don’t even realize it before he’s long gone, without ever having to even lay a finger on them, because that’s a way to fight back while staying out of reach when you come from relative powerlessness. There’s a... lack of malice, I guess, to both of them that I find quite endearing, you can see in Burning Tides that even at his most mindlessly vengeful Graves doesn’t actually enjoy being actively cruel. ‘mutual sense of roguish honor’ is RIGHT they’re bad men but not Bad men you get me  
- All in all, Twisted Fate is glad to have his old friend back, even if it might take another job or two—or ten—to restore their once easy partnership.
This probably means nothing because as I said the lol bios seem an endlessly shifting kaleidoscope of canon, but I think it’s so sweet that both of their last sentences/’where are they now’ statements are about them wanting to repair their partnership (and do some Cool Big Stuff together in graves’ case, I do wonder if that’s foreshadowing for the ruined king game or what)
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bush-viper-cutie · 4 years
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“One Eyed Witch” || YEAR 3 – Ch.19 (HP au)
                              Chapter List
<-- Last Chapter                          Next Chapter -->
Day posted: 9/11/2020
Word count: 3, 010
Relationship: EVENTUAL severus X oc (slow burn)
Rating: E for everyone
Warnings: none
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A/N: This is my first fan fic I’m writing mainly as a way to practice. This is a retelling of the hp books with an inserted character. Although most every character will be written about, this is mostly for the pro snape fandom. Please do not fear, although this is a severus x oc story, it is an incredibly slow burn as I do not intend for them to get together at all until after the final book events. Chapters will be posted twice a week.
This derivative work follows the events of the Harry Potter books by Jk Rowling and is intended as a fun way to practice my writing. Thank you for reading :D
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It took a month, but Harry’s spirits seemed to finally have recovered fully from October’s horrible first game of the season. Heather noticed his mood change from quiet and constantly annoyed to loud and annoying but cheerful. The second Ravenclaw flattened Hufflepuff and Gryffindor was put back in the running, it confirmed for her how very simple Harry’s emotions were sometimes.
“Be quiet!” she hissed at him.
He rolled his eyes at her and leaned away from Ron and went back to stirring his potion.
She shook her head and glanced at Professor Snape who had been eyeing them from behind Neville. If it wasn’t for Neville’s inability to follow safety procedures, they’d have gotten yelled at and sent to detention already for all of Harry and Ron’s snickering.
“But could you imagine the look on Malfoy’s face when you flash a dementor away?” Ron looked over at a glaring Malfoy and back. “Make sure to flash them towards him.”
Harry held in a laugh and nodded. “There might not be any at my next match. Professor Dumbledore’s been keeping them away really well. The sky’s not even dark anymore.”
“Harry,” Heather hissed again. “Can you please focus on one class at a time? Your potion’s about to bubble over!” She took his stirring rod and dispersed the bubbles before they spilled over onto his dried cocoons and turned them to ash. “We still have two weeks before the holidays! And Professor Lupin still needs to feel better.”
Harry seemed to have calmed down and focused for the rest of class. The bells rang in the distance and it was time to turn in their potions. Heather packed her things and rushed to keep up with Harry and Ron who were attempting at bolting out the door to get as far away from Professor Snape as possible.
“Where’s Hermione?” Ron looked around.
Heather and Harry looked around too at all the exiting students and spotted her brown bushy hair already outside. She noticed them searching and waved at them from the corridor over everyone’s bobbing heads.
“How.” Ron frowned.
Heather narrowed her eyes at Hermione, feeling her suspicion growing. They were almost out the door when Draco called her from his seat.
“What’s he want?” Harry frowned.
She shrugged. “Probably Quidditch stuff… I’ll see you guys after lunch.”
They let her stay behind reluctantly and watched her make her way back down to the front of the class from outside the room before walking away.
She walked up to Draco who was leaning against his desk with Crabbe and Goyle right behind him, writing out stuff on long rolls of parchments.
“What were they laughing about, Potter? They kept looking over at me. Are they planning something?”
She almost laughed. “They’re not ‘planning’ anything. Harry’s just happy Hufflepuff’s not going to win the Quidditch Cup this year.”
Draco smirked and looked back at Crabbe and Goyle. “I didn’t know he’d be so excited for Slytherin’s victory.”
Crabbe and Goyle laughed and nodded.
“Focus.” Professor Snape’s voice made them jump and turn back to their rolls of parchment.
Heather looked back at him, absolutely astounded that he’d let students stay behind to finish what looked like extra assignments or to just hang out in Draco’s case.
“We’re playing Ravenclaw next, pretty sure. Flitwick still needs to decide on which team but they always think they have a chance against Slytherin’s for some reason. So I’m sure we’ll be playing them.”
Heather already guessed that by the way Marcus was making them practice the trickiest of plays that he normally saved for Ravenclaw. Her shoulders still ached from yesterday’s early morning practices.
Draco pushed himself onto the table and sat with his feet on a stool. “So, have you and your dumb brother found a way to get permission to go to Hogsmeade?”
Heather shook her head and smiled. “No. Why? Eager to see us there?”
His face turned pink and he scoffed. “As if.”
She heard a deep sigh and turned to see Professor Snape rubbing his temples at a botched potion he was holding up. He shook his head and set it back down among the other jars that had been turned in and sipped from his mug. She noticed four jars set aside and recognized one of them as her own, based on her crooked label. She smiled and turned away. Her potion had been grouped in with the other near perfect potions from class.
Now her sprit’s remained as high as Harry’s knowing that despite Professor Snape’s constant look of disgusts at her potions, she was at least on the same level as Draco and among the top in the class.
“Heather? Earth to Heather?” Hermione waved her hand in front of Heather’s face.
Heather blinked. “Hmm?”
“I SAID, what do you want from Hogsmeade? If I’m going to get you a present today I need to know and preferably before the line leaves.”
Mr. Filch was holding up the line, waiting for precisely twelve o’clock to let them go despite everyone being present and ready to leave a minute early.
She put a finger to her chin and thought. “I’d really like to start growing plants in my dorm. So maybe a nice pot? There are fallen leaves on the ground in the green houses that I’m sure Professor Sprout won’t miss.”
“Take one of the carnivorous ones with the long tongues and grow it next to Pansy.” Ron dodged Hermione’s hand.
“That’s a terrible idea Ron! Please tell me you won’t do that.”
Heather frowned and shook her head at Hermione and winked and nodded at Ron.
“Heather!”
“Oh of course not!” She crossed her arms.
Harry sighed. “Line’s moving. See you guys.”
They waved Ron and Hermione goodbye and watched them leave down the stairs.
“Go on, move away!” Mr. Filch shooed them away after all the other students had left.
Heather kept her eyes on the falling snow outside for a few more seconds before pulling Harry into the eerily quiet castle. They were on their way to the library, per usual during Hogsmeade weekends, when they were pulled behind a corner by Fred and George.
“Follow us young nifflers – ”
“And let your days of treasure hunting be over.”
Fred and George smiled wide and motioned for them to follow. They followed them into a nearby classroom and sat at one of the desks while they secured the door closed.
“What’re you guys doing?” Heather looked at them wearily as they checked all around the classroom.
“We have something to give you.” Fred walked back to them as George finished inspecting the closet.
George joined them. “Early Christmas present from us, to the both of you.”
“To share.” Fred winked and took out something from inside his cloak pocket.
He twirled it in his hand and smacked it down on the desk. Heather recognized it at once and turned to watch Harry’s bewildered reaction.
“Spare parchment? Very old spare parchment?”
Heather smiled. Harry didn’t know what it was.
George looked at Heather and winked. “No Harry, it’s more than that. This is how we do it.”
“Do what?”
Fred smiled wickedly. “Everything.”
“See, Harry,” George stood straight and put a hand to his heart. “Back when we were young little first years, we got in trouble with Filch.”
“He sent us to his office where we noticed a drawer labeled ‘Confiscated and Highly Dangerous’ while he yelled at us about the Dungbomb we let off in the corridor.”
“What’s so dangerous about old parchment?”
Fred chuckled and hit George’s shoulder. “He still doesn’t get it.”
George crossed his arms. “He really doesn’t.”
Heather tilted her head at the map. “Wait… Filch knows it exists?”
Fred shrugged. “Not sure if he ever found out how to work it. Being a squib and all.”
“But he probably guessed at what it was, r’else why would he have confiscated it?”
“But what IS it?” Harry reached for it, but George swatted his hand away.
“Let us finish Harry!” George opened the parchment up.
Fred took out his wand and tapped it.
Together they said, “I solemnly swear that I am up to no good.”
The second their mouths closed at the last sound the ink on the map began to spread from the point of Fred’s wand. It spread like a spider’s web and fanned out in every direction until the words began to blossom and turn green.
‘Messrs. Mooney, Wormtail, Padfoot, and Prongs
Purveyors of Aid to Magical Mischief-Makers
Are Proud to present
The Marauder’s Map’
Heather grinned, remembering how cool she thought it was. She looked over at Harry who looked beyond intrigued. George opened it further and suddenly every detail of Hogwarts was visible to them. They could see the castle, the grounds, the edge of the lake, and tiny ink blots moving around with tiny, scribbled names attached. There weren’t many in the castle, and even fewer out in the grounds.
“It’s a map… to all of Hogwarts?” Harry pointed at a dot labeled Professor Dumbledore, who was pacing back and forth in his office.
Heather pointed at Mrs. Norris, who was stalking around in the second-floor corridor. They spotted Peeves in the trophy room.
“Wait a second,” Harry gasped. “Are those – ?”
Fred grinned. “Secret passages.”
Heather frowned. “They lead to – ”
“Hogsmeade.” Fred and George chorused.
“Seven secret passages in all.” Fred tapped on four of them. “Filch knows about these. But these ones – ” He pointed out the three others. “We’re sure he has no clue ‘bout these.”
“This one’s caved in… And that one’s really dangerous. The Whomping Willow’s planted right over it so don’t even bother. This one though…” George grinned. “Right into Honeydukes’ cellar.”
Heather inspected the secret passageway they were talking about and noticed their little dot selves right next to it.
“The entrance is at that one-eyed humped witch statue outside the room here,” Fred pointed. “But something very important you have to remember.”
“You need to wipe it after you’re done.” George tapped the map with his wand.
“Mischief managed,” they both said and the map cleared.
“Money, Wormtail, Padfoot, and Prongs. We owe ‘em everything.” Fred said solemnly.
“Alright well, we’ll see you in Hogsmeade.” George tapped Fred’s shoulder and they both left the room.
Harry reached for the map but Heather snatched it up fast. “Harry. Have you forgotten we’re not supposed to go? It’s not safe?”
Harry took it from her hands. “Except if we had gotten the signatures we’d be there already! So technically… it’s fine.”
Heather huffed angrily.
“Besides. We’ll be going from Hogwarts directly to Honeydukes. So we can’t run into Sirius Black. It’s the safest way, really.”
Heather narrowed her eyes at him. He had a point and she hated it. “You know what the Weasleys say about magical artifacts… Dangerous ones Harry.” She waited for him to look at her. “If it can think for itself, and you can’t see where it keeps it’s brain – ”
“Don’t trust it,” he finished. “But Fred and George are Weasleys and have been using this thing for years. It’s fine, alright?”
She sighed, giving in. “Fine… meet by the witch in five minutes. You can’t go out like that. You’ll catch a cold.”
They snuck out of the room and went their separate ways, meeting back at the witch in their Weasley green sweaters and old hand-me-down knitted black hats. They stood by the witch and while Harry looked around for anyone, Heather opened up the map and traced her finger along the passage. She looked at the old crone and back down at the map and a tiny speech bubble had taken over the label of her name.
“‘Dissendium’,” she said and the witch began to move.
The hump opened wide enough to fit them one at a time.
“Quickly go, go!” Harry pushed her in.
She stepped in and felt a decline. “Lumos… Careful on your way down – AH!” Harry had knocked her over and they both tumbled down the slope onto earthy ground. Heather stood and dusted off. She picked up her wand and map. “Mischief managed,” she tapped it.
“I’ll hold it,” Harry reached for it.
Heather pulled it behind her back. “You have the cloak. I should have the map.”
“No way. If Pansy or Malfoy find it, then it’s good as lost. If Ron or Neville do then it’s still safe.” He reached around her and tore it out of her hands.
She pushed him away and straightened her sweater. She’d bring this topic back up later. It wasn’t fair he got to keep both things, especially since they were supposed to share it and own it together.
“Let’s go.” He led the way down the passage.
The passage curved and bent, twisted left then right until finally, after almost an hour, Harry tripped over stone steps. Heather picked him up and made her way up the steps, feeling something level graze her head as she climbed. She put her hands up and pushed, feeling the flat ceiling come loose.
She shifted the loose stone tile and pushed it back, poking her head up into what looked like a cellar full of barrels, crates, and large sack bags. She looked around and saw they were alone.
“Clear,” she whispered and climbed out.
Harry moved the stone tile back and headed for the wood steps. They heard laughter and voices and a distant high-pitched bell with the sound of a shutting and opening door.
A door opened nearby, and they jumped apart and hid behind boxes. A man came down the stairs and headed for the opposite wall, searching deep inside one of the barrels. She looked over at Harry and he jerked his head up. They both climbed back on the stairs and headed up and out of the cellar through the open door.
They were standing behind the counter and quickly ducked down, creeping out from behind and straightening out as they reached the main floor of the shop with all the candy and other people. There were so many Hogwarts students picking out treats and sweets that no one paid them any attention at all.
There were tall, curved shelves of sugar treats in jars, baskets, boxes, and tubes. There were all variations of cream consistencies, from frosty drinks to chewy nougat. There were squares and circles and swirls of colorful candy. And in a jar to Heather’s left were blue sugary springs that bounced and hit the glass lid, trying their very best to escape – or jump into her mouth. She wasn’t sure.
“Can you imagine how crazy Dudley would go here?” Harry laughed.
“I’d rather not.” Heather nudged him towards the door.
Harry stepped away from the rows of dark chocolate frogs and stopped at a barrel of exploding toffees. Heather remembered a second year in the common room eating one when it exploded in her mouth and got all over her teeth. She was picking it from her teeth for a week.
“You don’t want those.” She pulled him and spotted Ron and Hermione in the very back just as she reached the door. “Oh look!”
They headed to the ‘Unusual Tastes’ section and stayed quiet behind Ron and Hermione as they looked at a tray of blood-flavored lollipops.
“No, I don’t think they’d like those,” Hermione shook her head.
“What about these?” Ron held up a box of Cockroach Clusters. “They might – ”
“No. Well maybe Harry – ”
“Definitely not Harry,” Harry spoke up quickly.
Ron and Hermione jumped and turned around.
“How’re you two here!” Hermione frowned and crossed her arms.
“You two apparated?” Ron’s jaw dropped.
“You can’t apparate from Hog – ”
“Hogwarts, yeah.” Ron rolled his eyes. “How’d you two get here?”
Heather shushed Harry before he opened his mouth. “Too many sixth years here.”
Harry nodded. “What’ve you got so far?”
Ron opened up his bag of Honeyduke sweets. “Just the usual. Every Flavor Beans – ”
“Not every flavor,” Heather murmured.
Ron rolled his eyes. “Some Fizzing Whizbees, levitating sherbet balls – Hermione’s Toothflossing Stringmints – black pepper imps, Ice Mice, exploding bonbons, and sugar quills – also Hermione’s.”
“Restock,” Harry gave him a thumbs up and turned. “What should I buy?”
“You brought your money?” Heather looked at Harry incredulously.
“You buy loads of books with yours and I don’t complain.” He pushed Ron away and together went to look at the Jelly Slugs in their tank.
Heather and Hermione looked at each other and sighed before joining them.
“Oh, don’t try those.” Ron took the Acid Pops from Harry and put them back. “Fred gave me one once and it burned a hole in my tongue. Mum gave him a walloping with her broom after that.” He shivered. “Maybe I will get the Cockroach Clusters for Fred this year. I can put ‘em in a peanut box.”
They spent another hour looking at sweets and tasting as many samples as they could. In the end Harry ended up buying a large bag of sweets that he had to split and stuff into several of his cloak pockets. Heather walked over to Hermione who was standing by the door.
“It’s a blizzard outside,” Hermione said as Heather approached. “You’re lucky. Otherwise it’d be very easy to spot you in here.”
Heather nodded. “You know there was no stopping Harry. I had to go with him.” She dropped her voice, “I know more spells than him,” she smiled.
Hermione sighed. “How did you get here?”
Heather looked over at Harry and Ron who were making their way over to them. “We’ll tell you soon. Just not in here.”
Harry gave Heather a chocolate frog leg – still kicking – and bit into the other leg. “Where should we go?”
Hermione looked around. “Well. If it’s really that secret, we should talk in the Three Broomsticks.”
Ron cheered. “Butterbeer!”
They opened the shop door and stepped out into the blizzard, squinting hard and headed for the tiny inn.
~~~ * ~~~ * ~~~ * ~~~ * ~~~
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neils-pen-to-paper · 4 years
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@smileformeweek final day, day 7! Freeday! Image descriptions below the read more, to spare the mods the struggle hahah. 
[REBLOGS > LIKES, DO NOT REPOST, READ MY DNI]
[ID: 4 drawings of Smile For Me characters. The first drawing is of Flower Kid, a grey skinned child with green, bushy hair and orange eyes. They’re hunched over, a boxing glove on their right hand and an empty hand on their left. They’re wearing a suit jacket only. They’re crying from one eye. Their mouth is bleeding. Behind them is the crying profile of Dr. Boris Habit. His eyes are closed, and he is crying. There is text to the right of him, saying “THANKS, FLOWER HERO”
[The second drawing is of the same Flower Kid walking, looking happy, hair filled with random items and people. A drunk Parsley Botch is sitting, confused, in the mass of plant-like hair. Putunia Molar is triumphantly sitting in the hair, saying “Onwards!” There is a y’owl, a gloved hand, a pocket watch, and a treasure hunting device in the lower plane of the Flower Kid’s hair. It has no color.
[The third drawing is of Parsley Botch, crying, tongue out and trying to lick a spilled drink on the floor of the Lounge. Dallas Smuth and Jimothan Botch stand in the back. Jimothan is saying “He’s single, y’know!”. Dallas is lost in thought, staring at Parsley while imagining himself and Parsley making out beneath the moon light. It only has pink and blue as the colors, the blue as Parsley’s tears and slobber, the pink Imaginary!Dallas and Imaginary!Parsley’s blush.
[The fourth and final drawing is of Randy Hapukurk and Gillis Soco. Randy has been turned into a dog-like person. Gillis is looking at him with wide, loving eyes as he thinks of a meme. It’s the “Dogy0909, I love dogys so much” meme. Randy is wearing a simple black turtleneck, while Gillis wears a short, sleeveless shirt with the word “PIKL” on it, a kitty face beneath it, on his stomach. They both look happy.
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sepublic · 4 years
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Xian Characters, Features, and Landmarks (Pt. 1)
Roodaka- Roodaka is the ruthless CEO of Vortixx Industries, having secured a practically permanent position there from a young age after she scaled The Mountain. A cutthroat business-dealer, she helps direct the company’s actions, oversees stocks, and surveys the occasional experiment or investment, providing a personal hand of involvement every now and then. She has done business with just about every major power in all of Xia, and is among the Powers That Be. With an eye for potential, she has led Vortixx Industries to the top of Xia’s arms-manufacturers, and is not just content with her current success either. Roodaka is an opportunist, and will and has back-stabbed others and crushed enemies for the total domination of Vortixx Industries.
           She is cold-hearted and ruthless, and believes whole-heartedly in the idea that might makes right. Roodaka has been conditioned both by experience and by others that only the most powerful have the authority to lead; If one cannot prove their merit and mettle, then they are a liability and must be cast out, not to be trusted by neither peers or even themselves. Regularly Roodaka does puzzles and tests her intelligence, reflecting on and questioning her own progress. And despite being a noble, Roodaka despises most other aristocrats like herself, seeing them as pompous, lazy fools who have become atrophied from resting on their laurels. A sharpened wit is the key to victory for Roodaka, and she sees challenges as the ideal whetstone for her mind.
She has no intent of letting herself become weak and arrogant, and seeks to do more with her life and purpose than just a live a pointless, meaningless life of hedonism. For Roodaka, she wants something more; More than what the other rich fools on Xia typically have to offer. She has no intention of living and dying like any other fool, and for that she sees little difference between most of Xia’s upper-crust and its lower-class. Control is all Roodaka cares about, and she prizes the ability to strike fear in one’s minions in order to keep them in line.
           Roodaka herself is not necessarily a fighter, and is thus often flanked by a trio of Exo-Toa Lerahk, machines she helped oversee the design and construction of. But even without her bodyguards, Roodaka is not entirely defenseless- She has access to a Rhotuka Gauntlet that allows her to spawn a wheel of energy, one that drastically mutates whatever target it comes into contact with. Roodaka possesses a cruel sense of humor, and has used her Mutation Rhotuka to dispatch enemies of hers, often leaving them to suffer their cursed forms as ruined outcasts of society. Roodaka herself is highly intelligent, able to read and understand others well, and is a master-manipulator and complex schemer.
Sidorak- Known as the ‘Visorak King’ in some sectors of Nynrah, Sidorak was once an esteemed, celebrated war general with a wide collection of medals on his chest to honor him. However, his boldness eventually got him in trouble with one of the Powers That Be; And incensed, the powerful individual had Sidorak exiled to Nynrah as a death-sentence. Stripped of his title, rank, and badges, most would have despaired and left themselves to die in Sidorak’s place- But Sidorak himself continued forging on, making a new path for himself in Nynrah.
           He eventually came into contact with a pack of Visorak Spiders, and recognizing that the creatures wanted to be free from their Nynrah Ghost masters to hunt as they pleased, Sidorak offered them freedom. He defeated the Visorak Spiders before letting them know that underneath his command, they could have total freedom and impunity to hunt and kill as they pleased; And having been won over by his strength, the spiders obliged to Sidorak’s offer. Ever since, Sidorak has slowly begun to amass a Visorak Horde of spiders under his command, and has become an enemy of the Nynrah Ghosts for providing their creations an outlet with which to go rogue.
           Now, Sidorak frequently roams Nynrah with his packs of Visorak spiders, leading them on hunts for prey. A bold, charismatic commander, he has won the loyalty and respect of his soldiers, and is now adorned with a ‘medal’ made up of webs, gunk, and other unsavory materials that he treasures as a personal token of comradery. Sidorak is a true commander, personally leading his armies into battle and fighting alongside them. He desires to help his Visorak spread and hunt as they please, and this has put him at odds with multiple Vorox Clans.
           Sidorak is a skilled combatant and a brilliant strategist. He wears a breathing apparatus over his lower-face, covering his nose and mouth in order to protect himself from airborne pathogens and other contaminants. On his left arm, he wields the Herding Blade; A powerful artifact that can cast a brilliant crimson light that will summon and herald Sidorak’s armies to himself. As for Sidorak’s right arm, it is cut off at the elbow; Instead, it has a mechanical implant. Hovering slightly beyond this implant is a mechanical tri-claw that can shoot energy-beams from its palm, or Rhotuka that instill loyalty and obedience within targets. Sidorak can launch this cybernetic arm of his forward, latching it onto surfaces before using it as a grapple to pull himself forward with the electro-magnetic connection it has with his implant.
Turaga Dume- Once a lowly errand-boy in the Artidax District, he has since risen to power as a totalitarian dictator controlling most of the region. Dume is strict and harsh, believing in the evils of free will, and desires total control as a means of peace; He has command over the Vahki to enforce his will and the laws that he passes. Local powers frequently ally with Dume, letting him use his Vahki as a replacement for traditional law enforcement, allowing Dume a wide reach over Xia. He is the island’s head of security, and is responsible for cracking down on dissidents and punishing them, as well as brainwashing and encouraging the Xian population to become mindless, obedient workers for all of eternity.
           Dume has a stern, tall face, and angular shoulders, constantly walking with his back hunched forward and his arms folded behind him. He wears a clean, dark-red uniform, with a coat, hat, and black boots to match. Dume believes in total discipline over himself, and can be found frequently strutting the halls of a Vahki Hive, allowing zero reprieve in the face of his duties. He oversees all actions and data from his Vahki and frequently collaborates with Xian powers on suppressing riots, unions, and other forms of rebellion.
The Shadowed One- An ancient warlord and the leader/co-founder of the Dark Hunters. The Shadowed One has no known origin nor name; His earliest appearances were as far back as the War of Six Kingdoms, at least. Back then, he led a cruel mercenary organization known as the Dark Hunters alongside his lieutenant and co-founder Ancient. Centuries of success on various missions and assassinations have earned him Xia’s most powerful crime organization. The Shadowed One operates from within the Odina Fortress, having a hand in brutal murders, thefts, and other various crimes as he seeks to consolidate power for himself.
Prideful to a fault, he is a twisted and charismatic individual with a cruel sense of humor. In his quest for power, The Shadowed One has employed researchers and invested others in the creation of unique and dangerous assets for his Dark Hunters. Recently, he has attempted to gather the six fragments of Makuta’s Mask of Life, all of which are inexplicably on Xia, hoping to recreate the world-ending artifact. What exactly he has planned for it is unknown, but knowing him, it certainly can’t be any good.
The Shadowed One can conjure powerful eye-beams that disintegrate and deconstruct anything they touch on the molecular, even atomic, level, granting the warlord the ultimate offense. He wields a staff capable of summoning and creating crystalline formations that he can control and carry through the air as if by telekinesis, and The Shadowed One has used many gems to slaughter enemies or subdue them. In addition to this, he can conjure a Rhotuka; One that temporarily inflicts devastating madness of any sort onto victims. The Shadowed One is a skilled, experienced combatant, and with his skills combined with his powerful abilities, he is an unstoppable opponent.
He possesses one additional, terrifying ability as well; Those foolish enough to challenge The Shadowed One in his own throne room will sometimes find themselves unable to move from their positions upon confronting him, as if their own feet were attached to the floor. By the time his rebels realize this, it is too late- The Shadowed One will unleash his eye-beams, vaporizing them all as they cannot move out of the way. Whatever the nature of this invincible ability, it is the final seal on the apparent unstoppable power of the mercenary-king.
Spiriah- A brilliant and disgracted scientist, Spiriah was once a member of the Nynrah Ghosts. However, his own incompetence and poor handling of the Nynrah Incident, in addition to being somewhat negligent in containing the leak of VISORAK, led to his reputation being tarnished. Even so, he retained membership amongst the Nynrah Ghosts, until a botched experiment involving the Skakdi Clan of Zakaz resulted in them becoming far more dangerous, temperamental, and difficult to control than intended.
           With the Skakdi incident as the final straw, Spiriah was exiled and disgraced from the Nynrah Ghosts. Cast out and bitter, Spiriah quickly found work from The Shadowed One, who was eager to employ his skills. Spiriah happily performed experiments with the intent of furthering the Dark Hunters’ power, proving his intelligence and hidden potential. With Spiriah clearly a viable researcher, The Shadowed One eventually entrusted him with Makuta’s notes, gathered from the Mask Hoarder’s abanoned lab by Dweller. With additional resources straight from Okoto, Spiriah set to work dissecting and discerning the very nature of Life energy itself, eventually implementing his findings into various experiments, many of which became Dark Hunters themselves.
           Having turned his life around after his past failures, Spiriah went on to help lead experiments on the Kanohi Dragon alongside Vortixx Industries. However, he disappeared after going on an expedition to Nynrah, hoping to gather resources and intel; Attempts to locate him (or his body) have failed, and the Dark Hunter Tracker has been unable to find anything sufficient enough with which to track down Spiriah. Presumably, he has been killed by the Vorox- Or perhaps by the Nynrah Ghosts, who did not want their academic knowledge to be shared amongst the Dark Hunters, regretting their exile of Spiriah?
The Shadowed One himself in unsure… Regardless, Spiriah was an innovative individual who could’ve unlocked many more forbidden secrets of Life had he not disappeared- Perhaps, with the proper resources, he could’ve even gone on to rival Makuta himself! Not that it mattered, because Makuta, too, has perished…
Trydahk- The leader of the Nynrah Ghosts and its ‘high priest’, Trydahk is considered the most brilliant and esteemed member of the group. His intelligence and work has helped spawn and pioneer multiple Xian inventions, including the lethal VISORAK, or the Zamor Launcher. The space-warping Trydahk Pods are named after the Nynrah Ghost himself, and he desires to unlock the secrets of reality at any cost; No matter how many innocent lives must be sacrificed, or how much destruction he must cause. To him, understanding everything is the only thing that matters, and Knowledge is his peace of mind.
           Intriguingly, Trydahk has been around since the very inception of the Nynrah Ghosts, several decades ago. And yet, he does not seem to be any older than he currently is, despite his age back then meaning he should be dead by now. Who knows what experiments he performed on himself to allow this?
Nektann- A brutal Skakdi warlord, Nektann was named after the powerful Xian war-machines that plagued Zakaz alongside other machinations of destruction. An unstoppable brute, Nektann quickly rose to power amongst the Skakdi, challenging other warlords and defeating them in combat. Now, he has practically reunited the Skakdi clans back into one, promising his brethren glory and conquest upon the rest of Zakaz.
           Tall and thuggish, Nektann is nevertheless cunning enough to have earned control over the Skakdi. He wields an ornate Crescent Scythe in combat, and is a loud and boisterous individual who will happily partake in carnage. Unsurprisingly, Nektann is seen as ‘undignified’ by other Xians, but he doesn’t let this get to him. He knows the Skakdi are looked down upon as modified ‘freaks’, but he figures that will change when he marches upon Zakaz and becomes one of the Powers That Be.
           Nektann frequently rides to combat, leading his armies on mobile war-machines and vehicles. He himself rides a large one equipped with a massive grinder-wheel on the front. Additionally, he has a pet Muaka adorned in spiked armor. He got the beast after buying it off of the Dark Hunters, who themselves got it from Umarak on a whim. Nektann is proud of his exotic pet and likes to boast of its foreign, mysterious origins, but some Xians doubt the validity of his claims- They believe the Muaka is just another manufactured bioweapon, an assertion that greatly angers him.
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