#<-and keep them from draining their marshlands
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was really wanting to draw something horse-like/deer-like, so I sketched out a design for another rise of the tmnt oc :]
she’s a kelpie who was raised by a yokai family of kirin in the Hidden City
she’s a trans mare and her pronouns are she/they
her name is Meer I think (that might be short for a longer name, but I haven’t decided yet)
they’re a healer and they run a plant shop, that specializes in mystic and/or medicinal plants and bonsai trees, that River eventually works for (there’s a lot more flowers in the shop after River starts working there)
#sofia’s art#rottmnt#rise of the tmnt#rottmnt oc#my oc#kelpie#creature design#the kelpies she came from don’t drown people btw though they will take people for a terrifying ride in an attempt to scare them away->#<-and keep them from draining their marshlands#kelpies have a bad reputation though#and kirin are thought of as holy almost divine creatures#that sometimes made things difficult for Meer#she has a good relationship with most of her kirin family though#and they were always very supportive of her being trans#she runs the shop but can’t do everything since she has hooves#she has some trained lindwyrms to help with moving things etc.#their horse form is a bay roan Irish cob#for her true form i mixed in some red deer and Chinese water deer
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The Grove is a really interesting place once you try and pull up a map! Mainly because there is no map. Whenever a map is made it just seems to go poof into the wind! Nobody knows why... The Grove is ALOT more than just the islands. It's a wider expanse condensed within a dome. It's one of those 'small houses that are bigger on the inside' illusions. They may look like just a pair of islands from the outside, but the minute you step inside, you'll find that it's so much BIGGER. The Grove is split up into...lets say six different areas! From bottom to top we go in this order The Drain The Grove Cove Milldread HobbyHoo BuzzHuzz The Spire
Let's get into some of the details of each one!
The Drain The Drain...a series of sewer-like networks, caves and drop-offs into a deep abyss. The area is only lit by bioluminescent mushrooms, strange firefly-like creatures that can be caught into lanterns, actual fire, and the occasional sunlight that pokes through the drain in the roof. Drainfolk primarily are the ones that live in the drain, living in small scattered communities. You won't find Drainfolk anywhere else in the world! They are native to The Grove and The Grove alone. While you may hear whispers that The Drain is a gateway to the underworld, this is simply- er- not ENTIRELY true. The Drain itself is not the underworld, and it is not a gate to a true underworld either. The Drain simply holds one special area that many deem to be an eternal damnation spot. This is known as The Abyss. It is the farthest down you can go in The Drain. A series of large, pitch black cave tunnels digging themselves into the earth. Nobody truly knows what's down there, and nobody has come up from The Abyss to tell them anything. Don't go down there eh? The Grove Cove
The Grove Cove...a series of constant forests, marshlands and scattered trash. What happened to The Cove to leave it in such a state? Miss Mitternacht did. Before she was appointed as a god, The Cove was actually a lot nicer. The land was a lot drier, trash was less abundant, and overall one could even say it looked more like a grove than The Grove itself. Though ever since Miss Mitternacht became a god, oh things just went downhill from there. The Cove was drowned in her tears during her entire ascension ceremony. It was as if the world was crying for her. Everything they had built was washed away until it was nothing but wet debris and lost memories. From there on, The Cove has been nothing but trash and marshes. The residents within The Cove are entirely devout to Miss Mitternacht, hoping she may spare them from another flood. They believe she is merciful on the inside, they just need to find a way to get on her good side. Clearly these floods must be because THEY are doing something wrong, is it not? There was one soul who could save the day, Inspekta. The God of Leadership is known for being the one that keeps Miss Mitternacht from flooding The Cove again. He is praised for his bravery and commitment. A true hero! Milldread
Milldread...a singular town sitting among the cornstalk fields and rocky flatlands. Milldread is less known for its land and is moreso known for- just Milldread. Milldread is mainly known for the production of all The Groves food supply (save for some itty bitty areas on the other islands) and their tasty homemade jam! Milldreads residents are VERY reliant on traditions, mainly for their god Cobigail. They are a sort of 'stay in the old the new doesn't matter' sort of town if you could call it that. Don't disrespect their traditions, or you might be toasted! By...By words- ahem. Outside of Milldread, the land is mostly abundant with crops of various kinds, a true wonder!...In certain times of the year. Watch out though! flesh-hungry animals may be afoot... On the side of this elevated land piece, you can find drains that dump the rainwater from above down below! You'd think The Cove had suffered enough, now their surrounding waters are being tampered with. It's okay though! It's all natural!
HobbyHoo
HobbyHoo...a place of entertainment for all ages! HobbyHoo is a great place to live if you wanna be surrounded by theatrics! From plays to great books, you might even think HobbyHoo is one of the most modern-aged areas in The Grove as a whole! That's...not entirely true...technology is scarce within HobbyHoo. Don't try and show them technology either. Don't....Don't do that. The only technology they need is the technology Click Clack and Thespius provides them with. But- if you are visiting, you absolutely MUST stay for the night! One of the highest rated plays within HobbyHoo is Oh Partner Mine! You'll be absolutely entranced by it! Seriously, go see it. Outside of HobbyHoo? Now why would you need to worry about that? BuzzHuzz
BuzzHuzz...the most....colorful place in all The Grove! If you wanna learn all about- well- ANYTHING! Go to BuzzHuzz! The entire space was practically built under the image of their two favorite gods, Bauhauzzo and HuzzleMug! The two worked together to construct a place that suited minds like theirs above all else! Complex passageways and colorful arts, history readily available and a sparkle for new chances in every residents eyes! Outside of BuzzHuzz is a barren land just waiting to be painted with pure creativity, expansion is key here! Show your worth through your art! The Spire
The Spire....is what connects all the islands together. Its winding outer path connects the land together, offering...somewhat easy passing...Well until SOMETHING started crushing the pathways. Not too worry! You can just go through the inner passage of The Spire to get to your destination! Do not go through the inner passage of The Spire. You are better off not going anywhere. At the top of The Spire, The Rift is held. Don't touch it now! Yhear? It's what keeps The Grove safe!
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Irish Midges

Midges in Ireland: Your Complete Guide to Control and Prevention
Midges Ireland residents know all too well - these tiny, biting insects can turn a pleasant summer evening into an uncomfortable ordeal. Whether you're enjoying your garden, planning outdoor activities, or simply trying to keep your home pest-free, understanding midges and how to control them is essential for anyone living in Ireland's unique climate.
What Are Midges and Why Are They Common in Ireland?
Midges Ireland encounters belong primarily to the family Ceratopogonidae, commonly known as biting midges or "no-see-ums." These microscopic flying insects thrive in Ireland's damp, temperate climate, making them a persistent nuisance from late spring through early autumn.
Ireland's high humidity levels, frequent rainfall, and abundance of standing water create the perfect breeding conditions for midges. Unlike mosquitoes, midges are much smaller - typically measuring just 1-3mm in length - making them difficult to spot but easy to feel when they bite.
The female midges are the culprits behind those irritating bites, as they require blood meals to develop their eggs. Male midges, by contrast, feed on nectar and plant juices and don't bite humans.
Peak Midge Season in Ireland
Midges Ireland experiences peak activity during the warmer months, typically from May through September. However, the exact timing can vary depending on weather conditions:
Early Season (May-June): First emergence after winter, moderate activity
Peak Season (July-August): Highest midge populations and most aggressive biting
Late Season (September-October): Declining numbers but still active on warm days
Weather patterns significantly influence midge activity. They're most active during calm, humid evenings and early mornings when wind speeds are low. Rain and strong winds typically provide temporary relief from midge problems.
Common Midge Breeding Sites Around Irish Homes
Understanding where midges breed is crucial for effective control. Midges Ireland properties commonly harbor breeding sites in:
Outdoor Areas:
Waterlogged soil and saturated ground
Clogged gutters and downspouts
Bird baths and ornamental water features
Compost bins with excessive moisture
Areas under decking where water collects
Poorly drained flower beds and planters
Agricultural and Rural Settings:
Farm slurry pits and manure heaps
Boggy areas and marshland
Streams, ponds, and water courses
Silage pits and agricultural waste areas
At Exterminate Pest Control (exterminate.ie), we regularly encounter these breeding hotspots during our property inspections across Ireland.
Health Concerns and Midge Bites
While midges Ireland encounters are generally more annoying than dangerous, their bites can cause significant discomfort:
Immediate Effects:
Sharp, burning sensation during biting
Small, red welts that appear quickly
Intense itching that can last for days
Localized swelling around bite sites
Potential Complications:
Secondary infections from excessive scratching
Allergic reactions in sensitive individuals
Multiple bites can cause significant discomfort
Psychological stress from constant harassment
Unlike mosquitoes, midges in Ireland don't typically transmit serious diseases to humans, but their bites can be far more irritating and longer-lasting.
Professional Midge Control Solutions
When midge problems become overwhelming, professional intervention may be necessary. Exterminate Pest Control offers comprehensive midge control services throughout Ireland, combining multiple approaches for maximum effectiveness.
Our professional treatments include:
Breeding Site Management:
Thorough property inspection to identify breeding areas
Drainage improvements and moisture control
Larvicide applications to breeding sites
Long-term monitoring and maintenance programs
Adult Midge Control:
Targeted spray treatments for immediate relief
Barrier treatments around outdoor living spaces
Seasonal treatment programs for ongoing protection
Emergency response for severe infestations
For professional midge control services, contact Exterminate Pest Control at 0852635994 or visit exterminate.ie for a comprehensive assessment of your property.
DIY Prevention and Control Methods
Homeowners can take several steps to reduce midge populations around their properties:
Eliminate Breeding Sites:
Clean gutters regularly and ensure proper drainage
Remove standing water from plant saucers and containers
Improve soil drainage in waterlogged areas
Maintain compost bins to prevent excessive moisture
Repair leaky outdoor taps and irrigation systems
Natural Deterrents:
Plant midge-repelling herbs like mint, basil, and lavender
Use fans to create air movement in outdoor seating areas
Install fine mesh screens on windows and doors
Apply natural repellents containing citronella or eucalyptus oil
Physical Barriers:
Use head nets when working in heavily infested areas
Wear long sleeves and pants during peak midge times
Choose light-colored clothing (midges are attracted to dark colors)
Create screened outdoor areas for midge-free relaxation
When to Call Professional Pest Control
While DIY methods can provide some relief, there are situations where professional intervention becomes necessary:
Midge populations that don't respond to home treatments
Breeding sites that are difficult or dangerous to access
Large properties with multiple breeding areas
Commercial properties requiring comprehensive management
Situations where health concerns make DIY treatments impractical
Exterminate Pest Control has extensive experience dealing with midges Ireland properties face, offering customized solutions based on your specific situation and property characteristics.
Frequently Asked Questions About Midges in Ireland
What time of day are midges most active in Ireland?
Midges are typically most active during dawn and dusk hours when humidity is high and wind speeds are low. They tend to be less active during the heat of midday and usually seek shelter during windy or rainy conditions.
How long do midges live in Ireland's climate?
Adult midges generally live for 2-7 weeks during Ireland's summer months, depending on weather conditions and species. However, their lifecycle from egg to adult can take several weeks, meaning populations can overlap and extend the active season.
Can midges breed in small amounts of water?
Yes, midges can breed in surprisingly small amounts of standing water. Even saturated soil, clogged drains, or water collected in plant saucers can serve as breeding sites. This is why thorough moisture management is crucial for control.
Do midges bite through clothing?
Midges can bite through thin fabrics, particularly lightweight summer clothing. They're more likely to find exposed skin, but tightly woven, thicker fabrics provide better protection against bites.
Are there different types of midges in Ireland?
Ireland is home to several midge species, with biting midges (Ceratopogonidae) being the most problematic for humans. Non-biting midges (Chironomidae) are also common but don't pose the same nuisance issues.
How effective are midge repellents in Ireland?
Standard insect repellents containing DEET or picaridin can provide some protection against midges, though they may be less effective than against mosquitoes. Reapplication is often necessary, especially in areas with high midge populations.
Can midges infest indoor spaces?
While midges prefer outdoor environments, they can enter homes through open windows and doors, particularly during evening hours when attracted to indoor lighting. Proper screening and sealing can prevent indoor problems.
When should I contact professional pest control for midges?
Consider professional help when DIY methods fail to provide adequate relief, when breeding sites are extensive or difficult to manage, or when midge populations significantly impact your quality of life or business operations.
Conclusion
Midges Ireland residents encounter can be effectively managed through a combination of prevention, control methods, and professional intervention when necessary. Understanding their breeding habits, peak activity times, and effective control strategies is key to maintaining comfortable outdoor spaces throughout the warmer months.
Whether you're dealing with a minor midge nuisance or a severe infestation, Exterminate Pest Control is here to help. Our experienced team understands the unique challenges midges Ireland properties face and can provide tailored solutions to keep your home and outdoor spaces comfortable.
For professional midge control services across Ireland, contact Exterminate Pest Control today at 0852635994 or visit exterminate.ie to schedule your consultation. Don't let midges ruin your enjoyment of Ireland's beautiful outdoor spaces - take action today for a more comfortable tomorrow.
#irish midges#midges#pestcontrol#exterminatepestcontrol#exterminate.ie#exterminate pest control#insects#exterminator#flies
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Ya having the Action Cards disappear after being used instead of them going too the Graveyard, and I thought it worked like that until Gong's Duel with Kit if I am remembering correctly. Also it will help Gong in future Duels because he lost a couple of big Duels because of Action Cards.
Seriously Action Cards seem too be a big reason why Gong lose big Duels. He tied with Kit but more than likely would have won if he could grab Action Cards, lost too Crow because he couldn't grab the Action Card which gave Crow an out, his tag Duel with Battle Beast? Would have went a lot better if he could grab Action Cards.
So ya an update for Action Duels too make Action cards not end up in the Graveyard would definitely change a LOT of things for Gong.
Anyway for the two other Action Field ideas for the others you gave for Rider and Sleuth, because I thought it be fun.
Wild and Vast the Citadel Stands Tall waiting for Duelists brave enough too battle upon this terrain. To the forests in the middle, the Grand Castle Ruins too the east, a frigid battlefield too the north, and vast marshlands too the west. This Action Field is not one for the faint of heart.
Powerful Cards and Items await those who are willing too explore the vast terrain of the Citadel.
The Endemic Life of the Citadel is vast and can turn a Duel around depending on what you find. The Wirebugs is Duelist befriend here, grab one and throw it out too quickly maneuver the rough terrain, and for something special later on. Starburst Bugs are beetles that stay in a star shape on walls, with careful play you can bait your opponents monster too hit it and cause that Monster too take an attack and defense hit.
Perhaps you wish too manipulate an opponents Monster into a disadvantages position for your enemy? Well the Marionette Spider allows you too attach a powerful thread too your opponents Monsters and pull them a certain way. It is at it's most effective when you make the opponents Monster crash into a wall and stun them.
Low on life points? A Vigorwasp can return a good portion too you and may just save you from defeat. Wish too get in on the fight? A Fire Beetle and Blast Toad can deal heavy damage too an Opponents Monster or the Opponent themselves.
The biggest threat or boon too a Duelist will be the Monsters that roam the Citadel. Depending on what happens you can find yourself up against one, but do not fear if you quell the Monster you may use your acquired Wirebugs too engage in Monster Riding and take control of the Monster. You can attack and take out your opponents Monsters or go for the Opponent themselves. With good handling of your Monster you can turn around a Duel in a instant.
Duelist beware as when the Moon Shines Red, the Draconic Lord of these Lands will soon descend and wreak havoc on all who get in there way. However if you can quell the Draconic Lord of the Citadel than there power will surely lead you too victory. As it affects drain the power of all your Opponents Monster before they meet there demise by Scarlet Feast, Malzeno!
The bravest of Duelist are the only ones who can take on The Citadel!
A Town which floats in the sky and is home too many amazing creatures is ready too see how Dueling is done!
If you want too learn more about Floatia go too the Village Elder Jijimon. He will tell you all the amazing places Floatia has too offer and give you hints on where too find Action Cards and Items.
Floatia has a lot too offer the Duelist willing too explore Floatia will find many ways too gain the upper hand. Want too go train while you have the chance? Head on over too the Training Hall and the Digimon there will be happy too train your Duel Monster. A Level Increase, ATK, and DEF may be gained by the Duel Monster being trained along with other rarer special affects.
Want too go fish or go too the fields too harvest plants, well you can! The fish you catch or the plants you pick may have special effects. Also make sure too keep yours eyes open as you may finds Bits, the currency of Floatia. It can be used for multiple things such as buying items from the Item Shop or if your Life Points need a boost go too the Hospital where they can heal you right up!
Or if you really want too take a chance go test your metal in the Arena and if you beat your Arena Opponent, that will clear the board of all your Opponents Monsters and Cards but be careful because you lose, you will be the one taking the hit instead.
Well that's all I got for the Action Fields, also funny thought of Declan somehow seeing the Action Field put into action and him wondering when this Action Field was made.
Declan tries to search for these strange Action Field Spells only to not get any results. He already knows it has to do with You Show's resident oddity.
#sonicasura#sonicasura answers#asks#foolmariofest#yugioh#yugioh series#yugioh duel monsters#yugioh arc v#yu gi oh#yu gi oh series#yu gi oh duel monsters#yu gi oh arc v#monster hunter#monster hunter series#mh#mh series#digimon#digimon series#digimon digital monsters#digimon cyber sleuth#digimon world next order
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Pipeline Weight Bags: Enhancing Stability for Safe Pipeline Installations
Pipeline weight bags are essential tools in the construction and installation of pipelines, particularly in areas prone to buoyancy, water flow, and unstable ground conditions. These bags serve to counterbalance the natural buoyancy of pipes, especially those laid underwater or in areas with high water tables. By providing the necessary weight to keep the pipelines in place, pipeline weight bags ensure long-term safety and functionality. In this article, we explore the different types of pipeline weight bags, their benefits, and the reasons they are indispensable in modern infrastructure projects.
Understanding Pipeline Weight Bags
Pipeline weight bags are specialized sacks, typically made from durable, heavy-duty materials, designed to secure pipelines by weighing them down and stabilizing their position. They are filled with either water, sand, or other materials and are placed strategically along the pipeline to prevent buoyancy forces from dislodging the pipe.
These weight bags are crucial when pipelines are installed in areas with soft or marshy soil, underwater installations, or locations with high groundwater levels. Without the appropriate use of these weights, pipelines could shift or even float to the surface, causing damage to the surrounding infrastructure and creating significant repair costs.
Water-filled Pipeline Weight Bags
One of the most popular types is the water-filled pipeline weight bags, which are ideal for underwater or soft soil installations. As the name suggests, these bags are filled with water on-site, offering flexibility and ease of transport before installation. They are typically made from high-strength fabrics that can withstand pressure and potential abrasions from rocks or other debris. Water-filled bags are especially favored because they can be easily filled, drained, and reused, making them both cost-effective and environmentally friendly.
The weight distribution provided by Water-filled pipeline weight bags ensures that the pipeline remains firmly in place, reducing the risk of shifting due to environmental factors. Furthermore, because water is readily available in most work environments, these bags are practical and efficient to deploy, minimizing downtime during pipeline construction.
Durable Pipeline Weight Bags
The durability of pipeline weight bags is paramount to their effectiveness. Durable pipeline weight bags are constructed from reinforced materials such as polyester, polyethylene, or PVC, often with additional protective coatings to resist punctures, tears, and environmental degradation. These materials are resistant to UV rays, chemicals, and various weather conditions, ensuring the longevity of the bags in demanding environments.
Durability is especially important when the bags are placed in high-traffic areas or submerged underwater for extended periods. Inferior materials can lead to bag ruptures, which could compromise the stability of the pipeline and lead to costly maintenance. As a result, investing in high-quality, durable weight bags not only ensures the safety of the pipeline but also reduces the overall long-term costs associated with repairs and replacements.
In addition to strength, Durable pipeline weight bags are designed to be flexible and adaptable to different terrains. Whether in rocky environments, underwater, or marshlands, these bags provide the necessary support without succumbing to wear and tear, ensuring that pipelines remain securely anchored.
Custom Pipeline Weight Bags
Each pipeline project comes with its unique set of challenges, including varying pipe diameters, soil conditions, and environmental factors. For this reason, custom pipeline weight bags are often required. Customization allows for the production of bags that are specifically tailored to the needs of a particular project, ensuring optimal fit and performance.
Custom weight bags can be designed in various sizes, shapes, and materials to accommodate different pipe diameters and environmental conditions. Additionally, they can be outfitted with specific features like lifting handles, protective coatings, or increased weight capacity to meet the exact requirements of the job site. By offering flexibility in design, Custom pipeline weight bags allow engineers to create a secure, reliable solution for even the most complex pipeline installations.
Another advantage of custom bags is the ability to accommodate specific regulations or safety standards required by local, state, or national authorities. This ensures compliance and reduces the risk of fines or legal complications. Custom weight bags also reduce the need for multiple bag types on a job site, streamlining the installation process and improving efficiency.
Benefits of Pipeline Weight Bags
1. Prevents Pipeline Shifting: The primary benefit of pipeline weight bags is their ability to prevent pipelines from shifting or floating, especially in areas with high water tables or unstable soil.
2. Cost-effective: Both water-filled and reusable sand-filled bags are a cost-effective solution for pipeline stabilization. They can often be reused for multiple projects, reducing material costs over time.
3. Environmentally Friendly: Water-filled pipeline weight bags are often more eco-friendly, as they don’t introduce foreign materials into the environment and can be easily emptied and stored after use.
4. Ease of Installation: These bags are easy to install, requiring minimal manpower or heavy equipment. Once filled, they are positioned along the pipeline, ensuring rapid deployment even in large-scale projects.
5. Adaptability: Whether the terrain is rocky, marshy, or submerged, pipeline weight bags can adapt to different environments, ensuring stability across various conditions.
6. Customizable: The ability to customize weight bags to suit specific project requirements ensures that engineers can meet the demands of each job, regardless of complexity.
Frequently Asked Questions
1. What are the main types of pipeline weight bags?
There are primarily two types of pipeline weight bags: water-filled and sand-filled. Water-filled bags are preferred for underwater or soft soil applications due to their flexibility, while sand-filled bags are more commonly used for land-based projects.
2. How are water-filled pipeline weight bags used?
Water-filled pipeline weight bags are transported empty and filled with water on-site. They are then placed strategically along the pipeline to prevent buoyancy and ensure stability. Once the project is complete, the bags can be drained, transported, and reused.
3. Are pipeline weight bags reusable?
Yes, most pipeline weight bags, especially water-filled bags, are reusable. They can be drained after use and stored for future projects, making them a cost-effective solution.
4. Why is durability important in pipeline weight bags?
Durability is critical because the bags need to withstand harsh environmental conditions, including abrasion, UV exposure, and prolonged submersion. Durable pipeline weight bags ensure the pipeline remains stable for extended periods without the need for frequent replacements.
5. Can pipeline weight bags be customized?
Yes, custom pipeline weight bags can be tailored to specific project requirements, including size, weight capacity, material, and additional features like lifting handles or protective coatings. In conclusion, pipeline weight bags play a critical role in ensuring the stability and safety of pipelines, particularly in challenging environments. With options like water-filled, durable, and custom-designed bags, they provide a reliable and flexible solution for any pipeline installation project.
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Join AMAR on a journey to the Garden of Eden

In 1991, Saddam Hussain’s persecution of the Marsh Arabs in southern Iraq saw hundreds of thousands flee their homes. As Iraq’s historic marshes were drained and villages attacked, families had no choice but to move.
After a visit to the region, Baroness Emma Nicholson refused to ignore the situation and launched an appeal, ‘Assisting Marsh Arabs and Refugees’ - to send relief to those who had lost everything.
Today, the AMAR Foundation’s work has evolved and AMAR’s teams are working right the way across Iraq, Lebanon and Romania, ensuring that vulnerable families have access to healthcare, educational services and emergency aid.
They keep the name ‘AMAR’, which translates as ‘the builder’ in some Arabic dialects and this reminds people of their central mission - that AMAR are rebuilding lives!
By reading these two books, you can join Baroness Nicholson and the AMAR Foundation and travel to the Marshlands of Iraq, which are also said to be the biblical Garden of Eden.
'THE MARSH ARABS' BY WILFRED THESIGER
During the years he spent among the Marsh Arabs of southern Iraq, Wilfred Thesiger came to understand, admire and share a way of life that had endured for many centuries.
In 'The Marsh Arabs', Thesiger pays tribute to the hospitality, loyalty, courage and endurance of the people, describes their impressive reed houses, ancient waterways and lakes teeming with wildlife.
'RETURN TO THE MARSHES' BY GAVIN YOUNG
It was the legendary Wilfred Thesiger who first introduced Gavin Young to the Marshes of Iraq.
Young became entranced by both the beauty of the Marshes and by the Marsh Arabs who inhabit them, a people whose lifestyle was almost unchanged from that of their predecessors, the Ancient Sumerians.
'Return to the Marshes' was first published in 1977 and is at once a moving tribute to a unique way of life, as well as a love story to a place and its people.
#amar foundation#garden of eden#iraq#iraqi#baghdad#basra#manchester#mosul#liverpool#baroness emma nicholson#wilfred thesiger#gavin young#wales#history#book club#books#reading#english literature#books and literature
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abandoned concept #2
As I stated in this post, over the past couple of years, I’ve drafted many pieces that, sadly, will likely never be expanded upon.
If anyone is inspired by these, feels they have an idea to continue them, you have my blessing/consent to reblog with your additions, and I’d be delighted to read through them!
This piece was started originally while listening to Delta Rae’s Bottom Of The River, and was going to explore a more fantasy!au with Gil, focusing on a little-forgotten fact that, for many, many centuries, large swaths of what would be part of the greater Prussian Kingdom was built on old marshland, and many, many swamps were drained when the kingdom was truly getting its feet on the ground. Unfortunately, my Muse abandoned me as I kept writing, and I am left unsatisfied.
If anyone has any ideas, please feel free to add more to this post!
I hope you enjoy!
The moonlight was an ivory sheen against the inky blackness of the bog. A stickiness hung heavily on the air, a murky heat that clung to the skin, weighed down the spirit. The entire valley hummed with foreboding: a warning to turn back, to scurry home to your safe bed and warm kitchen, to hide away in the protective embrace of daylight. But you had come too far to turn back now, were resolved to see your mission through to the end. The air carried distorted songs and off-key calls; the insects were almost familiar, and you were sure those were frogs diving into the waters to your right. But their melodies were wrong, fragments of abandoned croaks and chirps cast into corrupt chaos. Most alarming were the footsteps keeping pace to your left, something large and unknown following you from within the shadows. Here-and-there, a flash of bloody red- eyes that you would swear were almost human. And yet, despite the discordant wrongness of the place, you were growing used to its eerie beauty, gradually becoming familiar with the acrid aroma, the steady, greedy squelch of the muck underfoot, the weight of so many eyes hungrily watching you. In your old life, in the world beyond this one, you would have been unable to ignore the creeping whispers of fear. But after besting your demons and monsters thought only to live in legend, you knew you could easily overcome any dangers in this place. Thinking back to your younger years, you decided that, had you known only a few weeks' adventure would help you learn your innermost strengths, you would have gone on this quest years ago. A sharp dip in the ground had your path succumbing to the bog water, that inky, endless darkness still peeking its ugly head out from beneath its sparkling crown of moonlight. There was no jumping to the next stretch; while you were sure you could make the distance, there was no telling how weak the ground on the other side could be, nor was there any way of knowing what creatures may be hidden just beneath the water's surface, waiting for the perfect opportunity to claim you. You weren't foolish enough to risk something so reckless. A raft was out of the question; rumours of old whispered menacingly from memory, stories of how the water would always consume anything that didn't already belong to it. Forward was unfeasible and down was impossible, up remained your only hope. A spiderweb of overlapping branches and vines, strange creaks and groans and shrill animal cries all coming into sharp focus, formerly ignored in keeping watch of your steps and a wary eye on the creature following from the shadows. By luck, there was a vine within reach, the perfect length and width to make the swing over to the next section of path. It was perfect; if you hadn't known better, you would have sworn it was made solely for that purpose. The following sequence of events came only in a series of flashes: You carefully wrapped the vine around both your leg and you arm, ensuring you would have a secure grip. You adjusted your bag, checking to make sure everything was secure and wouldn't fall out during the crossing. A creeping sensation began climbing around both of your legs, down your arms, quickly moving to wrap around your torso and neck. Tight, so tight-! Thundering footsteps, a ghostly figure breaking through the treeline with a sword in hand- Pain, white-hot, air-! The dull thud of falling to the ground, the damp seeping through your clothes. The gasping, blazing rush of freedom. Your vision came back in clouded fragments- you were lying on the ground, the now-dead vine laying beside you. The same phatasmic figure was squatting several paces from you, tip of their blade slightly buried in the earth. And eyes- The red eyes! It took several more moments for your hearing and vision to find harmony, for your mind to connect the words they were speaking to the movements of their lips. incomprehensible as those sounds remained. "You've been following me." His expression twisted into some indecipherable thing at your accusation, and you had the strangest suspicion that he was somehow disappointed in you. "Stupid choice, trusting the Swamp." You ignored the way his words stung your pride, deciding that offending your rescuer was something to avoid. "Pardon my ignorance; there aren't too many reliable guide books about this place." His lips curled slightly, reflecting something similar to a smile before he was once again studying you warily. "Yet you still chose to come here." You knew nothing about him, and even if you did owe him your life, you didn't owe him your story. "So I did." Another twisted expression, as if he weren't consciously aware of the movements of his own features. It was a strange sequence, though you could definitely make out the distinct flash of pale teeth reflecting the moonlight. "You're either very brave or incredibly stupid."
Thanks for reading!
#unfinished fanfiction#unfinished drafts#aph prussia#prussia x reader#fantasy!au#historical!au#seriously i offer full permission to someone to finish this if they'd like so long as you credit me in the post#aph fanfic#hws fanfic#hetalia fanfic#aph fanfiction#hws fanfiction#hetalia fanfiction
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katakana v. Nobles
just listing out the other nobles' fights. :p
under cut
Frenzied Nobles. Since these are more the “transport” nobles, it’ll be more of a chase. Katakana has to keep up with them.*There is no interval to throw your pokemon into battle ---- Wydeer - Meets on the ledge of deertracks, and has to chase around the fieldlands + the middle area of the fieldlands. (Forest area is Kleavor’s, after all.) (Wydeer is faster at random intervals: Time distortion) - Kana can use some balms and pokemon for about an eighth of health:- Then Wydeer will use hypnosis and then flee. - The damage still holds once Kana finds it again (backstrike. If Wydeer notices he flees. Thankfully there’s a lot of grass). - Will have a psychic attack like Kleavor’s whirlwind- Besides the chipping tactic and running, it’s a lot like Kleavor. ---- Ursaluna- Katakana has to find things along the marshlands - where there are the little bogs and such with croagunk and stuff. - Ursaluna can appear (hiding/digging) around - where the alpha hippowdon (Sludge Mound) is, - the alpha sliggoo (Holm of Trials), or- in the middle of the Scarlet Bog & Bolderoll Slope. Kana’ll have to dodge to mud it flings if it notices Kata’; If Kana didn't dodge, Ursaluna will flee to another place (space distortion) - If Katakana does catch Ursaluna, the battle will commence; -Ursaluna uses a series of mud bombs (calls, and then dropping mud bombs) like Electrode uses voltorbs - during dodging it’ll giga impact/headlong rush or do a muddy water sort of thing. - Shadows going darker as the mud bombs actually fall. By the last fourth there is no wait time. - Giga impact at first, then headlong rush for the moment without attack. - Either before or after the moment, Ursaluna will try to escape by slinging mud at Kana. (Dodge = escape) - The difficulty improves like electrode. ---- Bascelegion is underwater (- Katakana likes the floating feeling of underwater, maybe dissociates underwater which causes drowning. ) - Bascelegion is encountered around Tranquility Cove after a sighting around Islepsy-Seagrass. - Kana has to be underwater and xer’s the only one that’s like the actual nobles in the game, kinda. - The arena is outlined in rocks and such underneath the waves. - Xer will have a hit and run strat, hitting Kana with a wave crash or a spectral attack. - Then it’ll swim around, slowing down (time distortion) being the only times kana can hit xim.- Every time the bar goes down a fourth, the attacks increase. - Kana has to go up every once in a while for breath; This’ll be during when you actually threw pokemon out. ---- - Sneasler will climb the cliffs fast; - Sneasler will jump down from climbing onto you like Lilgant. - Her attacks are very similar to Lilgant. - The battle field either is a place similar or is the Ancient Quarry. - She’ll jump down and dash onto/through Kana with a poison jab or drain punch - Then distortions (teleports) onto the high walls - Rinse and repeat - Like lilligant her attacks become way faster to dodge as you get her health down. - She trails poison (poison jab) around the battle field, like Avalugg or Palkia/Dialga’s ice spike and/or draco meteor. - There’s a descending dark sort of move she does by half-¾ s way. - After descending dark is a good moment to hit her with balms (I guess she distorts more since she's closer to the rift?) ----- Braviary is like Avalugg in terms of hitting it - It’ll stay high in the air - and shoot out attacks (Esper Wing, psychic, air slash) - Esper wing is the projective icicles of avalugg - It uses psychic as the shock waves, and is in the category of Avalugg's beam (except it’s the circle going inwards) - Air slash is the icicles stalagmites - After each round he tires enough to get into hitting range.- Rinse and repeat. Right well I'm brain dead this is copy pasted from my brain
so i'll just edit this later I lie to myself
#Katakana AU#nobles#noble#pokemon legends arceus#noble pokemon#wydeer#ursaluna#basculegion#sneasler#braviary
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How is the fauna on the planet? I guess they're going to be mostly amphibious or fish, but are there any notable land mammals or avian creatures?
Oh oh oh and do you have any aquatic plants? I mean, of course you do, but are there any notable ones?
You got some interesting sea weed or water lettuce?
Thanks for the question! Since most of the planet is marshy, aside from the cities, there isn’t a lot of mammalian life. In general, you’re not going to find any kind of furry creatures aside from maybe pets; nothing that gets bogged down with wet fur is going to survive in the Petrichor-7 wild. Most of the wildlife is amphibious, but the larger bodies of water can contain a wide variety of fish. There are a lot of varieties of frogs, some of which are large enough to pose a bit of a threat.
Most of the wildlife won’t bother you, but there are some things to look out for when travelling between cities. The main roads have scares to keep them away but you’ll find wetland drifters (like the ones from BL2) further away from the three main roads, and some large frogs such as Collahoppers may try to attack people off the main roads. In ones or twos they rarely cause issue, but larger groups can pose more of a problem.
Collahoppers don’t deal much damage, but make a high pitched noise to alert others when provoked, so it’s easy to get swarmed if you aren’t careful. Their spit may also slow you down. these are just one of the more dangerous species in the marshlands, and we suggest you stick to the roads.
As for flora, most plants lay close to the ground as the soggy soil doesn’t provide a lot of support for taller plants. The only tall plants you’ll find are mostly water reeds, which can grow far taller than most of the plants. Some larger species can even reach up to the height of the floating highways. The majority of plants are mosses and dense bushes, but some leafy ferns can be found in areas where the water is shallower.
Some smaller settlements grow a variety of bog mushrooms with... interesting effects. These are hard to come by in larger places. Around that sort of area, some other less interesting mushrooms are farmed alongside more regular crops. Crops that can grow in waterlogged soil are preferred as it means well work need to be put in to drain the soil before it can be used.
#excuse the way i butchered editing in the frog#worldbuilding#world building#petrichor-7#petrichor 7 borderlands#borderlands 3#borderlands fan planet#fauna#flora#i wish i could actually draw animals instead of having to badly shop them in lmao#then i could actually give yall some proper enemy visuals rip
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The Lore of Kaldheim: The Skelle
Skelle Mire

“The Aldergard contains vast tracts of marshland. Some of these are seasonal, flooding when the summer sun melts the snow and thaws the frozen ground, but others are permanent, turning to ice and slush in the colder seasons. The largest of these permanent swamps is the Skelle Mire, a dark place near the center of the Aldergard.
The Skelle Mire gives its name to the clan of brutal raiders that lives in and around the marshland. The Skelle have built a network of magical pathways across the mire that are visible only to themselves. Outsiders quickly lose their way in the marsh or get mired in mud, making them easy prey for the prowling Skelle raiders.
Skulder's Mound is the central base of operations for the Skelle clan. The Skelle have built a crude longhall on top of the skull of a huge, long-dead beast that is half-sunken into the swamp and covered in mossy growth. Ominous glowing runes are scratched into almost every inch of the forbidding structure, evidence of the Skelle's strange, deadly magic.
Skelle

Once a band of violent outcasts, the Skelle clan decided long ago that it was easier to take resources from other clans by force than it was to scratch out a meager living in the swamp.
Vicious and supernaturally quick, they can carry out raids miles away from their home base in the Skelle Mire then disappear without a trace even in the open grasslands. They are by far the most feared clan in Bretagard, to the point where many believe that even speaking their name can bring doom to one's village.
Tactics of Conquest
The Skelle rely not just on berserker ferocity but also on sinister magic to conquer villages and exact tribute from them. They make regular rounds to their conquests, demanding tribute of food, valuable goods, and money in exchange for the "privilege" of being allowed to live. Any village that refuses to pay tribute is immediately and utterly destroyed.
When the Skelle conquer a village, they leave most of the population alive, but they stake their claim on the village and exert control over the survivors by erecting scorn poles: fire-blackened, rune-etched pillars that magically sap both the physical strength and the will to resist from the villagers. Tearing down a scorn pole is tantamount to rebellion, and the Skelle do not allow rebellious villages to survive.
Particularly headstrong villagers with the potential to foment rebellion are branded with death marks created by the Skelle's unique and brutal runic magic. A death mark slowly drains the life force of its bearer and siphons that strength to the raider who created the mark.
Varragoth

The Skelle clan became the terrible force it is today under the tutelage of Varragoth, a demon who escaped from Immersturm. The demon has long since been banished back to Immersturm, but the Skelle still revere him, follow his violent ways, practice his deadly magic, and even costume themselves in his likeness. They believe the demon will return one day and lead them in finishing the work that he began, wiping out or subjugating the other clans entirely, so only the Skelle remain.
Varragoth escaped Immersturm through incredible pain and effort. Once in Bretagard, he quickly established himself as the leader of the Skelle raiders, who were all too happy to ally themselves with a demon. He led them to Beskir Hall, slaughtering anyone they found along the way. The few Beskir who escaped begged the gods to intervene before the Skelle wiped out their clan entirely. The gods, seeing the violence wrought by this intruder from another realm, stepped in and battled Varragoth for an entire month across the realms before, finally, they wrestled him back to Immersturm and restored the wards meant to keep demons bound there. On Bretagard, the winter season is still known as Bloodsky in memory of the massacre—and as a reminder of the ruin wrought by those who abandon the Code of the Clans.
— The Bloodsky Massacre Saga
#mtg#vorthos#magic the gathering#magic story#magic art#fantasy art#fantasy#flavor#lore#magic lore#kaldheim#mtgkaldheim#mtgkhm
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AFR Precon Commanders
Look I literally did this last week, but also, I haven’t really thought about Magic since then, so I don’t have any particular ideas about what to write other than just another long list of cards. I had an idea for an Ebondeath dech tech, but I’m going to put that on the backburner for a day where I have a bit more time.
Besides, there’s a reason Set Reviews and the like are so popular among players. They’re fun to make, and they’re fun to read/listen/watch. And for whatever reason, WoTC has opted to give us effectively two full Commander sets this year, with AFC having just as many precons and almost as many new Commanders as the 2016 precon offering. So there’s a lot going on, and a lot to talk about.
With only 12 new cards to talk about this time, and them being actually designed for the format, I’ll try to spend a bit longer on each one. And the first one is….
Catti-brie of Mithral Hall
There’s a lot going on here for two mana. Catti-brie is Selesnya’s second Equipment Commander, with her compatriot Nazahn being a bunch more impact, but also triple the mana cost. This is besides the part where Nazahn is not that good outside of finding his absolutely bonkers hammer.
I think Catti-brie has a lot of potential. With the right build, she can get very large very quickly, and considering she costs two whole mana, that’s fairly impressive. With no ramp and just Grafted Wargear, she’s swinging for 6 commander damage turn 3, and only getting bigger from there- literally a 3-swing clock with the extra counters.
I literally cannot envision you ever using that last ability unless someone snipes her mid-combat. But you probably don’t need it? I like her either way. Bit awkward she releases the same day as fellow two mana Selesnya Commander that gets bigger for (deckbuild mechanic), Trelassara.
Galea, Kindler of Hope
…eh?
Okay, so it Future Sights, but only for Auras/Equips, and it gets the Sigarda’s Aid ability for Equipment, which is kind of gross- you get the card and mana advantage at the same time there. As someone with a Gruul topdeck deck, I know that Green doesn’t really offer much to that pie, but I know Blue absolutely does- not gonna be super hard to manipulate and chuck the swords you want on top of the deck.
But like…eh? This commander doesn’t excite me. They’re obviously powerful, but I just don’t care that much. There’s nothing they do that other things don’t, you know? Bant already has topdeck in Amareth, Auras in the three commanders from the Bant Enchantress deck, and arguably Voltron in Rafiq. I guess this is Bant equipment, but…Rafiq………..
Karazikar, Eye Tyrant
Goad is such a fun mechanic, and I’m so happy to see it every time. Not only does this basically Edric in Rakdos, it also helps you force the issue? Yeah okay, that’s a solid commander. 5 mana is awkward, especially since they can’t really swing in safely themselves that often. With that in mind, the tap ability is deceptively strong, especially combined with, say, Menace.
There are currently 372 Kardur, Doomscourge decks, which is way, WAY more than I expected. I’d imagine a lot of those are switching to Karazikar, considering it’s basically the same but better. Not that I ever really care for “just better” cards, but not everyone sees things the same way I do.
Klauth, Unrivaled Ancient
What if we made Savage Ventmaw a legend? Okay, cool, but also we fixed it so you can’t go infinite. Wait no stop don’t put Ventmaw in the deck anyway noooooo-
Whoever decided this should have Haste deserves a raise, as the card would be nigh-unusable without it. As it is, this is going to basically let you doublespell constantly, especially if that first one has Haste. Ramp, Beaters, and X-Spells are going to abound. It’s hardly the most unique Gruul commander- Radha 2 exists, after all- but it’s still a solid one.
Lorcan, Warlock Collector
I think I’ve played D&D with this guy before.
Lorcan is basically Grave Betrayal in the zone. Upside: Grave Betrayal is a bonkers card, and this doesn’t have the end step clause. Downside: 7 mana in the zone is huge, and the life cost will add up very quickly. Upside: Unironically the exile clause is good, since it means you get to effectively grave-hate with this guy. Downside: some good cards, like Marshland Bloodcaster, are Warlocks, and you don’t want to be exiling your own things.
Lorcan is probably a very fun commander, because Grave Betrayal is fun and cool. It’s probably not actually a very good one. I like it in the 99, though? Might pick one up for Gonti.
Minn, Wily Illusionist
Okay I don’t care if this card is good it’s so fucking cool. Finally, Illusion Tribal! Get out your Krovikan Mists and Lords of the Unreal! Blue has no trouble drawing extra cards, even on your opponent’s turns, so she’s going to be pumping out a bunch of these tokens.
Oh, also that second ability is bonkers. It doesn’t say nonland, you can ramp with this! Very solid for a more permanent-based Blue deck. There are also just a bunch of random Illusions that this greatly benefits- Murmuring Mystic and Mordenkainen and Meloku all make tokens, and Draining Whelk and Fathom Seer have the type. Not a huge number of sacrifice outlets, but Drowned Rusalka is probably the best it has ever been here. Very interesting card.
Nihiloor
Mx steal-yo-girl here is certainly a unique effect, but not the most interesting one. The second effect benefits Theft tribal, but not, like, well? Though I suppose ganking creatures is a strong enough effect already.
And yet, on this one it’s really awkward? Esper isn’t known for bigboy creatures, but that’s something this deck wants, apparently. It has a lot of potential, but also, there’s a huge amount of setup and a huge potential to get blown out, since blowing them up gives all opponents their guys back immediately. I like what they were trying to do here, but it’s a tad naff.
Prosper, Tome-Bound
Ah yes, the one everyone’s hyped about. And for fair reason, this card is cool as fuck. It’s a unique effect in the colour, and it’s both card advantage and ramp in one card, and it’s in Rakdos of all combinations? Also, it’s a Tiefling, so surely people are horny for him. There’s a good reason this is the most popular commander from the set, including the main set cards.
This is not the only cast-from-exile matters commander in existence- Laelia came out this year too, but she’s weaker and also not black. The extra colour adds a bunch more to this- theft effects mostly, but also more Cascade cards like Bituminous Blast, things like Dream Devourer, and fucking Valki babyyyy. Add in the black Artifact synergy and you’ve got a both flexible and powerful general.
Sefris of the Hidden Ways
This is probably the only commander that’s going to see any play with the Venture mechanic, so get it while it’s hot. “From anywhere” is a huge line of text, and I suspect Syr Konrad is going to find his way into a lot of Sefris decks.
I’m sure there’s a combo this can do or something, but at the end of the day: Do you like the dungeon mechanic? If so, you’ll probably like this card. If not, you probably won’t. Also, since they are surely not going to make more Dungeon cards any time soon, and maybe never again, this deck is going to look very the same for a very long time.
Stormvald, Frost Giant Jarl
Sheesh, Bant kinda lost out on this one. Storvald is so incredibly eh.
Ward 3 is, like, juuust on the edge of not really doing that much, where it makes removal cost 4-5, so it’s awkward, but you’re still going to do it if the target is threatening enough. What I’m saying is that it isn’t actually an especially good protective ability on your 7-drop, even if you are in Green.
Making creatures big is decent enough- I’m of the opinion that Gigantomancer is an underrated card, and this gives more colours for things to embiggen. Making things small is slightly less relevant, especially since your 7/7 commander and beater are likely to be crunching through most things anyway. The card is fine, but unexciting.
I like Bant well enough as a colour combination, but like, none of the commanders are my jam. Maybe one day.
Vrondiss, Rage of Ancients
Iiinteresting. Look, let’s not beat around the bush, dice-rolling isn’t really a thing unless you’re silver bordered- yeah you could get a few of the better things in there, but you’re probably better off just playing ping effects. Pyrohemia this fucker up.
Enrage was a funky mechanic that didn’t actually get a commander, aside from just the Dino tribal ones. But now we have a proper one, and they’re a Dragon to boot. Also, this is probably the easiest its ever been to generate a bunch of Dragon tokens, so getting triggers from them is real easy, even if they are one-shot-pops. Keep in mind that doesn’t say Combat Damage, so Scourge of Valkas and Dragon Tempest are kind of a nonbo.
Gruul obviously already has Dragon Tribal options, but this is still a good thing to have around.
Wulfgar of Icewind Dale
WoTC apparently decided to throw everyone a curveball on this one. Because from my recollection, everyone on r/custommagic assumed we’d get this effect at some point, now that technology like Panharmonicon exists, but they and I assumed it would be, you know, Boros. The colour combo that probably needs it more. Gruul, really? Come on Gavin, you’re a great dude but what the fuck is this.
Sigh. That’s not especially fair.
This combos with like half a dozen things to make mana and probably triple that to make damage. And there’s surely ways to draw cards, and blow things up, et cetera, et cetera. I’m just salty. This isn’t the note I wanted to go out on!
Fuck it, at least you can still double a Drakuseth trigger. But my Aurelia……..
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Ys V: Lost Kefin, Kingdom of Sand review
The SNES was a console with many great RPGs. From popular classics like Final Fantasy VI, Chrono Trigger, Secret of Mana, and Earthbound, to hidden gems like Live A Live, Terranigma, Secret of Evermore, and Shadowrun, it’s a library with a lot of enjoyment to offer. Of course, not every RPG on the system fared so well, with quite a few mediocre and forgettable games scattered about, and unfortunately, Ys V, Falcom’s second attempt at revamping their classic series, after Ys IV backtracked to using the original bump combat system, is among these. Even today, about the only notable thing about Ys V to a modern fan is the current lack of any remake, unlike IV, or the similarly flawed Ys III, which was enough to rouse my curiosity and drive me to give it a fair playthrough. While I did have some fun with it, there’s certainly a reason there were no new Ys games for nearly a decade afterwards, and the specifics on why that is is what we’ll be looking at today. Note that while Ys V was never released outside of Japan, it does have an English translation patch, courtesy of Aeon Genesis, in what was apparently one of their most difficult hacking jobs ever.
Story: About 4 years after the events of Ys I & II, Adol Christin, or, as he’s come to be known, Adol the Red, arrives at the port town of Xandria on the continent of Afroca (yes, literally just fantasy Alexandria and Africa), rather suspiciously without his constant companion Dogi, and on an intact ship, at that. The normally aimless Adol has been lured to Xandria by rumors of a mysterious Phantom City, said to contain amazing riches. After being contacted by a wealthy merchant named Dorman, however, Adol is given the truth: the so called Phantom City is actually the lost city of Kefin, a prosperous nation that wielded tremendous power five hundred years ago through the power of alchemy. Recently, the Kefin desert has been expanding, consuming many towns within the area, and monsters have become numerous and aggressive, leaving Xandria at threat of becoming a barren waste. Wishing to gain access to the secrets of Kefin’s alchemy in order to halt this desertification, Dorman hires Adol to find six elemental crystals that are said to have the power to unlock the way to Kefin. Unfortunately for Adol, he really has his work cut out for him this time; many of Afroca’s citizens are fearful of him, due to ancient legends telling of a red haired man that will bring great havoc upon his arrival, and he’s harassed by a band of thieves called the Ibur Gang, who are out to take all the crystals for themselves. Though Adol makes several allies as well, such as Niena, the adopted daughter of the great adventurer Stein, who disappeared three years ago looking for the crystals himself, Massea, a woman who possesses knowledge of alchemy matched by few others, and Stoker, the spirit of a man who lived five hundred years ago, he also comes to find that several other forces are conspiring to use Kefin’s alchemy for their own destructive purposes, and that his client may be less trustworthy than he initially seems.
While most of the classic Ys games had quite cliche stories, if understandably considering their age, Ys V is actually a fair bit more original, with some pretty decent moments toward the end of the game. Unfortunately, before that point, most of the story just consists of just wandering around finding all the crystals, with the random interferences Adol encounters being the only things spicing it up, such as being forced to undergo a series of trials, or being blown off a raft by a sandstorm and washing up in a different town, keeping the tradition of boating accidents in Ys alive and well. Despite the amount of important supporting characters around, most of them barely even show up for most of the story, which makes for a pretty underdeveloped and forgettable cast, with only Terra of the Ibur Gang sticking out thanks to reappearing in Ys VI. It also just feels very disconnected from the rest of the series, with Dogi completely missing, and a lot of plot elements that feel out of place for Ys. According to the book Ys Complete Works, a lot of plot elements had to be left out of V, which certainly explains why it feels so underbaked, and leaves a lot of potential for improvement if a remake ever materializes, but until then, while a neat step forward for the writing of the series, Ys V’s story ultimately just doesn’t fare very well overall.
Gameplay: Here’s where things really start falling apart. The bump combat system is gone once and for all now, with Ys V using a dedicated attack button like Ys III, a system that remains in place even today. Unlike Ys III, however, the general gameplay is still much more similar to the other titles, overhead perspective and all, with the change in combat instead feeling a lot more like the 2D Zelda titles. Along with swing his sword, Adol can also now use his shield to actively block attacks. There’s also a jump button, though there’s not much platforming to be done. In theory, this isn’t a bad change at all, but in practice, combat is extremely stiff and awkward feeling. Unlike in Zelda, where Link always swings with a nice, wide arc, Adol is stuck jabbing things for most of the game instead. Each sword has a different range, with exactly one that actually has a proper swing, and the ones you’ll use the most, the second and last swords, only being capable of stabs. Annoying as this is, it wouldn’t quite be a deal breaker, if it wasn’t for how frustratingly precise you need to be when attacking. If you’re even slightly off center, you’ll just whiff. Meanwhile, attacks from enemies are given far more leniency, and even using the shield, you need that same level of precision in order to block anything. Needless to say, this gets very frustrating.
Aside from just attacking physically, magic, or to be more accurate, alchemy, is also available, with spells being made by collecting elemental stones and having an alchemist combine three at a time, with six different elements and eighteen possible spells, which can then be attached to Adol’s weapon and slowly charged up until the magic meter reaches 100, at which point attacking will cast the spell and drain MP and spell charge. While a neat idea in concept, in practice, almost everything you can make is downright awful. Not only are many spells nearly identical to each other, but most of them are just really, really bad, with absurdly long casting animations, during which enemies are free to continue moving around and out of the spell’s range, wasting both your time and MP. About the only useful spells are the ones that hit everything on screen, which take an absurd amount of MP, and the basic fireball, which has no casting animation, and is mandatory to get anyway. Several enemies will also just absorb magic entirely and gain HP, so using it can often be an outright detriment. Even worse, the game basically forces you to use magic by separating EXP into two different types: physical EXP, obtained from defeating enemies with the sword, or from bosses, which boosts physical power and defense and magic EXP, which is gained from killing enemies with magic, and boosts magic power and defense, meaning if you ignore magic, any enemy using magic attacks will quickly wreck you. The stones needed to make the spells, along with a few other items like coins to be sold, are also mostly hidden across the different areas, and can only be found by rubbing up against every wall and object in sight, which is really annoying, and you really can’t afford to miss any of them if you want to make most of the available spells.
Bosses are pretty dumb too, with a lot of them just coming down to standing in one places and stabbing until they die, chugging heal potions until they die, and considering the most basic healing item heals 60% of Adol’s HP, it’s not hard to do, either. In general, the game is overly forgiving. While still pretty annoying, the level system means it is pretty easy to end up overleveled with physical and magic levels combined, and rather than just dropping a set amount of gold, enemies instead drop gems, which can be sold to merchants for varying amounts. While this wouldn’t make much of a difference on paper, the gems are worth so much, and certain merchants have high enough exchange rates, that you can make a lot of money pretty easily, and considering the third and second best weapons in the game are sold in the first two towns, it’s even easier to break the game wide open. Most areas are also really short, with several dungeons literally just consisting of three or four small rooms, so you’re rarely ever in serious danger traversing them, with most of their length just coming from forced backtracking. While an improvement from how grind heavy most of the early Ys games were, the easiness just makes the experience even less engaging, to the point Falcom had to make a second version of the game, titled Ys V Expert, due to complaints.
Graphics: The visuals of Ys V, to put it bluntly, barely even resemble the rest of the series, to the point it’s basically indistinguishable from any other SNES RPG. It doesn’t look outright bad, but whereas Ys usually uses a super deformed style with lots of colors, Ys V uses a more realistically proportioned style with really dark, dull colors, to the point that Adol’s usual distinctive bright red hair looks more brown than anything. Most areas are pretty forgettable, with pretty generic caves and ruins, but there are a few neat areas, like the rainy marshlands, which actually carry a pretty strong atmosphere, and the bosses look kinda cool, if a bit samey. You also get to customize Adol a bit, being able to change the color of his clothes and armor in the menu, along with his hair color, if you find a hidden NPC fairly late in the game, with the default option actually giving him his usual hair color. Overall, though, the visuals are still pretty unspectacular.
Music: In yet another change from series tradition, Ys V forgoes the usual rock style of the soundtrack, and instead takes a much more orchestral approach, again making it stand out even less from its competition, only retaining a few traditions like the item collection music and the Theme of Adol. In this case, however, I can’t complain that much about the change, because the resulting soundtrack, in usual Falcom fashion, is still fantastic. From the peaceful Foresta Village, to the melancholy Misty Lake, to the mysterious Oasis, to the dark Sand Castle, to the adventurous Wilderness, there are a lot of great tracks to be found, and it’s absolutely worth looking up the soundtrack even if the rest of the game would drive you away.
Conclusion: Overall, Ys V is not recommended. It’s not an outright bad game, and can still be decently fun. It’s short enough that it’s not much of an investment to play through, and it was still an important step that allowed Ys VI to fully modernize the gameplay of the series. As a whole though, it’s still a pretty underwhelming and clunky experience that’s almost completely divorced from the rest of the series. You’re not missing much by leaving it alone, and perhaps with the release of Ys IX, a remake of V could be next on the schedule. Either way, that’s about all I can even say about this game. Till next time. -Scout
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Crossing Silver | Geralt x Reader | Oneshot
Summary: You and Geralt--Two mutants trained to fight. You’re trained not to have emotions, or ignore them when they arise, to fight them if you have to. But, as it turns out, the two of you realize that the only thing worth fighting for might be each other. Well, that, and some other things.
Pairing: Geralt x witcher!Reader
Warning(s): Blood, violence, swearing, mentions of injury.
A/N: Yes, another oneshot. I know my WIP list is... well, extensive. But I couldn’t ignore this little idea. I hope you enjoy! Thanks for reading, yada yada–kofi here, masterlist here, taglist here. Enjoy!
“Hey, White Wolf,” you sneer, “That’s my monster.”
Geralt turns his head slowly, deliberately. A few of the other patrons at the tavern do the same. You don’t care. You are not concerned with the feelings, or lack thereof, of your long-time rival, and you certainly are not concerned with the opinions of the strangers crowding the generic Vizima tavern.
“Hm?”
You could just smack the smirk off of the famous witcher’s face, but you resist the urge and remain cold and impassive, “Just because your little bard friend has memorialized you as the hero of ages does not give you the right to every contract you get wind of.”
He laughs softly, cocking his head to the side as he studies you standing just behind the bench he sits on, “What then, is your claim on this monster?”
You cross your arms across your armored chest and glare at him, “I arrived three days ago, you whoreson.”
Truth be told, contracts have been harder and harder to come by, especially with the winter slowly gripping the Northern Realms. You are running desperately low on coin, and you’d prefer not to spend the winter rationing half-rotten grain or foraging through gods-forsaken forests. You need this monster - but you will not tell him that.
“Three days?” he chides, shaking his head, “If it’s been three days and you haven’t managed to track the beast down and return with its head, I’d be doing you a disservice if I let you keep floundering around in the mud.”
You flush slightly, having mostly forgotten the fact that your leathers are covered in dried mud, and you are sure some has smeared on your face.
Covered in mud and shit. Always in mud and shit, you think bitterly. What a life it is, the life of a witcheress. You’d spent the last three days picking through the swampy marshland just outside the city. Three days, wading through muddy water in your quest to track the kikimora that has, apparently, been picking off locals for several weeks now at an incredibly alarming rate.
Not wanting to risk another blow to your pride, you clench your fists and narrow your eyes at the man, “I wish you luck, O’ noble white knight.”
You watch with cold satisfaction as his jaw clenches. You know he hates being called that - hates being accused of being one. Geralt and his morals. Geralt, who is sung about in every tavern on the Continent because he just so happened to make the acquaintance of a prolific poetaster.
Geralt, who is every god damn thing those ballads claim he is. It is maddening.
Before he can respond, you turn on your heel and march up the old creaky stairs to your shitty little room - cheapest at the inn - and all but slam the door behind you.
You’ll get that kikimora, damn him.
He watches you go, unable to pull his eyes from your shrinking form as you disappear up the stairs. As usual, the sound of your voice - the sight of you - reminds him of all those years ago, back at Kaer Morhen.
Things had been so different then.
He sighs, turning back to the table with some effort, and drains the rest of his ale. Seeing you enrages him, because it always reminds him of what could have been - what had been - had he not messed it up.
But he knows that dwelling on it is pointless and causes only pain. You are witchers, after all. You’ve no emotions, no feelings, no memories that matter. Oh, no - that would get in the way of all the trekking through mud and slime, chasing down monsters three times your size and, if you’re lucky, slaying said monsters in return for meager coin and gazes full of contempt.
Mutants. Monsters.
She doesn’t belong with us witchers, he thinks as he stares down at his empty mug. She is like a star, millions of light years away. She burns so brightly, and no one will ever know.
After all, you’re only a witcher.
Morning comes too soon, but you force your heavy eyes open the moment dawn breaks. Every muscle in your body screams in protest as you haul yourself out of bed. You grab your clothes, which you hastily washed in the bathwater already blackened after you’d scrubbed yourself clean, and throw them on. You grimace in irritation upon finding that they are still slightly damp. You don’t know why you even bother.
Clean myself up just to go dive into that cesspool again, you think as you lace up your boot. Fantastic.
You steal out of your room like a thief in the night, never mind that the morning light bathes the hallway in a watery pale glow. You walk lightly, despite the fact that Geralt is a witcher same as you, and he will no doubt hear the soft footfalls if he is listening for them. Nevertheless, you hope you’ve woken up first. You are hoping to get a head start on him. After all, you’ve known him from childhood - your oh so happy childhood - and so, you know what he is capable of. Far more, perhaps, than any other witcher. Unfortunately.
The only signs of life that greet you when you reach the bottom of the stairs are the hurried footsteps of a barmaid and two cooks - the one busy tidying up the cramped dining room and the other two busy preparing breakfast for the inn’s guests and any wanderers who might happen in looking for a morning meal. You try to ignore the delicious scent of frying eggs and bacon as you make your way to the door. You haven’t the extra coin - or the extra time - to waste.
The streets show more activity than the old tavern, however. There are merchants busy setting up stalls, a few people bustling toward some unknown destination or other, and several of Vizima’s homeless population. You feel that you share a connection only with the latter. They are quite human, but treated like mutants just as you are. If you weren’t a mutant incapable of feeling, it would probably sadden you. But, you are a witcheress, so you keep you head held high and hurry to the gates, the sun glinting off the silver sword slung over your back and glaring bright light in your wake.
“Fuck,” Geralt hisses, pulling his foot out of a particularly deep vat of mud with a loud squelch. No wonder the witcheress was having such difficulty hunting the kikkimora here; it’d be able to hear her - or anyone else - from a mile away. Perhaps the books were all wrong, and the chitinous beasts are an intelligent race after all - what an unusually brilliant place to hide and pick off travelers by the dozens.
“Having trouble, eh?”
He turns quickly, startled by the familiar voice. He was not expecting you so early. He’d woken before the sun even tinted the sky milky blue and orange, as it had only just begun to do. Though, he supposed, he should not be surprised. After all, this was your monster.
In the night, a ridiculous notion had come upon him that perhaps he should listen and leave the beast for you. Things were difficult as of late for witchers. With Nilfgaard on the offensive, it seemed that humans did quite a good job killing one another - such a good job that witchers were mostly an afterthought, called in to hunt necrophages in the battlefields turned mass graves dotted across the continent. He’d quickly let that notion go, however. There was nothing in the code that forbade him from hunting down a wanted beast just because someone else had happened to arrive in town first.
“Fuck off,” Geralt grunts, wiping his boot on the first solid patch of grass he can find. “I’m not leaving.”
“You want to cross silvers, then?” You smirk at the silver-haired witcher, ignoring the hair that had fallen, sweaty, over your face. You slowly back up into fighting stance, silver sword braced in your hand as casually as if it were one of the practice swords you used to spar with back at Kaer Morhen.
Geralt looks at you dispassionately, his own sword still in his hand, but held down and away from his body at an angle. This, somehow, only serves to boil your blood even more.
“Come on and fight, dammit!” The sound of your own voice startles you; it is raw with years of pent-up anger and sadness. All of the words you had not spoken and could not speak rushed out in that one utterance.
Chaos and Order - two things witchers did not embroil themselves in. And yet, in this moment, you are pure Chaos.
“Y/N, I’m not going to fight you,” Geralt says with a shake of his head. “I came here to kill a monster.” Of course, you know what he’s thinking - that you are foolish; that witchers do not kill witchers, and probably something involving his famous moral compass.
“C’mon, famous White Wolf,” you taunt, “Just a sparring match.” You twirl in a half pirouette, like Visimir had taught you both, and grin malevolently. “Whoever disarms the other gets the contract; and the other hops on Roach and leaves town.”
Just like back when you were young, it appears that Geralt is unable to back down from a challenge. He smiles his own malevolent smile and readies his sword, “Fine. But you’re not taking my horse.”
“Wasn’t planning on it,” you sweep your sword in an arch, causing him to jump back with feline grace, “You’ll be needing her to carry you on out of here.”
Geralt just smirks, letting out a small huff of a laugh, and pivots around, bringing his sword down in a wide arch, which you easily block, locking you both, panting and sweaty, against one another. For a moment, your eyes lock with his. Liquid gold eyes that used to mean the world to you - and somehow still do. You feel trapped in that gaze, like a bug in amber.
Refusing to let yourself be helpless, you quickly duck and spin, using Geralt’s own force against you to give you speed and momentum as you roll away from him. He may be bigger than you are, and stronger, but you are more agile - faster. Apparently he must’ve forgotten that, because he is momentarily thrown off balance, tipping forward thanks to your sudden move.
You smirk and swing forward in attempt to knock the silver blade from his hand, but he has already recovered, and your blade swipes at air. Frustrated, but not deterred, you let the momentum carry you into a full pirouette, rather than letting it throw you off-balance.
After all that dancing, the two of you land in roughly the same place you had begun, poised and ready to strike out at each other again - and utterly distracted from the sound of sloshing water a few paces away.
The elusive kikkimora emerges all at once from the murky depths of the water, reaching out with too many limbs to count and quite comically - were it not for the threat of imminent death - plucks the two of you, one in each large pincer, from the ground.
The two of you snap to your senses instinctively and immediately, your fight for the moment forgotten. You can feel through your studded leather jerkin where the sharp claws have sunk into your skin. Fantastic.
“Y/N!” Geralt shouts as he throws all of his body weight in your direction, holding his sword at an awkward angle, pommel facing you. He doesn’t have to speak any words to convey his meaning. By the time his weight has forces the beast’s limb towards you, you have already angled yourself to expertly tangle the blade of your sword with his, effectively trapping the beasts hideous little arms together if it wants to keep hold of both of you.
“Not bad,” you grunt, using all of your strength to keep your sword locked with his despite the monster’s furious effort to pull the two of you apart.
“Hmm,” the Witcher grins for a moment, infuriatingly proud of himself. “Wrap your legs around my waist.”
While you’d like to strike back with some caustic remark, you understand his plan already, and do as he says. Once you have firmly hooked your legs together, you quickly slide your blade up, finally unhooking them, and duck your head against his shoulder just as he thrusts his blade forward.
The silver glints in the sun as it blurs just to the side of your body, hitting the monster with a loud crack and sending the creature’s black-red blood spraying over your back and shoulder, splatters marring Geralt’s face.
The trick works excellently, and you feel it release you, that horrible little appendage flailing in the air, spraying more of the sticky-sweet blood all over. Of course, the trick also succeeds in pissing off the foul monster off even more. You wince as you hear the sound of tearing fabric and skin and see Geralt grimace.
All of a sudden, you are hit with the very sudden realization that you very much do not want him to die. The creature’s pincer is dangerously close to Geralt’s neck, and you worry it could easily squeeze once more and shred his carotid artery.
Your eyes flick quickly to the monster’s head, including its horribly sharp teeth, and you know what you’ve got to do. You see Geralt register the thought running though your head, but by the time he yells, “No!” you are already flying through the air, somewhat haphazardly, sword in both hands.
If we make this out of here alive, I’m killing him, you think as you let gravity carry you downwards. Time seems to slow, just as it always seems to in moments like this, and you point your sword downward, straight into the hard shell of the kikimora’s head.
The thing wails pitifully as the sword passes through with a sickening crunch. You curl in on yourself, both to absorb the fall and in attempt to protect yourself from the onslaught of the creature’s other limbs as it violently attempts to remove you from its back. The creature’s flailing only lasts a few moments as it dies, but one of the sharp talons manages to cut across the side of your face, tearing the skin near your ear. You feel the sharp sting of pain and feel the hair and the side of your face wet with blood, making you hiss in a breath and grip the pommel of your sword even tighter.
You don’t look up until the kikimora flops, dead, into the water, at which point you ignore the pain in your back and on the side of your head and kick off from its back violently, pulling your sword up with you.
“Geralt?” you call desperately, scanning the water.
Thankfully, you aren’t left to panic for long, as the white haired witcher suddenly emerges from under the water, “Y/N!”
Instead of heading for the water’s edge, as you expected, he heads straight for you, treading murky water behind him.
“Geralt, I’m--” your protest is cut off when he wraps a strong arm around your waist and his lips, warm and familiar even after all of these years, crash against yours.
“Damn it, Y/N,” he breathes when he finally pulls away, “You could’ve died! What if you missed? It could’ve bitten off your damn head, it could’ve--”
Now its your turn to cut him off, “Shut up, Witcher!” you laugh. “And get us out of this water, it’s disgusting.”
He looks at you warily, clearly wanting to continue his rant, but he relents and pulls you close, kicking off the murky bottom of the water and propelling the two of you towards the shore.
It only takes a few moments, and you find yourself missing the weight of his arm around you when he releases you. Silence follows as the two of you wring the water out of your hair and discard as much of your filthy clothing as possible until you glance from the Witcher to the monster and then back again.
“Don’t think this means I’m sharing the coin with you,” you say, but all of the venom is gone from your voice.
“I wouldn’t dream of it.”
Taglist: @fairytale07 @geeksareunique @jesseswartzwelder @haru-ririchiyo @unnamedmaincharacter @lazilyscentedwerewolf @valkyriepuff @comicbeginning @alwayshave-faith @hp-hogwartsexpress @curlyhairedandconfused @superconfusedandreadytorumble @keithseabrook27 @p3nny4urth0ught5 @sinnamon-bunn @sallyp-53 @superconfusedandreadytorumble
#the witcher#geralt x y/n#geralt x reader#witcher reader#geralt of rivia#the witcher fanfiction#fanfiction#reader insert#geralt reader instert
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These three short demos, none of which come in any longer than 15 minutes, represent the start of a very promising project which address the period of history in which Vikings occupied England. These tracks share a similar language, which seems to clearly represent the more jaunty "medieval ambient" sound of Fief that has been so widely imitated in the last several years - but with some unique touches that make the music stand out.
The 4 short tracks of the first demo are distinguished with the syncopation of their melodies. While harmonically very traditional, the music moves along with lots of simmering energy due to the way melodic lines weave around the beat. The standout here is "The Fall of Bloodaxe", which demonstrates a great fusion of the energy of this lighter, more video-game inspired sound with the more traditional 'distant battlefield' atmospheres of old school DS, with some percussion sneaking in to clarify the imagery as this track progresses. A quality first effort, although barely 8 minutes - luckily Land Spirit had more up its sleeve.
The second demo, "Wisps over the Hidden Stream", seems to have started recording the day the first demo was released - sometimes this is a troubling sign. But a quick listen to opener "Starlight through Winter Trees" dispels that notion. This track makes a lot with a very minimal idea, with an arpeggiated chord progression that feels like it could be inspired by some 80s goth rock tune. This track introduces sparing elements - building strings, another kind of dulcimer sound offering a two note counter melody, and something to fill out the bass. This track works extremely well, and here is where I start to get mildly frustrated that some of these tracks are so short, given the strength of the ideas at their core. The following track "Wandering Marshlands" is built on a lengthy synth loop with four distinct phrases, with subtle variations as it goes through to keep the loop from fatiguing the listener. Here, the middle section is driven by a simpler rhythm, although even this is given some syncopated bounce with the use of some subtle delay, the kind of thing which really drives the music along.
With the middle two tracks, "Rounding the Headland to Ilkolmkill" and "The Fallen Drengr", we start to hear some lengthier work - both tracks are approaching the 4 minute mark, and demonstrate this composer's ability to develop ideas and spread them out more gradually over a longer length - in particular the way a melodic idea is passed to another instrument on "Ilkolmkill", or just the more gradual build of atmosphere with "Drengr". To my ear, this proves the success of this project is not just freak inspiration captured to tape, but that combination of inspiration and self reflection that helps to push DS to the next level. Overall the more contemplative sound of this release demonstrates a nice contrast from the more jaunty beginnings demonstrated by the first release.
Finally, we have "Through the Eternal Woodland", released about a month following the previous demo. This one can certainly be credited for not immediately retreading the ground of the previous two demos. To my ears, it focuses much more on mysticism than on earthly deeds, due to the more prevalent synths, which seem to be either sequenced or arpeggiated. While there is still a lot of strong melody and atmosphere, I'm not left with as profound an impression of this release as with either of the previous two. Take "The Hag's Potion", in which the melodic elements demonstrate a lot of the same strong syncopation, but with an excitability that feels somewhat more chaotic. I have the same critique of "The Apothecarist". I want to emphasize that I appreciate the artist for trying something new, sonically and compositionally, and each of the tracks have strong elements to them. But the melodies here don't grab me in at all the same way - they feel a bit more random, a bit less intentional, and the way each element interacts with the other is less ecstatic.
I am indeed eager to see what a full length or longer EP from this artist would look like. We see across these three tracks a demonstration of some great talent in composition, arranging, and atmosphere - but the latter of these three demos feels at times like someone is trying to force a charge out of a drained battery. The good here, though, is really good, and that should be reason enough to keep an eye on Land Spirit in the future.
#Land Spirit#Dungeon Synth#Demo#Through the Eternal Woodland#Wisps over the Hidden Stream#Viking England#medieval ambient#Bandcamp
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Letters from Buxcord #7 - A Patch Job
Three sessions in the making, Ash and company go to fix something I broke the last time around.
Samantha,
It’s rather annoying to suffer wounds that I can’t just sleep off, but that fey spider’s acid spit did such a number on me that I’ve had to spend a week in the hospital and deal with skin grafts. At least it’s not anywhere as bad as the last time I was obliged to go the hospital. I don’t have to avoid using magic, for one thing.
While I was convalescing, Sheriff Greyson showed up to get an official statement for the spiders-man incident. I gave him all the key details, naturally, even admitting to accidentally causing a small forest fire. The Sheriff found the tale a bit beyond belief, but dutifully recorded what I said and then went off to ask Lea about the case. Presumably after that he tracked down Penn, because the news report that eventually came out referenced three eyewitnesses, and declared all of us so traumatized by the events that our memories were addled. Also, the police decided that spiders-man was the work of the same guy behind the so-called Razorback copycat killing (aka that time we fought a pig-masked ghost in the slaughterhouse).
I’ve wondered why Sheriff Ragland wasn’t the one to collect our statements, since he’d been the officer in charge at Bizier’s house and has demonstrated a more open mind about the reality of the world. Considering the official report, however, I suspect that Ragland’s own sanity has come into question.
I have half a mind to put on a bit of a show in front of the police station if the authorities are going to continue to be pig-headed about magic and mythics. Skvetch, seems like half the people in this town who are in the know are devoted to keeping up a masquerade of non-magic. More trouble than its worth, if you ask me.
Lea was discharged several days ahead of me, on account of not needing to replace any skin. On her way out, she paid me a visit to have a chat about her recent realization that she’s (probably) a Faerie and has magic. She said that she suspected herself of indirectly causing Bizier to be targeted and converted by the spider. Back during the Razorback incident, Bizier had been the deputy Lea had tried to heal but accidentally drained. Later on, she’d visited him in the hospital and managed to reverse what she’d done. Lea feared that that had marked Bizier somehow, luring the fey spider to him.
I know all about carrying guilt for actions performed in… less than enlightened states of being, and I know the sorts of things to say to someone carrying that weight (search me if I can remember who learned it from, though). Point is, even if Lea had marked Bizier somehow, she’d done it unconsciously, as she only recently became consciously aware of her mythical nature. I told her so, and she seemed to accept it. She then asked if I could help her get a grasp on her magic. I said I would try, but admitted that I’m not an expert in how Faerie magic works, and I’m unsure if teaching her Weaves would be helpful.
Once I was freed from the hospital, I set to exploring Buxcord to find a Fey Way other than the one out in the bayou. I’d rather not have to hassle with Bayou Boating every time I have business with the Faerie King or need to drop off some wayward pixie. I managed to find a mushroom ring in the park, so mission success. Still haven’t made any progress on restoring my lost memories or finding Nollthep.
Scratch that last bit! Nollthop’s still at large, but Madam Weaver finally came through and found someone who was able to restore my memory of the M’Dales and Carmilla! I can picture them, recall their names. Skvetch, I mentioned them in passing in a previous letter and only now remember doing so.
Before I explain the details of this restoration, though, there’s something else big that happened before, a few days after I got out of the hospital.
As I was walking to the local diner for breakfast, I noticed that Buxcord seemed strangely quiet. Upon arrival, I saw everyone in the diner – customer and employee alike, slumped in a state of extreme lethargy. The only exception was Mr. Penn, who was glad to see someone else in a normal state. While Penn investigated someone’s food for unusual elements, I tried to coax words from some of the waiters. I couldn’t get much from them, but from a glance at the ambient magic around them I got the sense that the lethargy was stemming from a loss of energy down to the very soul.
I called Lea to check on her. She reported that she was feeling fine, but that she’d witnessed a bartender nearly pass out late last night after she felt a strange pulling sensation at her core. I hadn’t felt anything of the sort, so it’s likely the draining wasn’t able to penetrate the magical defenses on my apartment.
We agreed to split up and search Buxcord for anyone else who wasn’t lethargic or a possible source of the problem. Lea took the north side since she was already up that way and found Madam Weaver’s house. The odd old lady was unaffected, and she and Lea had a productive little introduction. Mr. Penn’s search took him along the outskirts of Buxcord and at some point came across Piper, who was not affected by the lethargy but rather unhelpful.
As for myself, I was searching through the south side when I came across a young woman in a hoodie. She was acting nervous, and my bold approach probably didn’t help matters. I quickly established that I was looking into what was going on, and after coaxing I got her to open up and offer her story. Her name is Simone and she comes from a magical family with close ties to Buxcord’s history, although she wasn’t entirely convinced about the validity of magic at the time. Still, she’d been spared from the soul-draining and had just finished following a vague hunch that had taken her into the marshlands around the bayou. There she had discovered an old cottonwood tree that would normally have been fully hidden from view, except there was a big hole in the barrier.
Yes, that same tree with the demonic aura I’d discovered while hunting the fey spider. In my haste to catch up to the spider, I’d forgotten to close up the hole I’d made and had later assumed that a barrier of that age and strength would have some kind of self-renewal function Woven in. Either that’s just not how things work in this universe, or the original casters of the barrier didn’t think to include such a function.
In any event, whoops.
Since Simone had prior knowledge of the sealed tree and a magical heritage, and thus was a potential source of very crucial help in fixing the problem I’d caused, I brought her with me when I went to meet up with Penn and Lea at the diner to compare notes. The only thing I learned from the other two is that Madam Weaver already knew the source of the problem and whose fault it was, because of course she did.
Our next order of business was to hike out to the bayou so I could get a good look at the breach and determine if I could just Weave up a patch. We arrived to find a shadowy figure hovering above the water near the tree. It looked familiar, although it took me a minute to realize why. I’d seen this thing only once, shortly after my first little adventure, after that massive ripple of magic rolled through town. The figure didn’t move, although it did engage Lea in a conversation that I could only hear her half of. According to Lea, when Penn asked her about it a bit later, the gist of the conversation was that the figure admitted to stepping out of the barrier for a “snack” but that it was still mostly bound to the tree. It didn’t offer a name or outright admit to being a demon, but it tried to cut a temptation deal to locate Lea’s human family if she helped it get out. The barrier I’d ignorantly punched a hole in is the middle of three seals on the creature, with the cottonwood tree as the core and another barrier around the whole town.
As to the hole, it didn’t take me long to determine that the barrier was every bit as thick and complex as you’d expect a seal for an ancient evil to be; not the sort of thing you can just throw a quick patch over and expect it to keep holding. That’s a lesson I don’t need to learn twice. So, I turned to Simone and asked if she has any old family records that might be of help. She said maybe and, after I put a simple barrier to prevent the demon from taking another “walk” in the meantime, she led us back into town to her house.
Once we were settled in Simone’s house, she undertook a little search and came back with an old leather-bound book embossed with a mystical brand. The book had some kind of spell on it to prevent strangers from reading its secrets, but my mental discipline proved enough to resist the effects enough to render the words legible, if slightly wavy. After skimming about halfway through the book, I found an account of a time when the middle barrier had needed repair, and a description of the ritual involved. It’s not particularly complex or demanding of material components; all we needed were enough mages to perform the steps, a warding amulet for the ritual’s leader, and “blood of the ancients.”
The first two things were easy to find. Penn has dabbled in magic enough to be confident in taking part, I’m me, and I was willing to take a chance on Lea’ fey abilities counting once we’d secured the assistance of a couple more mages as back-up. Simone was untrained but possesses the gift, and Lea was able to talk Rocky into helping as well. Simone also supplied us with the warding amulet: a sun-shaped necklace given to her by her grandmother and likely the reason the demon hadn’t been able to drain her.
The blood of the ancient was going to be the tricky part, as we had no idea what that term could be referring to. We decided to split up again and try two avenues of inquiry: Penn and I would check at Professor Thomas’s lab while Lea and Simone consulted with Madam Weaver. To put it simply, the girls wound up choosing the right path. The Madam said she could supply us with genuine ancient blood, whereas the lab would only be able to provide a synthetic substitute that wouldn’t last. The real stuff would produce a proper fix, but getting it would set in motion some other calamity that Madam Weaver wouldn’t elaborate on. The woman operates under some set of rules I haven’t sussed out yet.
Lea called me to discuss our options, and we decided that being sure of fixing the barrier for good was worth the price of some other trouble down the line.
So, with the materials in hand and personnel recruited, we went back to the cottonwood and got to work. As the most accomplished mage in the group, I took the warding amulet and led the ritual. It went smoothly, although the demon tried to distract us with temptations. It offered to find me a way home, but also called my motives into question. Although my memory of the core of the Order-naries hadn’t been restored yet, I still recalled enough to be rightly offended at the demon’s intimations that I had no reason to be helping Buxcord’s people.
Nobody bent to the demon’s words and we sealed it away without a hitch, and then went our separate ways. I escorted Simone home, mostly as an excuse to ask to borrow her book again at some point and study up on Buxcord’s magical past. Things are going to keep happening, and I’d prefer to be forewarned of anything old that may wake up.
Once I’d gotten Simone home, a letter materialized on the ground in front of me. It was from Madam Weaver, informing me that the friend she’d asked to help with my memory had finally arrived. I went straight to her house and met one of the tallest women I have ever seen. Her name, or at least the name she said I could call her, was Minosity (Pretty sure I spelled that wrong; sounded Hellenic.) Mnemosyne, after a mythical titan of memory. Fitting.
She was all business, but gentle. I am normally quite reluctant to let somebody I’d just met mess around in my mind, but I was desperate to get my memories back, so I let all my barriers down as she searched for whatever the block was. She did it with such ease, I’m almost envious, although she looked concerned about what she’d found. Apparently, Nollthep’s power comes from some sort of “Elder being.” As a bonus, she also put a protection spell on my mind, which I accepted with grace because my own natural defenses against mental influence are demonstrably insufficient in this world. Or, maybe, my resistance is just wearing out after multiple assaults from exotic sources? That’s not a pleasant thought...
So, it’s starting to feel like I’ve dropped right into the middle of a multi-sided conflict over a relatively small patch of territory. Between Faeries, sealed demons, at least one and possibly two old orders of protection, and whatever is behind Nollthep, there is a lot I’m going to need to learn about just to survive here.
Not too unlike the old days.
-Ash
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@reya-writes - prompt contest - prompt #1
You know you’ve lived long enough once the people who have been with you for centuries start to disappear.
Faecelle was the first to go. She turned into an oak three months after her 263rd birthday. She had told them two weeks beforehand, laying on the grass behind Bryrice's cottage in the Lowlake Forest, her hands under her head as a pillow and her eyes closed.
"I'm going to turn into a tree soon," she had said with a smile.
The others had blinked and looked at each other.
"How soon?" Quedira asked.
"Very soon. Within weeks."
"Why?" Bryrice had ventured to ask.
Faecelle was quiet for a moment, and the others just watched as a soft breeze played with her bangs. "I think I'm ready," she then said.
A cloud passed overhead, blocking the sun, and in the changed light, Faecelle seemed a lot older.
"Alright," Rye said, "I suppose that's fair."
Over the weeks that followed, they stayed together. Their little family watched as, suddenly, wrinkles were etched into Faecelle's skin, her hair turned grey and then white, and her eyes seemed to become glassy. Her dark skin turned almost rough to the touch, until it was indistinguishable from bark. Then one morning, Faecelle rooted herself to the forest floor and became a tree with a smile on her face.
The others watched her go in silence. It seemed right.
Rye was the next one to go, but this time, it was not peaceful.
Not yet a hundred years later, a powerful beast raged over a town Rye was visiting, and afterwards Bryrice and Quedira heard that Rye had stepped into the fray and brought it to its knees. Before they were able to give it the killing blow, however, it had forced them into the bottom of a lake. The only comfort Bryrice and Quedira got was the knowledge that people had seen Rye pass out before they hit the water - instead of struggling and dying in pain, it had probably been like going to sleep. Rye had given one more gift to the world. The town remembered them as a hero.
So did Bryrice. So did Quedira.
Together, they had 500 more years. They were fine years, where they lived in the cottage in the forest and gave advice to wandering adventurers who came across them by accident. They had faded into the background of society long ago, and the stories that had been written about them had long since been classified as fiction. Most people who ended up in their home didn't know who they were talking to - what they had done, over the years. They just came for a warm meal, a drink, a basic bed. Bryrice and Quedira listened to their stories and their goals, and helped them on their way if they can. Bryrice gave one of her most prized possessions, the feather of a dire-owl, to one of the small druids that had a particularly beautiful story to tell.
After those 500 years, they suffered a loss neither of them had been expecting: Quedira's son, Gorhin, had died suddenly, and left his wife and five children bereft. It was a blow in many ways. Quedira mourned her son deeply, and decided to move back to her family to help raise her grandchildren, knowing that Gorhin's wife Keira was extremely distraught and would need at least twenty years to get back on her feet.
She promised to come back, but she never got the chance. An illness swept through the area where the small family lived and took the lives of all but one. Quedi, the youngest of the bunch, lived with Bryrice for another 50 years. She tried her best to soothe the young girl, and taught her the ways of the creatures in the forest, how to find them, how to hunt them, which ones to honour and which to kill. She became quite good in her own time, and before long she left on her own adventure, the legagy of Quedira, The Call of the Wild, a secret she would keep for a long time.
Bryrice was left alone. She stayed there, in her cottage, for a hundred more years. Two hundred more years. Three hundred...
Then the biggest loss hit.
A necromancer, who reminded her so much of Fallar, their first and most despised foe, took control of the Lowlakes and brought back their dead. She started seeing apparitions, some good, some bad, and then Rye was on her doorstep again - translucent, hardly lucid, a mere wisp of consciousness in a body that couldn't fully exist.
They had come to Bryrice's cottage on instinct, they said, although they didn't know much of who they were, and before two months were over, they had just control over their own being entirely and devolved into a mindless creature who sought to harm as many as they could.
Bryrice went into the forest and made an arrow of elk and moss. She took out her old, worn bow, and she shot her friend in the chest. Rye turned into sludge on the forest floor, a horrid, gross substance that smelled like rotting seaweed and gas.
For a moment, Bryrice didn't know what to do with it. Eventually, she collected some of Faecelle's leaves and covered Rye with it. Something about the way that her family had returned to the Earth started to be depressing instead of comforting. Like they were really gone, and insignificant, somehow. It didn't matter who they had been - now they were drab and an oak. That's all.
It was about that time that Bryrice started to consider what she wanted to be after she died. How she wanted to decay.
A long time ago they had decided that their bodies had to be destroyed. Apparitions aside, none of their small little family wanted to be brougth back in a more substantial form. What happened to Rye had been unfortunate. Bryrice couldn't let the same happen to herself. And the thought of her ashes being used in a necromantic ritual 400 years from now made her shiver. Nothing could be left after she was gone. she would not be used like that, not after death. It wasn't right.
Eventually, she decided to visit an old friend.
She left her cottage for the last time, knowing that the moment had come for her to leave this planet on her own terms. She trudged back into the wilderness, through the Lowlakes, down the Marshland Hills, all the way to the Emerald Sea. There, she took a small boat and thought of Rye while she headed towards the deep sea trench where her family had once slain a terrible sea serpent.
They hadn't planned on destroying it, really - they were unexperienced, back then, funnily enough, and when the creature attacked they didn't know what else to do. It was only after they returned that they learned that when a sea serpent died, their decomposing body released certain smells that attracted countless other, smaller sea serpents, who would then battle for the old one's place in the eco system. There always had to be a sea serpent, it seemed. Always in the same place. It's why people didn't usually kill them.
The sea serpent Bryrice found at the place she had killed its brethren so many centuries before was far more powerful than the former one had been - of course, it had been around for a long time now. Its consciousness seemed to be more human-like, more communicative. When Bryrice cast a spell to speak with it, the creature had no trouble whatsoever understanding her.
"I've come to feed you," she said.
"And what have exactly have you brought me, earthchild?"
"Myself."
"You would give yourself as a sacrifice?"
"No. I'm not trying to start a cult. Those usually end up harming more people than they help, in my experience. Even the good ones."
"Then what?"
"I am just here to be destroyed."
The sea serpent was quiet for a moment and regarded her.
Bryrice noticed she was shaking. She wasn't entirely sure why. "You will gnaw my bones?" she asked, "You will drain me and leave nothing at all?"
"If you wish, earthchild, then yes."
"It is what your brethren promised me years ago."
Back then, it had been a threat. Now, it seemed like a soothing promise.
For a momeny, Bryrice thought that the sea serpent would argue. That they would ask her if she was sure. Instead, it was on her in a flash, its jaws around her tiny boat, and then there was darkness.
-
When she woke up, she was laying on the grass behind her cottage. When she opened her eyes, someone beside her leaned over her immediately.
"Ah," Faecelle said, "She's up!"
"I don't understand," Bryrice whispered, "I thought you were ready."
Faecelle nodded. "I was."
"Well, I wasn't." Rye dropped down next to them with a grumble, "I was in the prime of my life!"
"You've been saying that since you were 83, Rye," Quedira chuckled. She was staring in some kind of crystal intently.
"What's that?"
"What? Oh! That's Quedi." Quedira held out the crystal for Bryrice to look in, and, sure enough, there was young Quedi, not so young anymore, trying her best to create her own legacy.
Quedira smiled. "I've been keeping an eye on her."
Bryrice dropped back onto the grass and looked at the sky. It was pink, here. Not blue.
"Is that what we do, on this side?" she asked, "We just... look?"
"Oh no," Faecelle said, and she clasped Bryrice's hand, "We were just waiting for you. We were actually thinking of going back."
"I just got here."
"Here is not really anywhere."
"But where would we go?"
"Back," Rye repeated, "To see the world again. I feel like it's different now. Things keep changing, you know."
"I thought you wanted to leave," Bryrice told Faecelle again.
Faecelle shook her head. "Sometimes a body needs to become a tree. But a soul needs to be with their family."
"Isn't that why you came here?" Rye asked.
Quedira was still smiling at the crystal.
"Is that why you want to go back?" Bryrice asked, "For her?"
"It would be funny, wouldn't it?" Quedira chuckled, "If I could come to her for advice next?"
"I don't understand life and death," Bryrice said.
"Don't get too caught up on them." Faecelle smiled down at her. "There are far more important things about."
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