#Region Shrine Keys
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genshinresource · 2 years ago
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Genshin Impact In-game Items (173/?): Regional Items
Hydro Sigil
Hydroculus
Fontaine Shrine of Depths Key
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thegoldendoorknob · 2 months ago
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RF Guardians of Azuma general tips (Spoiler-Free)
Copying my advice I made for reddit for any GoA community here too-
I updated it because reddit blew up my tips post for a few minutes and scared me lol
Story Tips
Kai, Ikaruga, Kanata, Clarice, and the other Protagonist are unlocked late in the story, so if you're having trouble raising Kai's bond, or you can only find him at night, you aren't far enough in the main quest yet. It seems like a few characters have bond levels locked behind this too, like Mauro...
The main quest expects you to level up towns once or twice before leaving, so you can get an early start before you hit that point, if you want. The 4 Villages are set up to encourage specific builds, from what I've noticed:
Spring - Farming plots
Summer - Shops
Autumn - Rice, Barns
Winter - Fruit, Fishing
Press the R3 button (right stick) or T-Key to switch to overhead view in building mode to make edits much easier.
If you hold down the button (A | X | Left Shift Key) after deleting an object in this mode, you can quickly delete anything you move the cursor over -Odd-Implement-7045
When you are in build mode, the day timer is stopped. Your RP still recharges when you're in build mode, so if you want to get some early levels for Drum Dance without eating food, you can.
When the quest says 'Pray at the Kagura Shrines' after the winter village, the shrines are on these turtle-shaped islands in the sky, not the village shrines. [Thanks AdDecent7641!]
Speaking of, monsters on islands with a tall red tower on them will be around 40-50, since they're involved with a quest later in the game.
There's some parts of the main quest where they'll stop you until you cook something specific or tame an animal. So far I've had to tame a Buffamoo, Cluckadoodle, and a Wolf.*
*You can use Fubuki and Kurama for that quest instead of the Cluckadoole and Wolf, apparently! They even have flavor text if you do -asteriuszenith
Bosses also have weapon weaknesses and elemental weaknesses based on the free weapon and divine instrument they gave you for the region earlygame. Think of it like a Zelda game; whatever tool you picked up, they expect you to use later. It's always possible to go against the flow, though the lost bonus damage is pretty noticeable this time. The weapon weakness (first icon) and elemental weakness (second) will pop up above the boss's health bar when they are hit by them.
Boss dark attacks will slam the party for big damage. I thought I was underleveled my first death, but no, it was the dark element alone blowing up my party. Maybe invest in Dark Defense equipment when you get close to level 50.
Perfect dodging an attack before attacking lets you deal big damage to enemies and boss stun bars. You also charge a lot of spirit gauge by doing them
Suzu is really easy to level bond up on and doesn't faint, so she's a great team buffer for most of the game.
If you're indecisive about who to party, I ran Suzu-Iroha-Ulalaka for almost the ENTIRE game and rarely ever had to equip them to keep up. In the lategame whenever Ulalaka was unavailable, I used Yachio as a substitute until she returned, but any healer is probably fine really.
You won't have access to Monster Barns until you complete Autumn Village, so you may want to chat your favorite characters to Bond lv1 and take them out for a spin until you reach that point. You can check their personal skills by switching to them on the Equipment menu and pressing Y | Square | X | X Key
On that note, when you unlock the 'back row' after Winter Village, the back row gains passive exp. Good for grinding characters and monsters!
Some decorations show random stats like STR, these will increase your stats when you place them in the towns! Later decorations can raise them like quite a lot, so they may be fun to experiment with. Each unique deco can only raise that stat ONCE, so duplicates won't raise the stat again. You can check what town it needs to be placed in, and if you already placed one by looking at the highlighted symbol in the crafting menu. -Haktarius
Speaking of- some decorations also need to be placed in specific villages to get their buffs. They show this with flower icons on the side in the crafting screen. -KainYusanagi
Try to pace yourself- the bond and character locks suck, but this game is deceptively long and easy to burn out on if you rush. To give you an idea- there's roughly 16 to 17 dungeons total over the course of the entire game. 4 for the seasons, 6 for the story after, another 4, then 2-3 more.
General Tips
A lot of recipes are locked behind Frog Statues, make sure you grab any you come across.
In later village levels, they'll unlock more fields for you to build on top of.
If you use the first person bow scope with the Summer Treasure equipped on top of a harvestable crop, it will sickle the crop without using any rp!
If you dash just before falling off a ledge, you maintain that dash speed through the air for GREAT air-time. This is especially helpful and fun when you get the winter sacred treasure.
Negative trait villagers will lower your town stats- evict the ones with only negative traits whenever you can.
A good time to evict negative villagers is right before the day ends- on the next day, if there's any empty slots, 2 or more new villagers will reliably fill them. -Alexaius
It helps to invest a little in logging and mining villagers early on to stockpile materials for builds later.
Fruit trees will always be a plain-colored, green tree. You can find Oranges on some cliffs around the Summer Outskirts and on that small island to the south, Apples behind the purple vines to the west of Spring Village [?], Grapes directly to the right of Autumn Village next to an ore, Chestnuts further to the right side behind all the vine walls, Bamboo shoots are to the right of the castle, and Peaches I don't know where in the overworld they might be, but I found some in a dungeon you unlock after getting Kanata. There's a traveling merchant from higher village levels that can sell saplings later, apparently!
Algester has a visual of my fruit tree directions Here!!
You can find most Golden Vegetable seeds off of islands in the sky, the mushroom master has some gold pumpkin seeds behind his house as an example. You can also buy them off basic seed shops later once a town is leveled enough.
There's a traveling merchant for every region! They will randomly show up next to teleports and appear as a white dot on the map -ego157
Onigiri holes ask for: Onigiri, Salmon Onigiri, Miso Onigiri, Tempura Onigiri, Bonito Flake Onigiri, Greatest Grilled Onigiri (Cook Together with Matsuri) -Haktarius
inkstainedgwyn is starting a Unique Dishes list! You can unlock unique dishes when you are Bond Level 6 with a character.
SEEEECRETSmuahaha has made a simple Gifting Guide for the romanceable characters! Big-Buzz-Jet recently made a more in-depth one Here!
Taming bees for their honey is a pretty good way to make money! Higher level monsters will give you higher level produce for more $$$ as well! -ego157
The DLC swim suits and the default swim suits are different! You can unlock them by reaching bond 2 and inviting them to the waterfall or beach.
Yukata outfits are unlocked on Summer 20th! You get them by attending the firework festival. They can be unlocked a little earlier on Summer 7 if you have Kanata. -Kisaell77, Haddock_Lotus
Higher bond levels also unlock some personal accessories, like Iroha's headband or Kai's mask.
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ostrichmonkey-games · 10 months ago
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First draft of the little practice micro-region Riverlands hexcrawl! The goal with this exercise was literally just to practice making and keying hexes. Thinking about the "level design" of it all, so to speak. No intention of using any of this for the final versions, but bits and pieces could pop up again!
I think I'll polish it up a little bit and toss it into the downloads of the current Riverlands zine, as a little bonus freebie.
And here's the transcription:
Prototype Hex-set
Region overive
Encounter table
Minor settlement
Biomes: tangle and minor waterway
Immediate landmarks
Fogswood: slightly haunted village
Abandoned Shrine: overgrown and untended
Marshfields: dense tangle, hard to navigate in anything but small crafts
The Trudge: slow moving waterway, clogged with plant growth, fish, and freshwater crustaceans
F1
Terrain: Marshland and minor waterway
The Trudge: Minor waterway. A slow moving, sluggish stream that meanders through the dense marshes. Overgrown reeds and other vegetation make travel by anything except small boats take twice as long. [F1, F2, F4, F5]
Trudge Encountres
Noxious algae bloom. Poisons the water the next 1/4 day stretch. May be carefully harvested and prepared for medicinal properties.
Wishmonger set up on an anchored flat-bottomed punt.
Angry swarm of marsh bees.
Riverside shrine to a local god of: 1. Rain. 2. Herons. 3. Travel. 4. Fishing. 5. Brew. 6. Floods.
Traderfolk clearly from foreign lands, their boat is entangled in a rotten mat of vegetation.
Hitchhiker covered in talismans and good luck charms. Secretly a traveling spy for the Kingfigher's Court.
Note: all of the above is in addition to the Marsh/Tangle encounters.
F1
Hidden: Overgrown wreck of a barge. Skeletal remains burried in silt and reeds. Sealed sarcophagus with talismans plastered across the top.
What's inside? This deadfall god-wood hewn coffin is miraculously sealed and watertight. Braking the seals requires a talented breaker or enough foolish drive. It is difficult, but not impossible.
F2: Fogswood
A small community built on the banks of the Trudge. Sleepy and unbothered.
Rice paddies
Ancient standing stone: Inscrutable megalith at the center of town. Surrounded by guttered candles and small offerings. Said to have been dragged here from deep within the Forest over 1,000 years ago.
Stoneside Inn: Within a stone's toss of the megalith. Small, ramshackle, but cozy enough for a night.
Spear fishers: Gather daily in the early hours before venturing into the Trudge for their catch. Can be hired as guides and have a confident knowledge of the surrounding terrain. Won't venture more than four hexes from home.
Wishmonger's Lodge: Small hut occupied by the local wishmonger. Specializes in woven-reed charms. 4/6 chance they are in residence, otherwise they are out peddling their wares.
Market. Most bustling at midweek, but never empty. Mix of local craftsmen and traveling merchants from up and down the Trudge.
Note: Include a short list of significant NPCs - name and minimal description.
F3: Abandoned Shrine -> Hidden
An old shrine dedicated to a local deity, their domains long forgotten. Nearly completely overgrown and fallen into disrepair. A scant few locals attempt to keep it clear, but fight a losing battle or a scant few locals remember the shrine, but are too elderly to manage the upkeep or No one remembers it at all.
The deity, while sluggish and dormant, has grown resentful of the locals for forgetting about it.
F3: Biome
A dense overgrown marshland cut off from the Trudge.
Rumored to be used as a hideout for pirates.
Giant mosquitos.
F4
Hidden: Band of "highwaymen" that try to extort travelers on a particularly lazy turn of the Trudge. Mostly harmless, made up of youths unhappy with the slower pace of life in the area. Led by a slightly older, charismatic asshole.
Have a stash of some coin and worthless "treasures".
Jump at exciting opportunities.
F5
Hidden: Kingfisher's Pool, a small pond nearly impossible to see from the bands of the Trudge. The calls of kingfishers ring out.
Secret: On nights of the dead moon, glimpses of the Kingfisher's Throne can be seen reflected in the pool.
2/6 chance of a Kingfisher cultist meeting at the pool at night.
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thatoneastralpoe · 6 months ago
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Okay, so I sorta skipped a few sections in the last post as we went from the Great Plateau, to the Divine Beast Quests, and since I do not have an update for that yet, I decided, why not go back and revisit it!
Initially I was gonna start with the Kakariko Village Quest, but then decided on Geography of the game! So, here ya go I guess!
Geography
So, first and foremost, I want to go over some geographic changes that are mainly for atmospheric reasons. Given that it's been a hundred years, I'd add more flora, specifically tress.
The forests in the game are rather small, and honestly kinda sad. Go into a forest in real life and you could probably walk for miles depending on where you are in the world, go to a forest in BOTW, and you'll be out in like, two minutes.
So instead, I'm going to do my best to describe what I think it should look like! Key word being try, as I don't know how good I'm gonna be at this.
Side Note: I think the areas around Faron/East Necluda and Lake Hylia towers/regions are fine, so I won't touch them. Same with the Gerudo Desert!
So, starting out in Hyrule Field, from the Proxim Bridge, we'd go up to the Horwell Bridge, to Whistling Hill, over to the Windvane Meadow, then reaching back upwards to the Passeri Greenbelt and Giant's forest would be all forest, mostly made up of new growth trees that sprang up, but also having spots of giant old growth trees that likely tower over the others and create patches of land so dark it almost looks like it's nighttime. The ruins in this area would be covered in bushes, shrubs, vines, and other flora, and likely some fauna as well.
I'd also take the trees from around Mabe Village and the Ranch Ruins, and stretch them down towards the Rebonae Bridge, going around (not through, just around) the Mabe Plains, and connecting with the Applean forest.
Moving on to West Necluda reagin, when getting to the mouth of the valley to Kakariko Village, I'd add some old growth trees.
The reason for this, is it would cause the path to be darker, I'd also have less fauna here as well, instead, it would be dark and silent. This is because we have been constantly told throughout the Zelda series that the Sheikah are servants of the Royal Family, the Shadow folk, working in secret and unknown to the world, and I want to convey that on the path to their village. This would also add a nice surprise for how warm and cozy their village looks once getting there.
Moving on, I'd take the forest around the Great Fairy Fountain in Kakariko, and drag it down towards the Lanayru West Gate.
Onto Lanayru, I'd mostly just change the trees to look more likely to be found in wetlands, such as Mangroves, Black Willows, Swamp Tupelo's, and Bald Cypress's. I'd also have them creeping up onto the islands, and some other flora looking like it's trying to take over.
Onto the Elden region, I'd take the trees from the Shadow Hamlet Ruins and Shadow pass, and make them look burnt, along with taking a few out. Their pretty close to the Elden region, so I imagine putting a boulder, or even the remains of some lava could help express how dangerous the situation is.
Malice & Guardians:
Going back to Hyrule Field, and any other place Guardians wander pretty much, I'd add paths of torn down trees in some parts of the forests where the Guardians walk. Some might be charged and burnt, others might be gone completely, destroyed by the Guardians laser.
There'd also be patches of dead land from the Malice. As, anywhere there's malice, the land surrounding it would be dead, perhaps charred a, or maybe just dead, the life completely drained from it.
I was also gonna get into the shrines and dungeon placements, but this is already kinda long, so next time!
That's all for today folks! I hope y'all have a wonderful day or night, and stay safe!
Please Note I may add to this later!
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fragmentsoftheforgotten · 7 months ago
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Comparative Analysis of Indian Temple Architecture
Indian temple architecture reflects the cultural, religious, and historical ethos of the subcontinent. Over centuries, it has evolved, with regional styles and construction techniques emerging based on geography, dynasties, and the prevalent religious beliefs. Here, we explore the major architectural styles, Nagara, Dravida, and Vesara and their evolution through time.
1. Nagara Style (Northern India)
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Origin and Features:
The Nagara style of architecture primarily developed in northern India, and it is characterized by its distinctive Shikhara (spire) or Vimana (tower). This style typically includes a curvilinear, beehive-like tower that rises in a stepped fashion, symbolizing the mount Meru, the mythical mountain at the center of the universe in Hindu cosmology.
Key Features:
Shikhara (the tower) is often bulbous and curvilinear, ending in a pointed top, resembling the mountain.
Temples are built on a raised platform, with an inner sanctum (garbhagriha) housing the deity.
Mandapa (pillared hall) is present, often attached to the main structure for gatherings or rituals.
Ornamentation includes elaborate carvings of gods, goddesses, and mythological figures.
Notable Examples:
Kandariya Mahadev Temple in Khajuraho (Madhya Pradesh), built during the Chandela dynasty.
Lingaraja Temple in Bhubaneswar (Odisha), representing the architectural apex of the Kalinga style.
2. Dravida Style (Southern India)
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Origin and Features:
In southern India, the Dravida style, which flourished under the Chola, Pallava, and Vijayanagar dynasties, is marked by Gopurams (gateway towers) and a large central sanctuary. Unlike the Nagara style, Dravida temples are more expansive horizontally than vertically, with pyramid-like structures often rising in multiple tiers.
Key Features:
The Gopuram is the towering gateway adorned with intricate sculptures.
Vimana, the tower over the sanctum, is short and pyramid-shaped, differing from the tall spires of the northern style.
The temple complex often includes a large courtyard, multiple shrines, and water tanks for ritual purification.
Elaborate sculptural decoration and wall carvings are a hallmark, with scenes from Hindu mythology and deities.
Notable Examples:
Brihadeeswarar Temple in Thanjavur (Tamil Nadu), a masterpiece of the Chola dynasty.
Meenakshi Temple in Madurai (Tamil Nadu), showcasing the grandeur of the Dravida style.
3. Vesara Style (Hybrid Style)
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Origin and Features:
The Vesara style is a hybrid of the Nagara and Dravida styles, which evolved in the Deccan region during the rule of the Chalukyas and later the Hoysalas. This style combines the tower of the Nagara with the base plan of the Dravida style, offering a distinctive fusion that incorporates both verticality and expansiveness.
Key Features:
Vesara temples often have a Dravida-like base with a Nagara-inspired spire.
The temple structure incorporates horizontal expansion but also has distinct central sanctum towers.
Sculptural elements are generally detailed, with figures depicting religious stories and deities.
Often these temples have intricate Hoysala pillars, known for their detailed and artistic designs.
Notable Examples:
Durga Temple in Aihole (Karnataka) represents early Vesara features.
Chennakesava Temple in Belur (Karnataka), an example of Hoysala architecture combining both styles.
Evolution and Legacy:
The evolution of temple architecture in India is a testament to the changing religious and cultural dynamics of the subcontinent. The influence of various dynasties and their regional styles has led to a rich diversity in temple architecture, which continues to inspire both contemporary architecture and art. While the Nagara style reflects the spiritual ascent and the divine connection with the cosmos, the Dravida style emphasizes grandeur and community involvement in religious practices. The Vesara style represents a harmonious blend, offering unique features that bridge the gap between the north and south Indian traditions.
In the present day, these architectural styles continue to serve not only as places of worship but as living historical documents that convey the spiritual, artistic, and cultural heritage of India.
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trans-ralsei · 28 days ago
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May 31, 0084 Izuma Side 6
The red-haired girl shouldn’t have lingered at the gate, Nyaan thought.
She stared at her eyes for a moment. That school uniform… from that posh school in Highbury. What was she doing here, in the fucking way?
Nyaan was on the run from transport security. They’d seen her hopping over the gate in Nenokuni, and tailed her all the way to Camden.
She didn’t have the hytes to travel on the subway system, now that she had to pay fees for her private school in preparation for her degree — that she needed to become a true resident of Side 6.
So she’d started this first job as a courier. She was told that she stuck out like a sore thumb. Who’d use a fake school uniform to travel around Izuma? You look like a fucking tourist.
And now she’d lost her package.
Luckily she’d installed a tracker, even though that cost her quite a bit of hytes.
The red-haired girl was in front of her now, at the junction, and it was time for Nyaan to make her move.
She shoved the red-haired girl, grabbed her pack, and ran.
Somehow, out of instinct, she finds herself running up the steps to this shrine, its red torii glowing in the city lights. On Earth, in the region once known as Japan, these shrines were everywhere.
Nyaan catches her breath, and opens the brown envelope she’d been meant to deliver. She could still make it in time, if she took the express to Nenokuni, she thought.
But instead of the rectangular computer unit she expected to find, there was only a travel guide. A dense book, filled with pictures of Earth.
“This enables even a civilian mobile suit to use weapons. Pretty rad,” the red-haired girl says. “Don’t you think you owe me an apology?”
Nyaan hid behind the shrine, and the next thing she saw was the battle computer aloft in the air. She leaps up to catch it, but not before the whirlwind of red hair grabs it before she does.
“Are you… a terrorist?”
She lands, cat-like, on a lantern.
“I’m not… it’s just for Clan-Bat…”
“You fight in mobile suits for prize money… Clan Battle, right?” the red-haired girl says. “That’s really popular, even though it’s illegal…”
The lantern breaks under her weight, and the red-haired girl falls right into Nyaan’s arms.
She was perched on top of her now, as Nyaan felt herself blush. This fucking girl. “I’m just delivering the key. It’s a side job.”
“Were you ever in one of those mobile suits?” the red-haired girl asks. “In Clan-Bat.”
“No…” Nyaan trails off. The red-haired girl’s eyes sparkled. She’s so full of life, Nyaan thinks.
“Do you think you can be free in space?”
-------------------
July 24, 0084 Yomagn'tho
That question lingered in Nyaan’s mind, as she watches Kycilia point her rifle at the red-haired girl.
“Even though Zeon won the war, Spacenoids will never be free,” Annqi had said back then, at the Kaneban Co office. “We will forever continue to suffer.”
Nyaan had swallowed all that suffering within her. She had kept her head down, when Machu’s first instinct was to fight back.
She saw Machu pilot that Zaku into the maintenance tunnel, and steal the GQuuuuuuX from that Zeon pilot that day, all because she wanted to fight back against the cops. Machu knew, inherently, that she and all Spacenoids weren’t free.
Yes, you can be free. You can be free, anywhere.
The voice of that woman in her head again. Nyaan raises the Walther PP Kycilia gave her, the same pistol Kycilia had used to kill that sergeant, the same pistol Degwin had given Kycilia.
She has to protect Shuji. Protect Machu. After all Machu did, to fight back, to make sure that people got a taste of their own violence, to set Nyaan��free…
I have to fight for my own freedom, Nyaan thought. Even though I abandoned everyone and ran away…
She fires.
(from mercy, find me here: https://archiveofourown.org/works/67146871)
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spectralpixelsredone · 25 days ago
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The Land of Darkness, also known as Evernight, is a desolate and sinister region in Remnant, serving as the opposite to the Domain of Light. It is the former domain of the God of Darkness and the current base of operations for Salem and her subordinates.
Overview
Location: Unknown continent on Remnant.
Key Features:
God of Darkness' Shrine (historical).
Pools of Grimm.
Evernight Castle (Salem's base).
Terrain: Barren wasteland, rocky, with enormous Gravity Dust crystals sprouting from the ground. The sky is a perpetual dark red.
Past
During the time of the Brother Gods, the God of Darkness resided in the center of a large, central Pool of Grimm at his shrine. This served as the direct opposite to the Fountain of Life in the Domain of Light.
Unlike the Domain of Light, few ever dared to visit or offer praise to the God of Darkness, with only a skeleton found at the entrance to his pool, contrasting the gifts left at the Fountain of Life.
Current Landscape
The Land of Darkness is a bleak, rocky wasteland.
Giant Gravity Dust crystals protrude from the ground, adding to its eerie appearance.
The sky is consistently a dark, ominous red.
Grimm spawn continuously in large numbers from viscous, tar-like pools.
Evernight Castle
Salem's base of operations, Evernight Castle, is situated within this land.
It was first glimpsed as a large conference room where Salem met with her subordinates.
The exterior reveals it's built into a massive crystal wall, with a cave-like tunnel leading to internal stairs.
The castle includes training areas, such as a large circular room with a skylight where Cinder Fall trained her Maiden powers against Grimm.
Grimm Pools
These are crucial features of the Land of Darkness, consisting of a thick, tar-like substance.
They serve as spawning grounds for a multitude of Grimm, with Beowolves often seen emerging from them beneath Salem's Castle.
The substance from these pools is similar to what the Wyvern exuded during the Battle of Beacon, which also spawned various Grimm like Creeps, Beowolves, and Ursai.
Significantly, after the destruction of the first humanity, Salem, in her despair and desire to die, threw herself into these pools. Due to her immortality, she did not perish but was mutated into her current monstrous form, emerging with a desire for destruction.
History
The Land of Darkness was created by the God of Darkness along with the world that would become Remnant.
Due to its inherent nature, few dared to approach it, and none sought to praise the Dark God.
When Salem was denied by the God of Light in her plea to revive Ozma, she sought out the God of Darkness, who, initially pleased to receive a human's request, granted her wish. However, upon realizing Salem's deception (that she had already gone to his brother), he destroyed Ozma.
After the Gods' departure and the annihilation of the first humanity, Salem, the sole survivor, eventually found herself drawn back to the Land of Darkness, specifically above the Dark God's former residence.
Believing the Pools of Grimm could end her immortality, she submerged herself, only to emerge transformed and consumed by a desire for destruction.
Many centuries later, Salem established this land as her permanent residence and strategic headquarters, from which she orchestrates her clandestine war against Ozma (now Ozpin) and humanity.
Following the failure of her forces at Haven Academy, Salem decided to lead the attack on Atlas personally, raising an army of Grimm, including the colossal Grimm whale, Monstra, to carry her forces across the globe.
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dataoceandiver · 1 month ago
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Okay, now hear me out:
Skyrim Alternate Start & Gameplay Improvement to Preserve Lore Integrity
By restructuring Skyrim’s opening sequence and expanding key gameplay systems, we can offer a lore-consistent, player-driven version of the Elder Scrolls experience—without rewriting history or disabling existing content.
🎬 1. Alternate Start Scenario: Helgen Reimagined
The player begins on the cart to Helgen, as in the original game.
Just before the executions commence, a soldier steps forward: “General Tullius, sir—this one held two letters bearing the Emperor’s seal. One is addressed to you and Justiciar Elenwen. The other only bears the mark of Akatosh.”
Tullius opens and partially reads the Emperor’s decree aloud: “By decree of His Imperial Majesty, Titus Mede II: the execution of Jarl Ulfric Stormcloak is hereby stayed until a formal trial may be conducted under both Imperial law and ancient Nordic rite…”
Elenwen intervenes, takes the letter briefly to verify the seal and scoffs at its implications. Tullius reclaims it and finishes reading.
He then declares: “Release the Stormcloaks. This is now a matter for council, not execution.”
Tullius turns to the prisoner: “And you. You delivered this. So—who are you?”
➡️ Character creation screen is triggered.
Once complete: “Right. Get yourself outfitted at the garrison. Consider it recompense for any... inconvenience we may have caused you.”
Gesturing to Lokir: “Is this one with you?”
If Yes: Lokir is released and becomes your first companion.
If No: Lokir is jailed in Helgen Keep for horse theft, but lives, unlockable as companion later via side quest.
Key Results:
No dragon attack.
Helgen survives.
Civil war is paused pending trial after Vittoria Vicci’s wedding.
Player begins equipped, neutral, and free.
📖 2. Quest & Narrative Preservation
All existing questlines (vanilla, DLC, Creation Club) remain intact and available.
Major events (e.g. dragon return, civil war, Daedric schemes) are now player-triggered—not automatic.
Faction neutrality is preserved at start. Roleplay diversity is fully enabled.
🌍 3. World Expansion & Traversal
Map scale increased significantly:
True travel distances between cities and settlements
Expanded terrain variety, ecology, and biome separation
Cities restructured for immersive scale and architectural depth
Province borders are no longer closed:
Access to Hammerfell, High Rock, and other provinces is gained via multi-phase quest arcs or political treaties.
These are gradual unlocks, not fast travel destinations.
🛠️ 4. Rebuilding, Crafting & Settlement Systems
Players can now:
Rebuild ruins
Reinforce or customize strongholds
Repair bridges, walls, shrines, and other world structures using localized materials
Crafting systems are expanded for immersion, with emphasis on player-driven regional restoration.
✨ 5. Magic System Restoration
Reintroduced spell types for true-world traversal:
🏃‍♂️ Speed Boost (e.g. from Athletics/Alteration)
🪶 Feather (enhanced inventory capacity)
🪂 Featherfalling (negates fall damage)
🧗 Jump Boost (parkour-style traversal)
🪄 Levitation (vertical map integration)
These are unlocked through:
Guild progression
Hidden tomes
Arcane rituals
Artifact infusion
Purpose: Rebalance mobility for the expanded terrain without fast-travel reliance
🔊 6. Shout Progression Without Dragon Souls
Dragons remain dormant unless world-state conditions are met.
Thu’um (Shouts) are unlocked via alternate methods:
Rare Ancient Word-Tomes
Resonance shrines hidden in lore-rich locations
Insight gained through high-skill combat, meditation, or special events
Partial shouts possible through incomplete mastery, fully upgraded through learning—not dragon-killing.
The Greybeards remain important, but not required.
🗺️ 7. Future Content & Lore Cohesion
All future expansions must follow Linear Progressive Design:
New DLC is activated through triggered quests, not pre-integrated into base lore.
No assumed allegiances or timeline contradictions.
World remains sovereign to the player’s pacing.
🔚 Summary
This redesign preserves Skyrim’s full canonical arc while restoring agency, immersion, and sovereign narrative pacing. Every mechanic respects the original lore—but expands the timeline into something living, responsive, and filled with possibility.
🔹 No history rewritten. 🔹 Every path preserved. 🔹 The world awakens when you do.
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call-me-noa · 2 years ago
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i know Pokemon lore is shallow and not really thought out at all, but I really like Hoenn's (I've been replaying ORAS the last few days)
so the ancient societies in Hoenn:
the Draconids live in Meteor Falls, worship Rayquaza, and built the Sky Pillar as a shrine to Rayquaza after it stopped Groudon and Kyogre in the ancient past. Also in the manga at least they built Embedded Tower in Johto, don't think they're ever connected to it in the games, but it makes sense anyway.
the ancient Sootopolitans, who caretake the Cave of Origin and are the only ones who can undo the seal on Sky Pillar. The latter indicates a connection to the Draconids.
side note the crater which Sootopolis is in was formed from a meteor impact which also woke Groudon and Kyogre up 1000 years after their previous battle. So the Sootopolitans probably didn't actually move into Sootopolis until after that second fight was stopped.
whoever lived on Mt. Pyre, as there are ruined buildings on the summit in ORAS. Presumably they're people who witnessed Kyogre vs Groudon since they caretake the orbs. May or may not be Sootopolitans; doubt they're Draconids though since Mt. Pyre never comes up in the Delta Episode
whoever built Mirage Tower in the desert, which I don't think we know anything about at all. Could be any of the above or some other society.
"what about the people who sealed the regis?" I don't think those were from Hoenn, I think they were the Celestica from Sinnoh. We know the Celestica built Snowpoint Temple and the braille in Hoenn says the writers sealed and feared "it", singular, so referring to Regigigas instead of the plural Regis. So the implication is the Celestica were scared of Regigigas, sealed it, then hid the others which were the key to waking it up far away in another region.
Anyway "Pokemon Legends: Rayquaza" game when?
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archoneddzs15 · 6 months ago
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PC Engine - Far East of Eden - Tengai Makyo Ziria
Title: Far East of Eden - Tengai Makyo Ziria / 天外魔境 ZIRIA [非売品]
Developer/Publisher: RED / Hudson Soft
Release date: 30 June 1989
Catalogue No.: HCD9005
Genre: RPG
Format: CD-ROM2
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Tengai Makyou Ziria was one of those killer apps that cemented the status of the PC Engine CD addon in Japan in 1989 and it's easy to see why. The game's opening must have been truly stunning when it was first released. It tells the story of how the warlord Masakado attempted to take over the world of Jipang with an army of demons but was ultimately thwarted by the brave heroes of the fire clan. Skip to several centuries later and it seems demons have appeared once again. Our main character Jiraiya is apparently a descendent of the fire clan and is thus set upon a quest by his master the toad sage to find the other descendants and defeat the demon army once again.
Right off the bat, you can tell that much care went into the animated cutscenes and the voice acting is top-notch. It gives the game a lot of its atmosphere, fleshes out many of its important characters, and makes your party members relatable. There is quite a lot of voice acting, meaning many of the music tracks in the game are chiptunes. These are all well done, though, emulating classical Japanese instruments and tunes well. There is enough variation here to make sure it doesn't outstay its welcome either.
The game world of Jipang is very much based on feudal Japan, featuring many of the same regions and famous locations like Edo, albeit in a different geographical layout. You will travel from town to town basically helping the local feudal lord deal with their demon problem before moving on to the next region. Meanwhile, there are a good amount of region random encounters along the way, with a bit of grinding involved upon entering a region to get your equipment and level up to par. The encounter rate and amount of grinding feels lenient, especially compared to some other RPGs of the time.
The battles themselves can go by quickly or slowly and there's an option to increase text scrolling speed which will make random battles much more enjoyable. Enemy sprites don't have much animation, but they are detailed and there is a wide variety of them. You won't see many palette swaps and there are many different backgrounds based upon the environment the battle takes place in. This genuinely made me curious to see which enemies and backgrounds I would see in a new area. Sadly, the highly detailed backgrounds would not make it into the sequel.
Boss fights are noteworthy because the bosses themselves are incredibly detailed. This is achieved by drawing the boss sprites as an entire background in combat. Which allows for detailed art and animations. Furthermore, bosses usually require a precise strategy or key item which you will have to discover before fighting them. Usually, townsfolk will give you hints to this end, so nothing comes out of left field.
Some mechanics were standard practice at the time that do age the game a little. The I button brings up the menu, which also includes the 'talk' and 'search' options, so you can't search or talk automatically as you would in later RPGs. This is something the sequel fixes. There's also no way of seeing which stat changes a piece of equipment will give you before buying them or even when equipping them, so it's best to save your game before buying any new equipment and be sure to check out your characters' stats before and after equipping something new. This is again something the sequel does fix. Thankfully holding down the II button lets you run, making traversing towns and dungeons much quicker than they would otherwise be.
The way you learn magic in this game is different from other RPGs. Instead of leveling up, finding spellbooks, or buying them in some fashion, the land is riddled with shrines to local spirit animals that serve as guardian deities. These have been sealed by the demon clan and can only be freed by your party members after which they will grant you a new spell. Many of these are optional, but some are mandatory as part of the plot. All of them are useful, however, so it's recommended to seek all of them out. One of the things I found disappointing was that you spend quite a bit of time by yourself before gaining new party members. In fact, you'll gain some temporary allies that you don't directly control in battle, but other than that you'll only gain 3 permanent party members across a 30-hour game.
Overall, the game is fairly big for the time but doesn't outstay its welcome and the storyline is enjoyable, if predictable. The setting and presentation are really what set it apart and it's easy to see why this game blew the minds of Japanese gamers back in 1989. It's interesting to check out for that reason alone. There are guides online to help you get through the game and this game definitely gets a recommendation.
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khorren · 6 months ago
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Let's see... 3, 5, and 8 for any NECROS in your group! (@ratasum here on my main lol)
Ty for the ask @ratasum I love blathering about Ruby <3
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Ruby and Cosima, my two human necros.
Of what descent are they? Does all of their family come from the same region or are they mixed? Does it influence them much?
Ruby’s father is from Ascalonian stock, but her mother, the person she grew up with is somewhere between Krytan and Maguuma Jungle hobo/witch-of-the-wilds. Ruby’s grandmother had been living in what is effectively a treehouse in Alcazia Tangle, and her daughter, Ruby’s mother, also grew up there. Ruby’s mother was a little more willing to deal with other humans, and every few years would travel across the jungle to Lion’s Arch. Spend some time there, and come back to the jungle.
By the time Ruby was old enough to travel by herself, or well, with her sister Kiz in tow, she had a small home much closer to Kryta and Lion’s Arch. When the Ascalonian Faes rocked up on the scene, Ruby and her sister joined their cause with their half-sisters.
Modern day Ruby has family all over Tyria and she’s been keeping track of them, and pulling strings for a very very long time now. She influences them more than they influence her.
——————
Cosima considers herself to be Krytan. If you go all the way back then there’s generations of Ascalonians, but as far as she’s concerned, her parents and herself are Krytan born and bred. Cosima was born into the thick of Krytan politics, with her parents being members of the Shining Blade, so she’s always kept Krytan politics in the back of her mind.
Which god do they revere/were they blessed by? Are they particularly religious? Does that impact their daily life?
Ruby’s a Grenth girl all the way. Her mother taught her necromancy and a bit of mesmer magic that really wasn’t seen as "god magic", she learned that more down the line on her adventures in Kryta and beyond. By the end of the GW1 timeline, she was full on waving her little green death flag, and later on made a massive deal with Grenth (who knows what it is? Not me that’s for sure). So she could go on living and protecting the Fae family for as long as she sees fit.
As it stands now, Ruby is pretty religious. Still very devout to Grenth, and even keeps some teachings of the other gods in mind. Ruby formed a strong bond with her half-sister, Ash, back in the Flameseeker Prophecies days, so she’s sort of close to Dwayna too. Life and Death come hand in hand, so its not surprising. Her homes do have little shrines to the gods, and the Dwayna and Grenth ones are just a little bit more taken care of.
—————— Cosima was said to be blessed by Grenth but she doesn’t take religion all that seriously. She understands why people would revere them, she believes they exist (wasn’t at all shocked to see Kormir or Balthazar) but doesn’t believe them to be anything to worship.
Have they ever had to deal with bandits, pirates or other criminals? Has any of their family and friends (that they know of) been involved?
Ruby’s dealt with everything over the years, but has had to be rather low key about it. From the days after the GW1 times, to a few decades before GW2 times, all she’s worried about was keeping the lineage going, but also had to keep her life interesting. She’s lived in Lion’s Arch a few times for a few years each before moving on elsewhere. Seeing the city grow into a pirate free-town she’s experienced a lot about pirate life, good and bad. Never fully partaking in it, she has blended in with crews from time to time where it was needed. Other than Pirate LA, she’s kept out of it unless it was related to keeping the Fae lineage going.
——————
Cosima grew up under the care of families within the Shining Blade. Talk of criminal activity in and around the city was as common as discussing the latest circus acts. While she didn’t get involved with any of this til later in her life, she grew up knowing all about the criminal ongoings in the city. She didn’t really get to bash in some bandit heads until she dealt with a particular centaur attack on Shaemoor Garrison.
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natsoumi · 6 months ago
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Kanameishi Stone, Kashima Shrine, Watari, Miyagi (Northern Japan)
日本語はこちら
I came across a keystone known as Kanameishi (要石), located in the grounds of the Kashima Shrine in Watari, which holds significant cultural and historical value. If you're familiar with the film "Suzume Locking Up the Doors," you'll know that this stone plays a key role in the story. This sacred stone is believed to possess the power to mitigate the effects of earthquakes, which is particularly noteworthy given the region's vulnerability to tsunamis triggered by seismic activity. Recognising and preserving such elements is crucial for understanding and respecting the area's natural and cultural heritage.
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transgenderer · 2 years ago
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Seven-Five-Three Festival
For the entire month of November the shrine becomes a vehicle to ensure safe passage through periods of physical and social transition in the lives of children. Although there is no formal ritual in the upper shrine in honor of children, November 3 is listed as the day for beginning shichi-go-san mairi. So as not to interfere with a busy wedding season in the upper shrine,19 the lower sanctuary (Gokitoden) is the site for wave after wave of families who wish for some kind of ritual acknowledgment for periods of development in their children’s lives. The phenomenon of shichi-go-san mairi (a shrine visitation in years when girls are aged three or seven and boys are aged five) grew out of customs associated with samurai families during the middle Edo period that acknowledged certain intervals of social development (Nakamaki 1990:152). At age three, for example, girls adopted a more refined way of wearing their hair (kami-oki), and, at age seven, they could wear an obi for the first time in a style more akin to that worn by women. Boys likewise distinguished themselves socially at age five by wearing loose-fitting hakama pantaloons over a formal kimono (a fashion innovation begun in imperial China over two thousand years ago and still a part of the attire worn by Shinto priests). It was not until the Taisho¯ period that the shichi-go-san began to gain popularity, in part owing to the construction of Meiji Shrine in 1920 as a kind of ujigami-sha for all of Japan. However, Nakamaki notes that a book published in 1958 mentions the holiday as gaining in popularity in the Kyoto-Osaka region, so it appears that this holiday is quite new
Since fashion has always been an important part of the shichi-go-san, the contemporary observance of this month-long November holiday finds children brought to shrines in their very best clothes and photographed extensively against the backdrop of the institution; many participate in a short ceremony of purification and blessing as well. Shrines view this holiday as a prime opportunity for bringing children into the sphere of the kami (it is also financially rewarding) and so compete for public attention, placing advertisements in local newspapers or contracting printing companies to post colored advertisements on telephone poles and public notice boards. Kamigamo takes a typically low-key approach, posting generic advertisements here and there in north Kyoto showing a young boy and girl dressed in shichi-go-san finery, with the name of the shrine written in by hand at the bottom.
In the outer courtyard visitors find a sign directing them to purchase three tickets for five thousand yen (U.S. $42): the first will permit them to enter the Gokitoden sanctuary ( just inside the Tower Gate courtyard) and be purified and blessed by two priests in a ten-minute ritual. They will then receive a bag containing candy, coloring and comic books, a small amulet, and the shrine’s autumn newsletter. The next ticket allows them to be photographed by one of the priests; the photo will later be printed on a calendar for the coming year. The final ticket gives the child his or her choice of toys (arranged by gender-specific areas). While five thousand yen may at first seem somewhat expensive for these services, most other shrines charge four thousand yen for a quick wave of the wand of purification and a bag containing candy, a small toy, and a comic or coloring book. Of the twenty-five people I interviewed, no one complained about the price; in fact, most thought the innovations at Kamigamo were creative and well worth the expense
-Enduring Identities, Nelson
charmingly tacky and mercantile. every culture across the world dedicated to dressing their child up in fancy outfits and paying too much to get them photographed
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claire-starsword · 2 years ago
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Shining Force II Encyclopedia - Act 2: Traveling the Frontier (Part 2)
[Read on Neocities]
Battle no.13
Polca Village
-The peaceful village becomes a battlefield
The remaining devils fight Bedoe's forces hiding behind the fearful villagers. Clear these dark clouds looming over Mt. Volcanon with true power!
Battle no.14
To The Small Shrine of the Ancients' Heirs
-The desert region where scorching sun shines
Going down the river with a raft, the team heads to the desert region at the southeast of Parmecia. In a small shrine of a people who've inherited the will of the ancients through generations, new events develop.
Event no.14
The Small Shrine of the Ancients' Heirs
-Here lives a tribe with a duty to protect treasures
A small where people who've inherited the will and secret treasures of the Ancients live. With the treasure they protect, a secret of the ancient ruins will be revealed.
Listening to the heirs of the Ancients is the key to open up the path
A small shrine at the southeast of Parmecia. It is protected by a small tribe of people who pass down the Ancients' will. Inside stand a man and his grandson from this group. It seems he has another child named Petro. He says Petro has taken a key that allows passage to Grans Island. On Grans Island there is an ancient ship called Nazca Ship, and Petro intends to use it. In this huge turning point to the story, the old man will guide the team to the entrance of the Ancient Pathway.
Event no.15
Entrance to the Ancient Pathway
-A long sealed pathway connecting to Grans Island
An ancient pathway connecting to Grans Island, where Bowie's homeland of Granseal once stood. With the help of the Ancients' heir, its doors will now open!
The goal is a small shrine to the south of Ribble!
Going up the river to the north, there's a small shrine south of Ribble that is the entrance to the pathway. It has been sealed for a long time, and not even the heir of the Ancients has entered. However, now that his grandson Petro has decided to ride the ancient Nazca Ship, he can't stand by and do nothing. He must cross the pathway at once and chase after Petro. But this story seems to not be reaching a conclusion yet.
The archeologists researching the ruins
Back at the first visit to Ribble, did you know the archeologist Paseran was meticulously investigating the Ancient Pathway? Saying things like, "there has to be a clue about the entrance to the ancient ruins here". Perhaps the item to enter the ancient ruins that the people of Ribble search so frantically for is here. This must be confirmed once entering the shrine.
Battle no.15
Hall Before The Ancient Pathway
-A room of the great Ancients, falling apart
Beyond the door was a wide room with fallen pillars and crumbling walls. The place is falling apart now, but it is said that a great civilization lived there in the past.
Event no.16
The Ancient Treasury
-Legendary treasures sleep beneath the great tree
The treasury where ancient hidden treasures sleep, sought after by the people of Ribble. A legendary sword slumbering for ages there is now at Bowie's hands.
An item obtained after the fierce battle solves the mystery
The ruins that the people of Ribble are looking for are under the centre of the village. Using a certain item, this mystery is solved. Going through the opened entrance, the walls might be crumbling and falling apart, but the place is definitely ruins once built by the Ancient people. In its depths lie a treasure chest with a legendary sword.
With that sword in hand, Bowie becomes a hero inheriting the will of the Ancients. With this sword that hides a special power, he will cut through the devils' ambitions and return peace to the world. Now he must go down the river to the place the people of Ribble come from, the harbor town of Hassan.
Battle no.16
Kraken Raft
-Kraken, the giant squid attacking people who go down the river
To reach the harbor town of Hassan, Bowie and his friends go down the river with the raft. However, before they reach town, the giant squid who has been tormenting people blocks their way.
Event no.17
Harbor Town of Hassan
-A town that once flourished as a trading harbor
A harbor town at the southwest of Parmecia. Back in the day it was a trading harbor with ships big and small passing by, but now it has fallen, unable to do commerce.
What is the Ancient's Caravan that Rohde talks about?
After the grand battle against the Kraken, the place Bowie and his friends arrived at is the harbor town of Hassan, which can no longer function as a port since the water has dried up.
As the only trading harbor in the continent, the whole town used to be full of riches. It also used to have ships coming by from all around the world, gathering plenty of information and talks. However, as news spread of ancient ruins localized in the center of the continent, more than half the population became fascinated and left to seek them. The remaining people wanted to preserve the town somehow, but couldn't keep it up for long. The great scholar Rohde is in town, and tells of a secret of the Ancient Shrine.
Battle no.17
Sand Bar
-A vast desert at the west of the continent
It's not easy to traverse the western region, with the steep mountain range and and the vast desert land. It is said that there lies a shrine hiding an ancient secret.
Battle no.18
Ancient Shrine
-What's the treasure hidden in this shrine of distant times?
The giant soldier Taros protects the shrine since ancient times, stopping anyone who draws near. Now he challenges Bowie and his team.
Event no.18
Dwarf Hole
-The diggers who came from Grans Island
Dwarves who dug a tunnel all the way from the distant land of Grans, looking for Mithril. But, something is troubling them. Let's listen.
Search for their dwarf friend who hasn't returned
Riding the ancient vehicle, Caravan, the group arrives at a hole with some dwarves. The dwarves have dug a tunnel from Grans Island, looking for Mithril ore that can make powerful weapons. However, the great earthquake at the island has blocked the tunnel. The disaster didn't end there for them, as one of their comrades has fallen ill. The dwarf who left to search for the Fairy that can heal the sickness hasn't returned, so the team must search in their place.
Event no.19
Fairy Woods
-A secret paradise where you may relax in peace
The Fairy is the key to meeting the devil Creed. To find her, Bowie and his friends arrive at a hidden village. Where is this fairy after all?
A person called Elric
In a house next to the traveler's lodge, an old woman² waits for her only son to return. She's the mother of Elric, who has been spoken about in the dwarf hole. Elric is friends with the fairy with healing powers, and went after her to save the very ill dwarf. The old lady says the western forest is a dangerous place. Maybe he ran into some complications while crossing it. Has he managed to meet the Fairy in the end? This brave boy, Elric, it's worrisome what might have happened to him...
Gather information at the traveler's lodge
The building at the center of Fairy Woods is a lodge for travelers. There's a priest here, so saving and reviving aren't problems. On the floor above, travelers tell of what they've heard around. According to rumors, the Fairy went to the Devil's Tail to meet with Creed. Of course, the reason why she did that is still a mystery.
On the top floor there's a man who came to meet Creed as well. It seems that the entrance to Creed's mansion cannot be seen by regular people. But Elric might have learned from the Fairy where that entrance is.
[²The sprite for Elric's mom in the book is different from the final version, which might have influenced her description as an old woman. See this post for details.]
Battle no.19
To the Forest of the Spring
-Devils block the way to Creed's mansion
Bowie and the team chase after the fairy who went to Creed's mansion. But the path to the western forest is as dangerous as the rumors say. A trail with monsters running rampant...
Battle no.20
The Forest of the Spring
-Defeat the lawless monsters and save Elric
Elric had really been met with deadly peril. Everyone is fired up to fight the crowd of devils surrounding the swamp.
Event no.20
Cave Passageway
-A quiet underground path through the cape of Devil's Tail.
After being rescued by the group, Elric guides everyone through the passage to Creed's mansion. It's a tense journey filled with antecipation...
A lot of treasure chests lay here unknown to anyone. Search for paths the eye can't see
The cave's layout is very simple. It's easy to not get lost. Even if by rare chance someone gets lost, there are no monsters around so it's nothing to worry about. Going straight left leads to the cape of Devil's Tail. But there is also a secret path leading to valuable items. There must be an entrance to it somewhere across the main path. The walls should be inspected very carefully.
There are even more unseen turns in the secret path. The room it leads to hides a treasure chest, but many don't notice the extra path to acquire all four items. They are special items which will be very desirable later, so be extra careful.
Battle no.21
To Creed's Mansion
-More hurdles awaits before the mansion
Bowie and his team have arrived at the cape of Devil's Tail upon exiting the cave. But the monsters protecting Creed bare their fangs at unknown visitors!
Event no.20³
Creed's Mansion
-Fate awaits at the devil's mansion reached after much struggle
Finally, the team has arrived at Creed's mansion. But fate has yet another trial for them to face. Danger draws near.
Everyone gets shrunk down!
In the next room, Creed and the visiting Fairy are about to have their secret conversation. Bowie attempts to break in, avoiding the watch of the butler, Goliath. However, the moment he touches the doornob, everyone becomes very small!
Confronting the Demon King
Leaving the Floor World and descending the stairways, the group finds Creed and the Fairy in an altar. They summon the Evil Spirit, and within the flames, a vision of the Demon King appears. What the Demon King has eyes on is not Creed, but Bowie and the two jewels he carries. He says the princess is captive at the Ancient Tower. The group's fighting spirit is lit up once more.
Four allies, which one to choose?
Learning that Bowie carried an important duty, Creed spares one of the people in his collection to join the force. They're all different, but each one can be a valuable asset, so choose carefully.
[³Another numbering mistake, but this time it repeats the previous number, so it actually fixes the previous one.]
Battle no.22
Desktop Kingdom
-A strange battle in warped space
Giant books. Vast paper. Deep bottles of ink. This is Desktop Kingdom, where the shrunk down collection lives. A live risking match starts, with freedom on the line.
Battle no.23
Floor World
-Cornered by a giant demon rat
Using the Cotton Balloon to descend, Bowie and his friends have reached the Floor World under the desk. Now they fight to escape this micro world.
Event no.22⁴
New Granseal
-A brief rest for the wounded warriors
The Shining Force⁵ returns home, to rest from the journey so far, and to set out on yet another. This second homeland, it is warm and soothing...
The reencounter and joining with Sir Astral
Lots of faces, not seen in a long time, smile at the group. Bowie and his friends have returned to New Granseal. Bowie heads immediately to the castle, and tells the king of everything that has happened so far. Of course, that includes reporting that Princess Elis is still alive. The king worries on how the kingdom should respond to the current crisis looming over the world. Astral says they should head to Tristan in the north, to listen to the storytellers there. Everyone renews their determination to continue traveling. But the situation is quite serious. Can this group alone solve everything...?
Sir Astral joins the Shining Force here as a strong advisor.
[⁴Numbering skipped no.21. So yeah, nothing was actually fixed. I already regret paying attention to these mistakes lmao
⁵Before this point, the characters are usually referred to as "Bowie-tachi", which is just "Bowie and the other people with him" in JP grammar. Because the repetition and the expression itself feel clunkier in english, I used a number of different translations throughout the text (Bowie and his friends, Bowie's team, the group, etc.) I never used "force" however, because only here does the book starts to refer to them as Shining Force, and I feel that's very deliberate to mark the turning point of the story, as only now are them in direct opposition to Zeon. The term "一行" (ikkou) also starts being used here, meaning "traveling party/group/troop", and feeling a little more formal ("Bowie-tachi" is never fully dropped though).
Perhaps it is worth mentioning that I don't recall the term "Shining Force" being used in the game itself, as the characters are usually referred to as "Granseal army" instead.]
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the-feral-one · 2 years ago
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S/V DLC isn't out yet, but I've already got ideas involving what my Paldean roster does in 'The Teal Mask' and 'The Indigo Disk'
'Everyone and the Mystery of Mew' - Before the events of 'The Teal Mask' -
Wo-Chien gets two invites from Director Clavell after both Ms Raifort and the students begged him to let the snail come with them on the school trips. One is a permit to cross the border between Paldea and Kitakami, and the other is a key-card that lets him freely move around the Blueberry Academy. After discussing what would be done at both locations, Wo thanks Clavell and goes back to his shrine.
As he ponders about what sort of things he'll do there, a visitor - a human scientist - comes to his shrine. Wo, after hearing that they needed a place to rest for the night, lets them in. The next day, he wakes to see them leaving, but before they do so, the scientist leaves a pokeball with him and tells him to take care of what was inside. Wo doesn't get to say much as the scientist makes a quick exit. The snail ponders over the pokeball, and, after he makes a breakfast sandwich, he decides to see what he had been left with. Upon opening it, his eye goes wide - Wo sees that the scientist had left him with a Mew. The snail then sees that the floating cat is quite small and weak, which makes him start to think that he'll need to help make it stronger. After trying to return it to the pokeball and failing, Wo lets it ride on his head as he takes it to where the other 'Team Paldea' mons were.
After showing the Mew to the other mons, the first thing they do is get very surprised that someone would get their hands on one, let alone leave it with Wo-Chien. They then begin to think about what they could do with it, as no-one would leave a mon like Mew behind in someone else's care without it having some sort of purpose. As they think about that, they also wonder about how they should go about making it stronger too. Whatever purpose that it has, it must be made strong enough to deal with it...right?
As they continue to help it become stronger, they find out that its tera type is Fairy. They don't think about it that much as they continue to take turns helping Mew. Eventually it becomes quite powerful, exhibiting some impressive Psychic and Fairy-type moves.
Seemingly out of nowhere, something from Area Zero is broadcast around the entire region by a visibly frightened Miraidon. He warns the humans and Pokemon of the region that the holding facility's most dangerous resident had escaped, and that no-one was to get close to it. As they listen to the purple dragon's warning, the mons start connecting what is said to the Mew. Eventually they come to a conclusion after a lot of theorizing - the scientist was a former employee of Area Zero, they decided to leave the Mew in the first place they seeked shelter in before leaving the region, and, after helping to make it as strong as possible, it would help to bring down the holding facility's most dangerous resident should it escape. Miraidon ends his broadcast saying that anyone brave enough to try fighting the escapee should terminate it to protect the region.
It doesn't take long for the escapee - a Mewtwo with highly advanced Psychic abilities - to make itself known as it attacks the towns of Paldea. Mons from all over try to fight it, but no-one is successful. Soon, the crazed Mewtwo starts to focus its attacks on individual mons. It attacks several 'Team Paldea' mons, including Chester, Pink, Orchid, Pavo, and Wo-Chien. The latter would be done while he gathered resources, forcing him to leave them behind as he ran. The sudden attack manages to make the snail go towards the edge of a steep drop. Seeing no other way of escaping from the Mewtwo's onslaught, Wo decides to throw himself off. He falls to the ground below with a thunk, turning into a pile of leaves and tablets. Wo reforms a few minutes later and starts dashing towards his shrine as fast as his one foot could make him go.
Soon, after a lot of special training, the Mew becomes fully prepared to take on the region's biggest threat. Mew dashes away to find Mewtwo, with Chester and Peseta following behind it. The other mons also manage to do so in their own ways. They reach Mew as it begins its showdown with the bigger psychic cat, which had been mutated by the power of its permanent Psychic tera. As the fight continues, Mew ends up being joined by countless other versions of itself, each with a different tera type. They work together to subdue Mewtwo, but need extra power to take it down. Chester, Peseta, Sulfur, Spectre, Noah, Pavo and Wo-Chien throw their own Ghost and Dark attacks at Mewtwo, and the extra power manages to defeat the mutated clone. After it goes down, they do what Miraidon said, and terminate it.
Once everything calms down following the Mewtwo's attack, 'Team Paldea' bids farewell to the Mew and sees it dash away. Mew would go down into Area Zero and accompany Terra the Glimmora and Miraidon as they monitor activity in the holding facility.
Wo-Chien goes to the Mesagoza academy and asks to see Clavell. Once he gets to do so, he asks him to let his friends come with him on the school trips. Clavell, after some arguing with the snail, agrees, but mentions that Wo's friends would need to wear ID cards that say that they're also with the academy. The snail says his thanks before dashing out of the academy and back to his shrine, where they waited for him. After telling them what would happen, they agree to what must be done. As long as they could accompany Wo-Chien to a new place, it would be all good for them.
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adventuretourindia · 2 days ago
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5 Best Tips for a Soulful Char Dham Yatra With Family
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Make Every Step Divine with Our Char Dham Yatra Package!
Planning a Char Dham Yatra with your loved ones is not just a pilgrimage; it’s a once-in-a-lifetime journey into the heart of Uttarakhand’s sacred valleys. 
Our specially curated Char Dham Yatra Family Package ensures that you experience this holy quest with utmost comfort, safety, and togetherness. 
Before you set off on this divine trail, here are 5 essential tips to make your family’s Char Dham Yatra truly soulful and hassle-free!
5 Essential Tips for a Smooth Char Dham Yatra with Family
Embarking on a Char Dham Yatra family package is a sacred journey that brings peace, devotion, and unforgettable memories. 
But to ensure a truly soulful experience, it’s important to plan with care, from choosing the right package to preparing for the Himalayan terrains. 
These 5 tips will help you navigate the spiritual circuit comfortably and meaningfully with your loved ones.
Choose the Right Char Dham Yatra Package Price
When booking our Char Dham Yatra family package, clarity on pricing is key. Our packages starting from ₹17,499 (Haridwar) and ₹21,499 (Mumbai) include transport, stays, meals, permits, and guides, with no hidden charges. 
A transparent Char Dham Yatra package price ensures your family enjoys a hassle-free, all-inclusive spiritual journey.
Plan Your Budget with a Clear View of the Char Dham Yatra Package Cost
Understanding the Char Dham Yatra package cost helps you plan better. Our package options cover everything, from hotel accommodations and camp stays to seamless transportation and guided temple visits. 
Knowing exactly what’s included ensures you and your family travel stress-free without unexpected expenses.
Opt for a Char Dham Yatra Package from Mumbai for Hassle-Free Travel
Families in Maharashtra can skip the complex travel arrangements by opting for our Char Dham Yatra package from Mumbai. 
We coordinate your train or flight to Haridwar/Dehradun, along with local transfers, so your family’s pilgrimage begins smoothly, right from home to the sacred shrines.
Schedule Your Char Dham Yatra During the Ideal Season
Our Char Dham Yatra operates during the ideal months of April to June and September to October, ensuring pleasant weather, accessible routes, and safer temple visits. 
Avoiding the monsoon ensures your family experiences the Yatra in comfort, without disruptions or risks.
Pack Smart and Prepare for the High-Altitude Terrain
While packages handle logistics, they carry warm clothes, sturdy shoes, ID proofs, medications, and portable chargers. 
Being well-prepared ensures your family enjoys a safe, memorable, and soul-stirring Char Dham Yatra, especially when trekking in high-altitude regions like Kedarnath.
Conclusion
Embarking on a Char Dham Yatra with family is a once-in-a-lifetime spiritual journey, and the right planning makes all the difference. 
With our carefully curated family packages from Mumbai and Haridwar, transparent pricing, and all-inclusive services, you can focus on creating soulful memories without worrying about the logistics. 
By choosing the best season, packing wisely, and trusting our experienced team, your Char Dham Yatra becomes more than just a trip; it transforms into a serene, comfortable, and divine experience for the entire family.
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