#transformers compendium one
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crocomum · 26 days ago
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Meanwhile, back at the swamp, Prowl leads the tattered remnants of his Autobot warriors in battle against the Decepticon onslaught.
His efforts are valiant...but ultimately futile.
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robboyblunder · 8 months ago
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As promised I went ahead and continued my "ghoul guide" with a part 2 (part one linked in replies)! This one covers stuff specifically with a made up lore guide of in-world ghoul stuff as if they were a sort of unique magic entity.
This one wound up way longer and had to be split so expect a third final one eventually lmao. for now though... I'm gonna take a break and yell. Bonus extra info plus the transcript under the cut!
ID in ALT text!
Bonus note: While not portrayed in the guide, it’s important to know a detail about ghouls’ origin called “memory echoes”. While ghouls are formed from humans past who lose all memory of their previous self while maintaining an assumed personality from before, at times certain instances of events, actions, items, and otherwise can trigger these “echoes”. Echoes are very rare, but a valued treasure to ghouls; they make them feel more connected to their past and more “human”. Upon triggering an echo, a ghoul will become completely listless, unable to respond or react until the echo has completed, usually within seconds.
“Memory echoes” are described as blurry faded memories that often show featureless shapes and colors, but a very strong “feeling” of a Deja-vu of the moment. They feel viscerally real and can have a mix of the senses i.e. touch and smell, but produce no recognizable faces or imagery of the self. No ghoul has ever reported fully remembering one, nor any semblance of their true past beyond the haunting leftovers.
Begin Transcript:
A Compendium of Hell’s Derivates
While there are many theories on the demonic nature of ghouls,
The true source is surprisingly Human.
Souls cannot be recreated; rather, they’re Recycled and Reborn
The cycle of ghoul creation started for unknown reasons…
But one thing is Certain:
Natural forces do not change easily.
Raw elements collide with the fuel of life itself until one connects
by His command
A violent injection of pure elemental magic
Rewrites and erases all memory and one’s past, drastically altering the soul…
These new powers lend to the powerful allies of the ministry,
However….
… new powers are a dangerous toy.
While coined as “Feral”, new ghouls would better be designated “Raw”, “Unbound”, and “Lawlessly Dangerous”
First formed, they are still elements;
Torrential, Aimless,
Incapable of coherent thought or rules
-but with time, coherence returns to the individual
Who grows much like a life cycle’s stages without necessarily aging.
The overall cycle is the same per ghoul, yet varied enough each rises differently…
First form: “Raw” – Second form (1): “Feral” – Second form (2) – Third form: “Stabilized”
Catalyst, violent, poor formation – Unaware, wild, chaotic – Conscious; can act like oneself; less raw – fully formed and recognizable
The first form, “Raw”, is notably so violent the devil himself does not release them until stage two.
The second form in stage one of a “Feral” ghoul is much like the forces of nature; free willed and wild, understanding minimal speech.
Take caution: they can be mischievous and cause decent damage.
In the second stage of a “Feral” ghoul, they behave like typical people; however, they’re still very free and may choose to never fully stabilize.
Note: you can tell they’ve reached this stage by presence of a tail and civil habits.
If desired, a ghoul reaches the final form: “Stabilized”. They’re transformed into a stable humanoid body, a form less powerful but safer.
Note: Talented ghouls can change form at will in this stage between secondary Feral and Stable.
When it comes to location, each form is most likely to be found:
Raw: Hell, contained
Feral (Stage 1): wilds/natural areas
Feral (Stage 2): wilds and civil areas
Stabilized: anywhere people go
Seeing feral ghouls is not uncommon, and can even be considered lucky!
They tend to provide free protection to keep their home
Ghouls can only stabilize via ministry ritual;
One can assume they’re ministry members if stable, even off duty.
Ghouls are uncommon, but found most places if looked for;
This seems especially true near ministry placements.
Ghouls only form from adults and don’t “age” traditionally, yet they’re still mortal
Deceased ghouls do not seem to return or recycle.
Summoning intentionally pulls only second stage feral ghouls or stable ghouls from anywhere,
They don’t always like this however (see other guide).
The cycle of ghouls serves a main purpose – as forces for the Dark One, in return for rebirth
However, there are two channels through which they serve.
1) Natural defense against corrupted holy magic
Non-stable ghouls defend at will naturally where they live
2) training to fight, protect, and uphold the ministry’s efforts in the name of the Devil.
Contrary to belief, summonings cannot grab from “nothing”;
Like the creation of a ghoul,
Their element, once developed, is what becomes pulled by nature
The force of such pull is incredible,
A disorientating test of will so great…
…it can render even the most sound minds rather violent.
This is why while some choose to stabilize, others may not;
But should a mind change, they can be freed or re-summoned.
Alternative to wild summoning, one can summon from trained ghouls over feral;
Many ghouls are trained for ministry positions all over, but any can be summoned if unassigned.
Though stabilized, unassigned ghouls are not contractually bound to anyone until assigned.
They’re great for extra work hands and being able to know what kind of team mates you’ll get without leaving it to chance.
Summoning any ghoul however reverts them to feral form, and the challenge to tame them remains the same.
Just because you know a ghoul does not mean an easy summon.
Finally, be warned: forcing unwanted breaking or upholding of a summoning contract
Will have dire consequences.
Aside from rarity of an element, there are “power classes” within each element.
Tiers:
Rarity of an element does not equal strength.
The break down is as follows:
Rare – extreme and dangerous power. These ghouls earn a specialized title.
Quite strong, stand out in their class and very sought after.
Most common tier; average and decent powers that are expectable.
Weak powers, but some uses are applicable.
Uncommon – ghouls who possess little to no powers. Ghouls in this tier may at times suddenly change power tier without warning to any other category.
S-Tier ghouls are quite rare and a sight to behold- truly, they embody nature’s power.
End transcript.
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the-griffons-saddlebag · 1 month ago
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Spellneedle
Weapon (dagger or spear), very rare (requires attunement) ___ This mithral dagger has a hollow, telescoping handle. While holding the weapon, you can speak its command word using a bonus action to cause it to transform into a spear or back into a dagger, extending or retracting the handle respectively. Regardless of the weapon’s form, it has the finesse property, and you are proficient with it. If you’re a spellcaster, you can use your spellcasting ability for its attack and damage rolls, instead of Strength or Dexterity. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding the weapon, you can use your reaction whenever a creature you can see within 30 feet of you casts a spell, allowing you to collect one of the arcane threads used to produce the spell. Only you can see this thread, which remains woven through the “spellneedle” until the end of your next turn or until you use the thread. The weapon can only have one thread at a time. While holding the threaded weapon, you can expend the thread to gain one of the following benefits. 𝙎���𝙞𝙩𝙘𝙝 𝘽𝙪𝙧𝙨𝙩. If you make an attack with the weapon, you can expend the thread (no action required) to deal an extra 1d10 force damage to the target on a hit; each other creature within 5 feet of the target (other than you) must succeed on a DC 16 Dexterity saving throw or take the same amount of force damage. If you made a ranged attack with the weapon, it’s magically pulled back to your hand immediately after the attack. 𝙐𝙣𝙨𝙥𝙤𝙤𝙡 𝙎𝙥𝙚𝙡𝙡. If you’re forced to make a saving throw against a spell, you can expend the thread (no action required) to roll a d10 and add the number rolled to the saving throw. In addition, any damage you take from the spell is reduced by an amount equal to the number rolled on the d10. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for as little as $3 a month!
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cowboybabeop · 1 year ago
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Vault-Tec Vaults; Game Origin & Location
Hi I'm going to back to my "Fallout Blog" roots. Here is a summary of all of the vaults and experiments (starting with a timeline) because I'm insane ^_^ I had to add a weird break bc I literally hit the tumblr character limit, but I used it to section off the major spoilers for the TV series :)
Timeline
The Great War: October 23rd, 2077
Fallout Bible: Compendium of added lore by the creators.
Fallout 76: 2102
Fallout 1: 2161 
Fallout Tactics: 2197
Fallout: Brotherhood of Steel: 2208
Fallout 2: 2241
Fallout 3: 2277
Fallout: New Vegas: 2281
Fallout 4: 2287
Fallout TV Series: 2296
Corporate Vault - Fallout: Brotherhood of Steel - Texas 
A control group vault meant for Vault-Tec employees to continue research, primarily on FEV (Forced Evolutionary Virus) during the war.
Vault 0 - Fallout Tactics - Colorado 
A control group vault with geniuses kept in cryogenic stasis, with their minds interlinked into an entity called The Calculator.
Vault 3 - Fallout: New Vegas - Nevada 
A control vault. Residents ended up opening the vault doors when the lower levels flooded. Eventually the vault was overrun by Fiends.
Vault 4 - Fallout TV series - California 
A test vault that was filled with residents prior to the bombs dropping. Experimentation on human subjects led to most of the original residents being killed in a revolt. In 2296 the vault is still thriving, while kidnapping surface survivors and continuing to experiment on them. The vault offered refuge for many inhabitants of Shady Sands.
Vault 8 (Vault City) - Fallout 2 - Nevada 
A control group vault that remained closed until 2241. Instead of receiving two G.E.C.K. (Garden of Eden Creation Kit) devices, Vault 8 received just one and a replacement water chip that was supposed to go to Vault 13.
Vault 11 - Fallout: New Vegas - Nevada 
Every year the residents were told to sacrifice a fellow resident, with the threat of everyone's death if they did not. In reality, the system would praise them for NOT sacrificing an individual and the vault door would be unlocked. This message finally played after only five residents remained.
Vault 12 - Fallout 1 - California 
A seemingly normal, safe vault with an ulterior motive to study the effects of radiation on the inhabitants. The door never fully sealed, and in 2083 the ghoul residents left to found Necropolis.
Vault 13 - Fallout 1 & Fallout 2- California 
Your home vault as the Vault Dweller. A rather normal vault, however due to a shipping mishap Vault 13 received an additional G.E.C.K. device (that was supposed to go to Vault 8) instead of a replacement water chip. Thus, leaving the Vault Dweller to leave the vault in search for a replacement when their only water chip breaks.
Vault 15 - Fallout 1 & Fallout 2 - California 
A vault that experimented with incredibly diverse ideologies and backgrounds. The vault became severely overpopulated in 2097 and the dwellers decided to open the door. Shady Sands was created using Vault 15's G.E.C.K. and the local raider gangs all have origins from this vault.
Vault 17 - Fallout: New Vegas - Mention Only 
Inhabitants were kidnapped and transformed into Super Mutants. Lily originates from this vault.
Vault 19 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
Paranoia was induced by noises, lights, and segregation. The vault was divided into two sections, Red and Blue, with a separate overseer for each sector.
Vault 21 - Fallout: New Vegas - Nevada 
An almost normal vault, with the exception of a culture and society built around gambling. All major decisions were made through gambling, with the decision to open the doors and become part of New Vegas being "won" in a game of Blackjack.
Vault 22 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
A vault dedicated to studying agriculture. A fungus designed to kill pests on plants became capable of infected human hosts. Vault 22 is curiously green on the outside by the time The Courier arrives at the location.
Vault 24 - Fallout: New Vegas - Mention Only 
Remnants of a Vault 24 jumpsuit are found in the FNV game files.
Vault 27 - Fallout Bible - Mention Only 
A vault designed to be deliberately overcrowded with not enough means to sustain the inhabitants.
Vault 29 - Fallout 76 - Mention Only 
Only children younger than 15 were allowed in this vault, with their parents being sent to other vaults. Harold is believed to originate from this vault.
//TV SHOW SPOILERS//
Vault 31 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as cryogenic home for the managers and higher ups of Vault-Tec.
Vault 32 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 33. Somewhere around 2294, Vault 32 failed and the residents resorted to murder, cannibalism, or suicide.
Vault 33 - Fallout TV Series - California 
Lucy MacLean's home vault. Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 32.
//END OF TV SHOW SPOILERS//
Vault 36 - Fallout Bible - Mention Only 
The only food in this vault consisted of thin, watery gruel.
Vault 34 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
The vault was purposefully overstocked with guns with the overseer being able to give/deny access to residents. This inevitably led to it's downfall, and those who revolted and raided the armory relocated above as The Boomers in 2231.
Vault 42 - Fallout Bible - Mention Only 
No lightbulbs over 40W were provided.
Vault 43 - Fallout Bible - Mention Only 
A vault containing 20 men, 10 women, and one panther.
Vault 51 - Fallout 76 - West Virginia 
A vault with a supercomputer as the overseer. Interference from the computer led to most of the residents being murdered by other residents.
Vault 53 - Fallout Bible - Mention Only  
Most equipment was designed to break down every few months in order to stress out inhabitants.
Vault 55 - Fallout Bible - Mention Only 
No entertainment tapes were provided.
Vault 56 - Fallout Bible - Mention Only 
The only entertainment tapes provided were of one terrible comedian.
Vault 63 - Fallout 76 - West Virginia 
The inside of the vault remains sealed, with the outside door being all that is accessible to the player character. Other parts of the vault are revealed through cut content.
Vault 65 - Fallout 76 - Mention Only 
Remnants of the vault remain in Fallout 76 cut content.
Vault 68 - Fallout Bible - Mention Only 
The vault contained 999 men and 1 woman.
Vault 69 - Fallout Bible - Mention Only 
The vault contained 999 women and 1 man.
Vault 75 - Fallout 4 - Massachusetts 
A secret experimenting in refining human genetics through selective breeding, genetic modification, and hormonal treatments. The vault's concept was made by Stanislaus Braun.
Vault 76 - Fallout 76 - West Virginia 
The home vault of the player character in 76. It was a control vault, set to open after 25 years. This is when the player character leaves the vault.
Vault 77 - Fallout 3 - Mention Only 
Mentioned by slavers in Paradise Falls, this vault was rumored to only contain one man and a box of puppets.
Vault 79 - Fallout 76 - West Virginia 
A vault dedicated to hoarding the country's gold reserves.
Vault 81 - Fallout 4 - Massachusetts 
Designed to develop a cure for every possible sickness or ailment. Residents were unknowingly sprayed with diseases by nozzles hidden in their rooms. The first vault overseer had thought this to be cruel, cut off the scientists from the rest of the vault and cut the nozzles from spraying residents before the experiments could begin.
Vault 87 - Fallout 3 - Somewhere in VA/PA/MD 
The original vault experiment for 87 was scrapped, and it became a research center for FEV, leaving the vault wildly radioactive and inhabited only by super mutants by the time you access it as the Lone Wanderer.
Vault 88 - Fallout 4 - Massachusetts 
An unfinished vault inhabited by ghouls.
Vault 92 - Fallout 3 - Somewhere in VA/PA/MD 
The best musicians were sent to this vault to "preserve musical talent", but truthfully residents were subjected to subliminal messages mixed into white noise. Eventually some of the musicians went into random, murderous, psychotic rages that led to the end of the experiment.
 Vault 94 - Fallout 76 - West Virginia 
A vault with non-violent faith-centric inhabitants. The vault opened one year later to search for survivors. The vault became overrun by wastelanders and raiders that destroyed their G.E.C.K. and their nuclear reactor. The vault was swarmed with radiation and is now overrun by mirelurks.
Vault 95 - Fallout 4 - Massachusetts 
A vault designed to get people clean and sober. After a successful 5 years, a Vault-Tec agent brought out a hidden stash of drugs for other residents to find.
Vault 96 - Fallout 76 - West Virginia 
A vault with a focus on agriculture, animals, genetics, and mutations. The original residents were killed in a failed escape attempt, and the vault was then used by West-Tek scientist Edgar Blackburn to continue research on FEV.
Vault 100 - Fallout 3 - Mention Only 
Remnants of Vault 100 can be found in game files and cut content.
Vault 101 - Fallout 3 - Somewhere in VA/PA/MD 
The home vault for the Lone Wanderer. This vault was meant to never open and Vault 101 did not receive a G.E.C.K. However, the overseer of the vault pretty quickly broke this rule and occasional survey teams were sent to the surface. Several residents of Megaton are the result of these survey teams. Daddy James found the vault after the birth of the Lone Wanderer and negotiated his doctoral services in exchange for shelter.
Vault 106 - Fallout 3 - Somewhere in VA/PA/MD 
Psychoactive drugs slowly released into the air of Vault 106, causing the vault to be filled with psychotic survivors by the time the Lone Wanderer visits.
Vault 108 - Fallout 3 - Somewhere in VA/PA/MD 
A slew of experiments occurred in this vault. The elected overseer was dying of cancer, the primary power supply of the vault was scheduled to fail after 20 years, the backup power supply would not be enough to power ALL of the vault, the vault was given three times the normal amount of weapons, and the vault was not given entertainment. With a majority of scientists, one of the inner experiments involved repeatedly cloning the same man... Gary.
Vault 111 - Fallout 4 - Massachusetts 
Your home vault as the Sole Survivor. All residents were meant to unknowingly stay in cryostasis, with scientists overlooking them. However, conflicts arose among those unfrozen, leading to the vault door eventually being opened.
Vault 112 - Fallout 3 - Somewhere in VA/PA/MD 
Residents lived in a virtual reality simulation to create their "perfect life" with their overseer, Stanislaus Braun, a scientist who proceeded to use the residents as playthings. Braun continuously murdered residents, then wiped their memories and reset the simulation.
Vault 114 - Fallout 4 - Massachusetts
 An unfinished vault meant for only the wealthy. Vault-Tec exaggerated the luxury of the vault, gave residents very small rooms, communal bathing and dining areas, and a homeless drug-addicted overseer named Soup Can Harry.
Vault 118 - Fallout 4 - Maine 
An Unfinished Vault meant to house both a handful of ultra-rich and hundreds of working class individuals to observe how they would interact within the same space.
Vault 120 - Fallout 4 & Fallout 76 - Mention Only 
The vault itself was meant to mimic the underwater atmosphere of Bioshock. The game was cut from Fallout 4, but remnants can be found in Fallout 76 game files.
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dekariosclan · 22 days ago
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Hi! This is a blog dedicated to the Rizzard of Waterdeep 💜
I was asked to create a blog master list, so I’m happy to oblige. Below are links to my design works, my answered asks, fic rec lists, and a few memes.
I’ll have my Ask Button active whenever possible. If it’s deactivated that just means I’m catching up or cannot answer at this time. See the EXTENSIVE list under the cut for previously answered asks!
Thanks for visiting :)
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Graphic Designer Gone Wild:
Bg3/Gale Spoof Magazine #1
Bg3 Spoof Magazine #2
Bg3/Gale Spoof Magazine #3
Gale’s Compendium of Puns
Gale and Tav’s Wedding Invitation
Galentines
A Magical Valentine from Gale (different each time you click)
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Answered Asks *rules about submitted asks*
How would Gale deal with:
an elf Tav with a long lifespan
a rude salesperson/fast food worker
making amends to Tav after being immersed in research
an ill Tav
a weary Tav who refuses to rest
romantic competition for Tav
a Tav who isn’t doing well emotionally or mentally
jealousy between Tav and Tara
celebrating Tav’s birthday
warding/protecting his tower
Tav teasing him/making him feel flustered
A Tav asking for book recommendations
a pregnant Tav especially one who is trans/gnc
he and Tav adopting & hatching the githyanki egg
18+ Tav sending him a naughty message
companions losing their minds when they see he has abs
Tav confessing they are a Bhaalspawn
the stress of writing/being creative
an overworked/stressed Tav
A Tav who is legitimately angry at him
The neighborhood HOA filing complaints against him and Tav
A Tav who is desperate to keep Gale alive
Celebrating Valentine’s Day / courting Tav
a Tav that previously was in an abusive relationship
Marrying a Tav with little/no family
18+ an anxious Tav who avoids eye contact
Family disapproval
His beloved’s unique mannerisms
What are Gale’s:
flaws
preferred ways to exercise
compliments he gives to others
thoughts on tattoos
thoughts on sharing his home with Tav
things that give him the ‘ick’
motivations for his shadowlands flirting
18+ best and worst things in bed
Would Gale still love Tav if (tldr; the answer is always yes):
Tav was a gnome
Tav struggled with horrible nightmares
Tav had chronic pain
Tav was drunk
Tav gained weight
Tav was plus-size or chubby
Tav had sensory issues
Tav was never desired by anyone/has always been overlooked romantically
Tav had scales
Tav was a Dragonborn
Tav had PTSD
18+ Tav was vanilla/not kinky
Tav was quiet/not a yapper
Tav was ace
Tav was NOT quiet/IS a yapper
Tav had an overbite/is insecure about their smile
Tav was from our world
Tav had stretch marks/physical imperfections
Tav was ‘wild’ / uneducated
Tav wasn’t very confident in themselves
Tav didn’t think they had a good personality
Tav was………a bit gassy
Tav had epilepsy and struggled with seizures
Tav was a vegan or vegetarian
Tav was transforming into a drider
Tav was from a noble line and in grave danger
Various:
18+ Gale may have picked up some Tressym mannerisms
What would Gale’s mother Morena think of Tav
Gale loves Tav much more than he ever loved Mystra
Gale’s shared interests with each of the companions
What type of music does Gale like/what instruments does he play
Dad!Gale watching Tav and their little one
18+ Tav making Gale fail NNN
18+ Gale succeeding at NNN and being rewarded
Would Gale give up his Godhood to be with a mortal Tav
Could Gale ever end up with a Tav who refused his proposal
Can Gale sing
18+ is Gale more of a boobs or butt kind of guy
would Gale put up mistletoe for the holidays
Gale as a girl dad
18+ Why do Gale’s boxers have magic/why are they enchanted
About Gale’s kisses
About Gale’s romance endings
18+ Would Gale enjoy…
how does Gale immediately know Tav is a wizard/sorcerer/non-magic user
‘Early Access’ Gale and Mystra
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Fic Recs for Galemancers
18+ General recommendations
Comfy/Cozy fics
18+ Smut fics
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Gale Memes
#1
#2
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thecreaturecodex · 2 months ago
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Sabreclaw
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Image © TSR Inc.
[The sabreclaw first appeared in Sabre River, a Basic D&D module, and then was reprinted in the Creature Catalogue. And then in the Mystara Monstrous Compendium for AD&D, which is where this art appears. The sabreclaw is clearly an attempt to fill the design need of making minions challenging to high level characters, which is where their cumulative defenses came in. Since AC is much more scalable in 3.x and Pathfinder than it is in earlier or later editions, I gave it cumulative offenses as well. I did tone down its nastiest ability; originally, all members of a wing fully share hit points, so none of them die unless all of them die. Combine that with an immunity to 1st-3rd level spells in the original, and every fight with these is gonna be a bit of a slog. The transfer health ability is intended to capture some of that flavor without being nearly so hostile to the players]
Sabreclaw CR 3 LE Aberration This humanoid creature has greasy black fur over its body and leathery wings growing from its back. Its face is distorted, rugose and vaguely simian. Its left hand is prehensile, but its right is taken up with a single oversized claw.
Sabreclaws are unnatural creatures, created through fleshwarping to be soldiers without goals or desires of their own. Sabreclaws are found in squads, called wings, almost exclusively; a lone sabreclaw is likely to be the survivor of a destroyed wing, and is usually desperate, insane or both. Sabreclaws do not have a functional individual identity—they think of themselves as agents of their creator, and view other members of their wing the same way typical creatures think of their arms and legs as parts of themselves.
Sabreclaw wings fight en masse, dive-bombing a target and tearing them to pieces with their namesake claws. Their tactics are usually uncreative, but effective: gang up on a single target until it stops moving, move onto the next one. The more sabrewings are clustered together, the more effective combatants they become, and a sabrewing can even relay hit points to a wounded comrade to keep them in the fight longer. Whether a sabreclaw wing retreats to choose its battles, or goes out in a blaze of glory, depends more on the desires of their master than it does any tactical sense or personal choice for the sabrewings.
Unlike many fleshwarped monster, sabreclaws are created from non-sapient creatures, namely baboons. They are always made in batches—if a single sabreclaw awakens without a wing to call its own, it lashes out violently and uncontrollably. Fledgling fleshwarpers may view using animals to create fleshwarps as a lesser evil than transforming humanoids, but few creators are resolute enough to remain at that level of mad science. Indeed, sabreclaws are often used to gather “raw materials” by their masters. Sabreclaws are carnivorous, but require much less food and water than natural creatures of their size.
Sabreclaw CR 3 XP 800 LE Medium aberration Init +5 (+9 with hive mind); Senses darkvision 60 ft., Perception +8 (+12 with hive mind), true seeing
Defense AC 15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3 natural) hp 27 (5d8+5) Fort +2, Ref +2, Will +6 Immune poison; SR 14 Defensive Abilities cumulative defenses, evasion
Offense Speed 30 ft., fly 90 ft. (poor) Melee claw +6 (1d12+4) Special Attacks cumulative offenses, powerful charge (claw, 2d12+4)
Statistics Str 17, Dex 13, Con 13, Int 6, Wis 14, Cha 2 Base Atk +3; CMB +6; CMD 18 Feats Dodge, Improved Initiative, Mobility, Outflank (B), Precise Strike (B) Skills Fly +4, Perception +8 (+12 with hive mind), Stealth +7 Languages Common (cannot speak), telepathy 120 ft. (other sabreclaws only) SQ hive mind, transfer health
Ecology Environment any land Organization solitary, wing (2-20) or army (21-200) Treasure incidental
Special Abilities Cumulative Defenses (Su) A sabreclaw gains a +1 insight bonus to Armor Class and saving throws for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Cumulative Offenses (Su) A sabreclaw gains a +1 morale bonus to attack and damage rolls for every 2 sabreclaws in range of its telepathy, to a maximum of +5 for 10 sabreclaws. Hive Mind (Ex) As long as a sabreclaw is within telepathic range of one allied sabreclaw, it gains a +4 racial bonus on Initiative checks and Perception checks. If at least one sabreclaw is aware of combatants, all other allied sabrewings within the range of its telepathy are also aware of them. Transfer Health (Su) As an immediate action, a sabreclaw can lose 5 hit points in order to heal another sabreclaw within range of its telepathy 5 hit points. True Seeing (Su) A sabreclaw can see as if under the effects of a true seeing spell as a supernatural ability.
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just-some-guy-joust · 1 year ago
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Just Some Guy Joust - Contestants List
Note: This is NOT the order of the brackets. Like with the last tournament, the order of the brackets will be a surprise. This list was randomized from the brackets I set up and does not represent who each character will be up against. The only thing you know for sure which side of the bracket they're on. When the polls go up, they'll be posted in order based on the list here, NOT based on where their brackets actually are!
Round 1 of Side A is over! Round 1 of Side B is CURRENTLY UP!
(Full list of characters in text format is under the cut)
Side A
Sasha James (The Magnus Archives)
Reigen Arataka (Mob Psycho 100) - died round 1
Joy (Underworld Office/Charlie in Underworld) - died round 1
Junpei (Zero Escape)
Horse (Centaurworld)
Phone Guy (FNAF) - died round 1
Gordon Freeman (HLVRAI)
Joshua Gillespie (The Magnus Archives) - died round 1
Namari (Dungeon Meshi)
Shez (Fire Emblem: Three Hopes) - died round 1
Henry Stickmin (Henry Stickmin)
Stanley (The Stanley Parable)
Whole (Chonny Jash's Charming Chaos Compendium) - died round 1
Larry (Pokemon)
Luke Carder (Inscryption) - died round 1
Leorio Paladiknight (Hunter x Hunter) - died round 1
Barry the Quokka (The Murder of Sonic the Hedgehog)
Tommy (HLVRAI) - died round 1
Ulala Serizawa (Persona 2: Eternal Punishment) - died round 1
April O'Neil (TMNT - All versions)
Tsuzuru Minagi (Act! Addict! Actors!) - died round 1
Matt (Woe.Begone)
Gilear Faeth (Fantasy High - Dimension 20)
Apollo Justice (Ace Attorney)
Emmet Brickowski (The LEGO Movie) - died round 1
Stahl (Fire Emblem: Awakening)
Doug Eiffel (Wolf 359) - died round 1
Jack Townsend (Tales from the Gas Station) - died round 1
Frisk (Undertale) - died round 1
Brian Pasternack (Yuppie Psycho)
Trevor Hills (American Arcadia)
Barry Bluejeans (The Adventure Zone: Balance) - died round 1
Side B
Carol Kohl (Carol and The End of The World)
Jaehee Kang (Mystic Messenger) - died round 1
Paul Matthews (The Guy Who Didn't Like Musicals)
Emma Perkins (The Guy Who Didn't Like Musicals) - died round 1
Su Moting (God Troubles Me) - died round 1
Satou Hiroshi (Disastrous Life of Saiki K.)
Chilchuck Tims (Dungeon Meshi) - died round 1
Michelle Nguyen (Welcome to Night Vale)
Tad Strange (Gravity Falls)
Colin Robinson (What We Do in the Shadows) - died round 1
The Bard (Wandersong)
Usopp (One Piece) - died round 1
Nick Carraway (The Great Gatsby)
Link (Ocarina of Time) - died round 1
Kazooie (In a Manor of Speaking) - died round 1
Connecticut Clark (FlorkofCows)
Samwise Gamgee (Lord of the Rings)
Hitomi Shizuki (Madoka Magica)
Junpei Iori (Persona 3)
Han Solo (Star Wars) - died round 1
Tomoya Mashiro (Ensemble Stars!) - died round 1
Peter Sqloint (Just Roll With It: Apotheosis)
Cabbage Merchant (Avatar: The Last Airbender)
Marta Cabrera (Knives Out) - died round 1
Greg Universe (Steven Universe)
Yuuki Mishima (Persona 5) - died round 1
Gingerbrave (Cookie Run) - died round 1
Arthur Dent (Hitchhikers Guide to The Galaxy) - died round 1
Elsen (OFF)
Mob (Mob Psycho 100)
Tadano Hitohito (Komi Can't Communicate) - died round 1
Rung (Transformers - IDW Continuity) - died round 1
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nazrigar · 8 months ago
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Transformers Allspark: Megatron's and Codexa's Work Buddies.
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So my AU finally has name: Allspark! A reflection that it's a story about family, generations and the legacies that come with.
This post is focusing on Megatron's and Codexa's work pals.
Megatron is a miner in one of the most productive places for Energon in all of Cybertron, while Codexa is an archivist in the Temple of Primes.
From Megatron's side:
Jazz: Logistics officer. A bundle of fun, and lover of music and culture. He has a rivalry with the killjoy of Soundwave.
Soundwave: Communications officer. The guy who's responsible for everyone commnicating with each other. Lover of excellence, but also thinks Jazz is an annoying sh-t.
Brawn: DA BOSS. He's the manager of this entire unit. Small in size, big in personality, mightier than most bots. Respect his authority.
Blackout: AKA THE BIG GUY. The man who transports Energon in-and-out. A giant of a man with a strong sense of comraderie.
Shockwave: Former senator and scientist, but got empurata'd for reasons unknown. Thankfully his personality is still intact, however he's doomed to be a glorified processor. Suffers constant boredom and annoyance.
Lugnut: Lugnut is Lugnut. Not bright, but acts as security to make sure nobody is thinking of doing anything rowdy. Loves his job.
From Codexa's side:
Mistress of Flame: Speaker of Solus, and the primary teacher of the ways of Solus Prime. Aloof and none-too-personable, but can be inspiring when need be. Her presence on Cybertron is a signal of Caminus' interconnectedness with the home world.
Dai Atlas: Calm, Steadfast, and one of the mightiest warriors to ever live. A lover of peace who makes sure that his temple is a sanctuary for others.
Cyclonus: The professional Unicron's Advocate, a woman with knowledge of all the holy texts and philosophical tenents, and it's her job to poke holes in each, thus ensuring that society never takes one philosophy too seriously.
Star Saber: THE Paladin of Prima, who holds the Compendium of Prima, a holy book that talks about the life (and failings) of the great Paladin of Primes. Wise and powerful, but also witty with a sharp tongue if needed.
Tigraton: Originally a pilgrim who came to the temple to be closer to one of Onyx's relics, decided it was better to stay as an advocate for beast formers everywhere. Deeply spiritual and introspective.
Pyra Magna: Temple Guard, unusually more cynical in comparison to the others. She has seen much, and hasn't done prayers in a long while, but the Custodians of the Temple of Primes are family and she'll do anything to protect them. Anything.
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magicalshopping · 28 days ago
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♡ Sweet Spiders Pin Collection by Cryptic Compendium ♡
Enamel pins of various spiders transformed into cute sweets as a part of Early Summerween
"Spider food" mini moth pin freebie for all backers who pledge for 5 or more pins!
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Back five projects for physical rewards and receive a spooky pin set! Each pin is designed by one of our participating artists.
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Back TWO pins from each project, and receive a second fun pin set! Using the logo designed by our very own Waxwing Cedrorum - each colorway is designed by one of the participating artists.
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♡ Campaign ends June 4th, 2025! ♡
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ryin-silverfish · 2 months ago
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Can we know more about the dragon pearls pls? I think you or Monkey Ruler mentioned that they're like a dragon's heart and that they're incredibly important. Could they be given to others? How special are they?
Clarification: the "they are like a dragon's heart/yaoguai's neidan" part is pretty much just a HC, though you see the same thing in modern works sometimes.
They are still incredibly important to dragons, though.
The first reference to a dragon pearl appeared in the Outer Chapters of Zhuangzi, and here's the translated excerpt from Ctext:
There was a man who, having had an interview with the king of Song, and been presented by him with ten carriages, showed them boastfully to Zhuangzi, as if the latter had been a boy. Zhuangzi said to him, 'Near the He there was a poor man who supported his family by weaving rushes (to form screens). His son, when diving in a deep pool, found a pearl worth a thousand ounces of silver. The father said, "Bring a stone, and break it in pieces. A pearl of this value must have been in a pool nine Zhong deep, and under the chin of the Black Dragon. That you were able to get it must have been owing to your finding him asleep. Let him awake, and the consequences to you will not be small!" Now the kingdom of Song is deeper than any pool of nine Zhong, and its king is fiercer than the Black Dragon. That you were able to get the chariots must have been owing to your finding him asleep. Let him awake, and you will be ground to powder.'
In the translated Buddhist scripture Commentary on the Great Perfection of Wisdom, the Mani Pearl is also said to be contained inside the brain of dragon kings, and those who possess the pearl are immune to poison and fire.
The belief that dragon pearls are either under the jaws or inside the mouths of dragons are still more common, tho.
There's also the famous Buddhist where the 8-years-old dragon/Naga girl, daughter of the dragon king Sagara, presents a precious pearl to the Buddha, instantly transforms into a man, and attains Buddha-hood.
Though in this case, the pearl is never said to be her own dragon pearl and probably just a treasure in her possession.
In the folklore compendium Shuyi Ji, dragon pearls are listed alongside "snake pearls", both of which can be spat out by their respective animals.
However, in the Yue region, a thousand snake pearls can't measure up to one "Rose Pearl" in worth, while a dragon pearl is more valuable than a thousand Mu of orange trees.
(This passage is likely copied directly from a Tang text called 灌畦暇语.)
Also, in the Tang-Song period, the "dragons playing with pearls" first shows up as a motif on bronze mirrors, before becoming an incredibly popular decorative pattern in the Ming & Qing.
As the above passages have shown, dragon pearls can clearly be taken away, and are 1) valuable in a monetary sense, and 2) can have magical effects.
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sillymercury · 4 months ago
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Yes or… Yes!
AzrielxReader
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Excerpt from "The Alchemical Compendium: A Treatise on Potions and Their Effects"
Basic understanding of: the Potion of Affection
"The potion in question does not fabricate affection where none exists, but rather amplifies and enhances the affections already present within the subject. The potency and duration of such effects are directly contingent upon the pre-existing feelings of the individual, and may vary accordingly. It is imperative that the effects of the potion be allowed to run their natural course, as the potency will gradually diminish over time, allowing the subject's affections to return to their original state of equilibrium.
Attempts to readjust the affections after the potion's influence has taken hold may yield detrimental consequences, leading to negative effects not only on the emotions directly affected but also on the broader spectrum of the subject's emotional state. Such disruptions may result in emotional instability, an imbalance that may be difficult, if not impossible, to correct. In cases of emergency or when effects of desired to persist beyond a 50 year span, one is advised to consult Figure 7 for further instruction.
It is essential that any practitioner of this potion be made aware that its use is irrevocable when administered to mates or those in established bonds. The nature of the transformation is permanent and unalterable, with no known reversal once enacted."
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Coming soon…
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talonabraxas · 2 days ago
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Sirians - Stellar Gateway Talon Abraxas
"The Stellar Gateway Chakra, Vyomanga (Sanskrit for "Heavenly Being"), is about twelve inches above the top of the head, directly above the Soul Star and Crown Chakra. The colour of this Chakra is pure gold or rainbow (when activated). The Stellar Gateway, as its name implies, is a doorway or portal to the Stars of the Milky Way Galaxy. Simply put, it is the Chakra of Cosmic Consciousness. The Stellar Gateway is the highest in vibration from all the Transpersonal Chakras. It is the highest of the Fifth Dimensional Chakras and our ultimate connection with the source of all of Creation. The Stellar Gateway corresponds with the higher Divine Planes of existence. The Fifth Dimension represents conscious Oneness with the Creator (Godhead). The Soul Star gives us the understanding that we have Eternal Souls, which originate from the central Star (the Sun) in our Solar System. However, the Stellar Gateway gives us the understanding that our Eternal Souls originate from the same source as other Souls from other Solar Systems in our Milky Way Galaxy. Thus, the Stellar Gateway represents the highest level of the Fifth Dimension, which is Oneness with all Sparks of Light in the Galaxy. The Fifth Dimension is the very source of the White Light we all partake of. It not only unites us with terrestrial Beings but Extraterrestrial Beings as well. No matter what Solar System you are from, we are all One since our Creator is the same, and so is the Cosmic Hologram we all participate in. As such, the Fifth Dimension relates to ultimate peace and harmony between all things and the Divine love energy that connects everything."
The Stellar Gateway is a Spiritual barometer that moderates the intensity of White Light that pours into our Aura. The Soul Star is the filter through which the Light is measured, while the Earth Star grounds this Light and our consciousness to the consciousness of Planet Earth. The Stellar Gateway is humanity’s Interstellar connection, which is timeless. As it is timeless, it holds all of our experiences from all our past lives. So whenever you recall a past life, you connect with the Stellar Gateway Chakra. The Stellar Gateway is the apex of the Kundalini transformation experience and the highest state of consciousness attainable by human beings. This Chakra emits the highest vibrational energies that human virtues are built upon. Enlightenment is only achievable once the individual fully connects with the Stellar Gateway Chakra. Gemstones attributed to the Stellar Gateway are Moldavite, Stellar Beam Calcite, Azeztulite, and Selenite.
"Serpent Rising: The Kundalini Compendium" by Neven Paar
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the-griffons-saddlebag · 3 months ago
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Cursive
Weapon (rapier), legendary (requires attunement) ___ This blade features the motifs of a fountain pen. Its guard is seemingly made of a swirling plume of ink but is solid as metal to the touch. You gain a +2 bonus to attack and damage rolls made with this weapon, or a +3 bonus if you’re proficient with calligrapher’s supplies. A creature hit with the weapon takes an extra 2d4 acid damage: the creature gains one cumulative mark for every 4 you roll on the d4s. A mark appears as a dark, inky blotch where the creature was hit. For every third mark a creature receives, it must make a DC 17 Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn. On a successful save, the creature’s speed is halved until the end of your next turn, and it has disadvantage on the next attack roll it makes before then. A mark remains for 1 minute before magically dissolving. 𝙋𝙚𝙣 𝙁𝙤𝙧𝙢. While holding “Cursive,” you can use a bonus action to magically transform it into a fountain pen or back into a rapier. While it’s a pen, it produces its own ink as you write with it. The ink is nonmagical. 𝙄𝙡𝙡𝙪𝙨𝙤𝙧𝙮 𝙎𝙘𝙧𝙞𝙥𝙩. You can use an action to cast the “illusory script” spell from the weapon (in either form), using the tip of the pen or blade to write the message. You can have up to three messages written in this way at a time. If you make a fourth message, the first one disappears. 𝙎𝙩𝙪𝙣𝙣𝙞𝙣𝙜 𝙎𝙮𝙢𝙗𝙤𝙡. You can spend 1 minute using the rapier to draw a symbol on the ground, duplicating the effects of the “symbol” spell (save DC 17; Stunning option only). Until the symbol is dispelled, the rapier ceases to deal its extra acid damage. The symbol is dispelled automatically whenever you finish a long rest. You can only have one symbol in this way at a time. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for as little as $3 a month!
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moonpie016 · 7 months ago
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The motivation for writing magically came back. But of course, with anything I write, it could be hilariously silly and chill, or....sad.
Guess which one it is. (And I made cover art for it.)
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(Ramblings about it ⬇️)
(Noting that when I wrote this, I wanted to write Whole more, and I already tried that before with an unfinished story...I still haven't finished. But even with it being.. kinda depressing at first, I'm surprisingly fine.)
Though I had to get into the mindset to write this, but hopefully I'll make something that's not sad all the time. Doesn't always have to be. It's like when you're in a bad mood and you need something to calm yourself down, then when it's chill, you enjoy a good time. Sure, the bad mood will come again, but not all the time. I think this reflects that. The album itself is a loop, so I guess every one of these little stories I make are a loop as well. They're not connected, yet they are at the same time.
Just Whole trying to grapple with whatever troubles he has inside, learning to be ok with the pain. He hates it. Keeps coming back to the same point every time. Except it doesn't always have to be him drowning. He has to learn to break free from his bubble. Talk. Accept change. Even if the outcome is unpredictable.
Ok! I never ramble about Whole, do I? Idk. I probably have but don't remember.
*Cool ending transition music*
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gatheredfates · 1 year ago
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Good morning all, happy Sunday! 🌸 I am pleased to announce there are a couple of resources added to Sea's Community Compendium for XIV Creatives. A huge thank you to some of the members in SEAFLOOR who helped in their sourcing!
As of today (05/19), you can find the following new additions:
LORE
Hingan Alphabet — Compiled and translated by @forever-halone, this guide assists in the understanding of the Hingan alphabet as a derivative of Hiragana and how it can be used for Far Eastern characters.
MISC
A Fisher's Guide to Eorzea — An absolutely massive guide on how to catch every single fish in Eorzea (and beyond!), created by @fisherfruity.
Fonts Of Etheirys — Created by bulletbill4l on Reddit, this font transforms your text into its Eorzean or Hingan equivalent, depending on what language you use!
Want to submit? You can either fill out the google form here, send me an ask with the relevant information contained on the Compendium, or join my Discord at SEAFLOOR (21+ only)! If you'd like more information about my server, you can click through to this handy-dandy post.
Is my space suitable for the Compendium? Most of the time, yes! Below the read more is some more information/stipulations. Again, all accessible on the document! 🌻
Below are the following things I do not accept on the Compendium:
Personal/Single-Character LFC ads.
Content intended for or can be used for bullying, harassment and OOC gossip. E.g. ‘Secrets’ blogs, receipts, callout posts, etc. This does not include in-character tabloid blogs used to generate RP.
Communities that do not have an RP/writing element (large-scale exempt).
Anything I find personally distasteful or goes against the spirit of this project.
Common-sense rule applies.
FAQ.
I want to put my community on the compendium but we have an application process. Is this okay?
Yes! Just note somewhere in your application that's a requirement. The only thing that is mandatory for the Compendium is that you must be open to new members or have a public-facing/accessible facet. There's no point advertising a community if no one can join it in some way!
I want to put my community on the compendium but I only have x number of members —
Also totally okay! People don't start with large communities. Activity is a must but, whether your server has two or two thousand members, if you're looking for new people to join, I'd love to help you find people.
I want to put my community on the compendium but I worry its too niche?
Okay, and? If your Eorzean Fishing Alliance has four members but you roleplay every second weekend, I still want to know about it.
What resources/communities can I add if I'm not the owner of them?
Mutual consent is extremely important to me, so anything that isn't a large-scale community OR a publicly accessible resource must be endorsed by the owner/admin/moderators in order to be added to the compendium. I operate under the assumption that a resource posted to a public space (tumblr, googledocs, youtube, etc) is open to all. A large-scale community is one with a significant member count or openly advertises itself as being accessible to everyone for whatever purpose it serves. If in doubt, please get in touch with me. I'm happy to contact your community owners for you!
How active does a community need to be?
If you find a community has not been active in about two/three months, send me a message and I'll take a look at it. Communities have ebbs and flows, especially event spaces that may take hiatuses depending on member interest/life events. I'm not strict in my implementation provided a space isn't dead. If a link or anything is broken, absolutely contact me about that.
I have [insert a question not stated here]?
No drama! Send me an ask or use the #Compendium channel in my Discord!
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dustedmagazine · 1 month ago
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Andy Summers and Robert Fripp — The Complete Recordings (Panegyric)
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“That’s a lovely area,” enthuses an energetic Robert Fripp to Andy Summers after the latter lays down a series of slowly evolving chordal structures. It’s an extremely telling exchange from “Can We Record Tony?,” a documentary included on the Blu-ray DVD in The Complete Recordings, a four-disc set of the duo’s early 1980s output lovingly restored by David Singleton and released by the ever-enterprising Panegyric Recordings in conjunction with Discipline Global Mobile. The set contains I Advanced Masked (1982) and Bewitched (1984), both albums remixed and augmented with revelatory bonus tracks. The DVD contains the now-requisite higher-fidelity mixes and the documentary, but the third CD, Mother Hold the Candle Steady, which is a treasure-trove of newly rediscovered unreleased pieces and early/alternative versions, brings unity to the duo’s small but crucial corpus.
The Fripp and Summers collaborations are ripe for reappraisal. Sid Smith’s always-concise and insightful liner notes do just that. He observes that later in the year of King Crimson’s 1981 reformation, and as the Police were riding the waves of their staggering success while also recording Ghost in the Machine, which would propel them to even greater heights, the duo found time to record their first album at Arny’s Shack, a studio in Parkstone, Dorset. The second album was waxed more than two years later, as Fripp was about to embark on KC’s final tour of the decade, leaving much of the project’s tasks to Summers. The present set now tells the story, following in the footsteps of the numerous and comprehensive Fripp and King Crimson anniversary compendiums that emerged regularly from 2012. These boxes have been carefully curated with the would-be scholar in mind in that expertly organized out-takes and fragments abound, often presented in conjunction with Singleton-produced documentaries distilling the sessions in a vibrant and humorous narrative flow of their own. At least since Keep That One, Nick, which graced the Larks Tongues in Aspic box, we’ve been treated to similar fly-on-the-wall glimpses of recordings in process, and one of their most endearing aspects is that we hear the hum, flutter, whirr and grind of the media as all is captured and transformed. This new entry is no exception, and the cassette recorder making it all possible, courtesy of Fripp, is as much a star of the show as the two performers in verbal and musical dialogue. They discuss everything from where each might want to live, to the musical influences their musings reflect and the possible commercial appeal of their joint endeavor, but most of all, they return to the idea of area. Whether explicitly articulated or not, they deep-dive into the felicities of line, chord, drone and timbre with the intrepid joy of explorers.
The term “area” seems particularly apt when considering the Fripp/Summers corpus. Though extremely different, the two albums tend to focus on spaces and terrains rather than on tunes. Yes, there are melodies, but, as with a 1980s Crimson track like “The Sheltering Sky” or a Police barn-stormer like the Summers-penned “Mother,” the music tends toward a sort of rhythmically energetic staticity. “Mother” is a blues, after a fashion, but its syncopated intricacy and continual timbral shifts and odd time intrigue as does much of the Fripp and Summers material. That riff, or line, or some combination thereof, guiding “Mother” forward is remarkably similar to ideas informing the two guitarists’ joint efforts, like the exuberant “China Yellow Leader,” which, if the documentary provides ample evidence, Fripp would call “a hummer!” From Bewitched, there is the intoxicating “Maquillage,” of which the set also provides two alternates of increasingly radical disparity. Mother Hold the Candle Steady’s version presents the foundational ostinato in harmonic layers, as does the alternate original mix, but the guitar solo is distorted. The sustains sound like Fripp, but my guess is that the solo comes courtesy of Summers.
So much more than just an album of leftovers, Candle offers a fascinating glimpse into facets of the collaboration as-yet unrepresented on disc. The steel pan sinew and swerve of “San Antonio Blues” comes right out of left field, allowing those ubiquitous synthesizers both musicians were using at that time a completely different context as somebody’s guitar slides and drags across the top. Contrast that with the all-acoustic “Turkish Kitchen” to dig into an entirely different cultural template, territory somehow deemed unfit for release. Even Summers, who found the tapes when preparing the set, is mystified as to why these excursions were rejected.
David Singleton’s Tale of the Tapes installment recounts the rearrangement these pieces, some still in sketch, needed to undergo for release. It also makes plain that the process of preparing the two albums was no mean feat, necessitating a fair amount of reconstruction. Those who are invested in the original mixes may be in for a shock. As with Steven Wilson’s Crimson remixes, there’s a fair amount of intervention, but to these ears, it enhances rather than degrades the experience. The changes range from small to huge. The swells on “The Truth of Skies” do not cut off as abruptly as they did on the original mix. Leaving something of a vacuum, this has been corrected so that  the new mix affords more room to hear each sound as it unfolds in dialogue with the others. Stereo placement is often modified, most obviously, in fact shockingly, on “Forgotten Steps.” It has never been clear to me why the original mix was positioned right at the center of the soundstage. Now, we have a glorious version as spacious as it is detailed, each layer an immersive area to be explored in an entirely new yet familiar sonic context. Yes, the original’s wall-of-sound effect is lost, but so much more is gained as each instrument travels along its own axis, a space within spaces.
There are many such surprises, and I won’t ruin them. Most remarkable is Singleton’s ability to render both albums sonically similar. Even the full-band material on Bewitched now sounds as if its cut from the same layered cloth as the orchestral duos comprising I Advanced Masked. All three discs are of a sonic piece, making the set a pleasure from start to finish. The opening moments of “Parade” are now imbued with the laughter on “Parade II,, a juxtaposition which in turn fosters the unity encapsulated by the broader perspective informing Smith’s narrative. Each synth wash, interlocking guitar riff and band interaction has been clarified and extraneous effects often removed. All this reenforces the obvious fact that The Police and King Crimson were referenced but never dogmatically on this pair, now a trio, of important research and developmental documents. As Summers and Fripp discuss in the documentary, commercial intention is subjugated to the setting of new standards of playing, and now, thanks to a lot of reconstructive work, the familiar can be heard as unfamiliar and judged accordingly. The set is a third space in which hindsight allows this music its rightful place in the convergent histories it documents.
Marc Medwin
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