BB Allegiances: TPB Book 1
I get these as a request now and then, so, now that I have 4/5 of the family trees done, now's a good time to finalize some ranks and changes!
Since this is the first one, I'll explain a bit about BB's extra rankings. There are 4 new roles within Clans;
Head of Construction Patrol
In charge of building and maintaining not only the dens, but also the wall, any tools, and comforts such as bedding.
Head of Kitchen Patrol
Oversees prey processing and reduces food waste. Makes sure valuable materials such as pelts and bones aren't ruined, helps to 'stretch' food further in times of hunger.
Head of Hunting Patrol
Manages the territory's environment, tracking what animals are being hunted, what the prey is probably eating, and keeping an eye on the populations of other predators.
Educator
An intelligent cat in charge of giving all kits an overview of their Clan's version of history, plus extra skills like glyph-reading. Elders teach stories and traditions, an Educator is more like a teacher.
Additionally, a Chaperone is not an official role in the era of TPB, but Daisy comes to permanently occupy much later. It's the fandom "permaqueen," a non-parenting cat who helps the occupants of the nursery.
ThunderClan
Recently underwent a horrible plague and lost many young cats.
RiverClan
Has had low birth rates in the past few years, causing many eligible warriors to go without apprentices.
WindClan
Embroiled in a rapidly escalating war over the Mothermouth Moorland, about to reach a bloody crescendo.
ShadowClan
The largest Clan, reaching a fever pitch over their war with WindClan. Its leader plots a nefarious end to the conflict, and will pay any price for victory.
Cats Outside the Clans
A young ginger cat dreams of the forest...
THUNDERCLAN
Total: 30
Leadership
(Cats occupying powerful positions)
Leader: Bluestar
Sleek molly with blue fur, and a large scar across her shoulders.
Deputy: Redtail
Red-and-white calico transtom with a bushy tail.
Apprentice: Dustpaw
Cleric: Spottedleaf
Orange-and-black tortoiseshell with a skull-shaped marking on her face and splotches that look like leaf blight.
Construction Head: Rosetail
Silver tabby with a distinct red tail and skull-shaped marking on her face. Hoping to retire soon.
Secondary apprentice: Cricketclaw
Kitchen Head: Frostfur
Pure white, battle-scarred molly with a nick in her lip that permanently exposes two teeth.
Nursing: Cinderkit, Brackenkit
(Regretfully overworking herself through nursing as the plague took out several kitchen cats. Is also pregnant.)
Hunting Head: Lionheart
Thick, massive golden tom with a mane.
Apprentice: Graypaw
Educator: Dappletail
An old tortoiseshell with pale fur, white-and-gray dapples, and a white ridge from head to tail.
Senior Warriors
(Cats above 5 years of age who have had an apprentice, but are not in a leadership role)
Speckletail
Large golden molly with a scruffy ruff and brown flecks. The oldest active warrior, staunchly refuses to retire.
Tigerclaw
Dark brown tabby tom with thick fur, bright amber eyes, and unusually long claws. The largest cat in ThunderClan.
Apprentice: Ravenpaw
Goldenflower
Yellow, flecked molly with green eyes and a braided mane, neatly keeping it out of the way.
Nursing: Lynxkit, Swiftkit
Whitestorm
Fuzzy white tom with fur that sticks out at angles, blue eyes, and a dark gray 'mask' on his face.
Apprentice: Sandpaw
Brindleface
Pale brown molly with gray flecks and stripes and a broad, round face.
Expecting kits
Warriors
(Cats above 2 years of age eligible for an apprentice, but below 5, or cats who have never had one)
Runningwind
Impatient pale brown tabby tom with blue-green eyes and a puffy, sandy 'vest' mane on his chest and horizontal stripes.
Mousefur
Snappish brown molly with eyes the color of sunlit ice and pale, puffy fur on her back legs.
Darkstripe
Black tabby tom with a black ridge from head to tail.
Cricketclaw
Dark gray molly with distinctive tabby markings, and a black ridge from head to shoulders.
Young Warriors
(Cats below 2 years of age, or haven't been out of apprenticeship for more than a year.)
Longtail
Sandy-pale tabby tom with green eyes, a whiplike tail, and horizontal stripes.
Willowpelt
Shining silver molly with long teeth.
Elders
(Older cats who have retired)
One-eye
Small, round, speckled molly with a single, golden eye. Practically blind and deaf. The oldest cat in ThunderClan.
Smallear
Gray tabby tom with amber eyes, faint silver stripes, and tiny, shredded ears.
Halftail
Very dark brown tabby tom with delicate, dandelion-yellow eyes, and half of his tail missing. His stripes are horizontal.
Patchpelt
Black-and-white gib with broken teeth from gnawing at a snare and a missing paw.
RiverClan
Total: 34
Leadership
Leader: Crookedstar
Wooden-brown tabby tom with a leaf-shaped marking around his apple-green eyes and a twisted jaw.
Deputy: Oakheart
Sienna tom with a creamy belly and a leaf-shaped marking around his amber eyes.
Cleric: Mudfur
Battle-scarred brown tom with black spots and amber eyes.
Construction Head: Petaldust
Tortie molly with ginger-tipped fur and a white chevron on her chest.
Secondary apprentice: Carpwhisker
Kitchen Head: Lilystem
Gray molly with faint, comma-shaped markings
Secondary apprentice: Loudbelly
Hunting Head: Stonefur
Blue tom with leaf-shaped markings around his eyes.
Educator: Piketooth
Old brown tabby molly with thin stripes, black eyes, a graying muzzle, and snaggle teeth.
Senior Warriors
(Cats above 5 years of age who have had an apprentice, but are not in a leadership role)
Dragonclaw
Huge gray tabby molly with white patches, large ears, a short tail, and big teeth. Graying with age.
Ivytuft
Dull brown tabby molly with thin stripes and gray eyes.
Voleclaw
Gray, battle-scarred tabby tom
Beetlenose
Black tom with lighter gray tips on his fur, making him appear misty, except for his nose which is pure black.
Raising Whitekit, whose mother died a few months ago.
Dawnbright
Ginger-and-white molly with bright, dappled amber-and-gold eyes.
Leopardfur
Intense golden molly with darker rosette spots, and bright amber eyes.
Apprentice: Vixenpaw
Carpwhisker
Thick, dusty molly with dark spots, a white chest and paws, and green eyes.
Apprentice: Grasspaw
Frogleap
Gray tom with a ringed tail
Mistyfoot
Blue molly with one white paw, and a leaf-shaped marking around her blue eyes.
Swansong
White tabby with black stripes and green eyes. The river's reflection of Rippleclaw.
Warriors
(Cats above 2 years of age eligible for an apprentice, but below 5, or cats who have never had one)
Skyheart
Pale brown tabby with shredded ears
Blackclaw
Black tabby tom with small, round ears and scars across his chest.
Reedtail
Grizzled, dark gray tabby with a straight, tufted tail that resembles a reed.
Sedgecreek
Wooden brown molly with comma-shaped markings and cheek points, like a lynx.
Apprentice: Silverpaw
Loudbelly
Dark brown gib with cream highlights and comma-shaped markings.
Mosspelt
Plush-furred calico molly with green eyes
Emberdusk
Plush-furred, dark ginger molly with pale green eyes
Young Warriors
(Cats below 2 years of age, or haven't been out of apprenticeship for more than a year.)
Greenflower
Brown tabby molly with white splashes and long, thin claws
Duckfur
Brown gib with long fur and white splashes, thin claws, and a lazy eye
Elders
(Older cats who have retired)
Magpiesky
Large, long-furred black molly with white facial markings. The oldest cat in RiverClan.
Graypool
Gray, amber-eyed molly with big ears.
Ottersplash
Pale ginger molly with white patches, short legs, long whiskers, and a long tail.
Softwing
Small, white molly with honey-golden tabby patches
Owlfur
Brown and white gib with a small head and big, sparkling eyes. Likes bugs.
WINDCLAN
Total: 32
Leadership
Leader: Tallstar
Lanky black-and-white tom with a long muzzle, big ears, and a white blaze and tail.
Deputy: Deadfoot
Spiky black tom with a limp paw, bound up with a wooden gauntlet.
Cleric: Barkface
Broad-faced tom with chevron stripes and deep-set, sunken yellow eyes.
Construction Head: Sorrelcharm
Brown and gray molly, wearing a necklace with clay beads
Secondary apprentice: Whiskernose
Kitchen Head: Ryestalk
A soft, downy-furred tabby molly with two slashes across her face, slicing her ear and blinding one eye.
Hunting Head: Appledawn
Pale, rose-cream molly, plans to retire as soon as Pigeonflight's apprentice is fully trained.
Educator: Darkfoot
Dusky-blue gib with black paws and bright yellow eyes like the dawn sun.
Senior Warriors
(Cats above 5 years of age who have had an apprentice, but are not in a leadership role)
Pigeonflight
Dark gray gib with white, slashing patches and spiky tufts
Apprentice: Thrushpaw
Ashfoot
Sleek, calm gray molly with a plumy tail tip
Apprentice: Stonepaw
Flytail
White, battle-scarred tom with ginger flecks.
Apprentice: Blackpaw
Rushtail
Short-furred sandy tom with a very thick tail
Storkfeather
Black tortie molly with a large ginger cape on her shoulders and back
Eagleswoop
Gray tortie with golden tabby patches and a cape down her shoulders and back
Morningflower
Calico molly with curly fur and black, brown, and white patches and a plumy tail tip
Apprentice: Whitepaw
Adderstone
Handsome, creamy-golden tom with faint stripes and blue eyes.
Apprentice: Robinpaw
Warriors
(Cats above 2 years of age eligible for an apprentice, but below 5, or cats who have never had one)
Mudclaw
Mud-brown tabby tom with chevron stripes
Torear
Stone-gray tabby tom with chevron stripes
Hillrunner
Thick-furred, plush black molly. Identical twin of Downwind, distinguished by a scar on the nose.
Apprentice: Graypaw
Downwind
Thick-furred, plush black molly. Identical twin of Hillrunner.
Young Warriors
(Cats below 2 years of age, or haven't been out of apprenticeship for more than a year.)
Onewhisker
Pale ginger and brown tom with a round face, little eyes, and one long, curly white whisker.
Whiskernose
Sandy tom with an unusual amount of bristly whiskers
Whintail
Pale tom with tawny points and bristly whiskers
Elders
(Older cats who have retired)
Cloudrunner
Long-legged (even for WindClan standards) gray tom with cloudy spots and a distant, sad blue stare.
Stagfur
Grand, thick dark brown tom with a big, fluffy chest and milky-yellow eyes.
Crowfur
Shaggy black tom with wild, yellow, amber-ringed eyes.
Wrenflight
Wooly brown molly with amber eyes
SHADOWCLAN
Total: 43
Leadership
Leader: Brokenstar
Huge, scarred brown tabby tom with a thick marking around his blazing amber eyes. His tail is broken in two places, once at the base and again near the tip.
Deputy: Blackfoot
Large white tom with an extra toe, solid golden eyes, black paws and a black hood over his entire head.
Clerics: Shroompelt and Runningnose
Shroompelt is an old, thick-pelted gray molly with a broad, flat face, and yellowing teeth.
Runningnose is a white, thick little tom with gray patches, scheming yellow eyes, and an unfortunate blotch on his muzzle that looks like snot.
Construction Head: Fernshade
Sleek tortie she-cat with black paws, lidded yellow eyes, and a deceptively loose stance.
Nursing: Badgerkit
Kitchen Head: Darkflower
Muscular black molly with blue-green eyes. Graying with age, but dodging retirement.
Secondary Apprentice: Ashheart
Hunting Head: Appledapple
Gold-and-brown dappled molly with a long tail and a round face. Smells strongly of juniper.
Apprentice: Poppypaw
Educator: Newtspeck
Little black-and-ginger molly with a puffy ridge of a mane.
Nursing: Littlekit and Rowankit
Senior Warriors
(Cats above 5 years of age who have had an apprentice, but are not in a leadership role)
Rowanberry
An old brown molly with cream patches and a broad, flat face. Graying with age.
Nursing: Marigoldkit and Mintkit
Clawface
Brutal-looking, battle-scarred brown tom with yellow eyes, ringed with amber.
Apprentice: Whitepaw
Tangleburr
Small, stocky, cream molly with gray and brown patches and mismatched eyes, one green and one yellow.
Flintfang
Sleek gray tom with lidded yellow eyes and black points.
Snaketail
Dark brown tom with auburn eyes and a long, striped tail
Deerfoot
Lanky, puffy-chested brown tom with long, sweeping whiskers, dark brown paws and muzzle, and yellow eyes.
Warriors
(Cats above 2 years of age eligible for an apprentice, but below 5, or cats who have never had one)
Wolfstep
Shaggy silver tom with black, thorn-sharp claws and stripes on his face, paws, and tailtip.
Ratscar
A gray tom, peppered in little scars all over his body from vicious ratbites, and missing half of his tail.
Apprentice: Oakpaw
Russetfur
Ginger molly with really thick eyebrows and prickly whiskers.
Apprentice: Wildpaw
Frogtail
Black molly with a puffy ridged mane that stretches down her tail, almost like a tadpole's fin
Boulder
Sharp-featured, solid gray tom with light blue eyes.
Nursing: Brownkit, Whitekit, and Wetkit.
Ashheart
Soft-furred, pale gray, blue-eyed molly with a cowlick on her head and lighter gray around her eyes. Looks just like her deceased mother.
Cinderfur
Unkempt, soft-furred gray tom with chewed paws and yellow eyes. Popular with the youngest warriors.
Apprentice: Kinkpaw
Stumptail
Thick brown tabby tom with a broad, flat face, bobbed tail, and round stripes circling his body.
Young Warriors
(Cats below 2 years of age, or haven't been out of apprenticeship for more than a year.)
Volestrike
Low-set pale gib with light blue eyes.
Scorchflare
Tall ginger tabby gib with a reddish splash across their chest and shoulders.
Mossthorn
Low-set white molly with reddish-brown patches.
Nightwing
Sleek black molly with lighter undersides and milky-yellow eyes.
Spottedbark
Dark brown, almost black, molly with lighter spots.
Elders
(Older cats who have retired)
Nightpelt
Black tom with a lighter muzzle, who makes a rattling noise with every breath. Made to retire early.
Crowtail
A small black tabby molly with green eyes.
Archeye
Silver-and-brown tabby tom with a cocked stripe over one eye. The oldest cat in ShadowClan.
Dawncloud
Vivid pale tabby with reddish stripes and dreamy blue eyes.
CATS OUTSIDE THE CLANS
Rusty
Blazing, fire-colored orange tom with green eyes and a tinkling bell collar, about 6 moons of age.
Princess
Subdued brown tabby molly with a pink collar.
Smudge
Plump, black-and-white tom.
Leo
Young ginger tabby with white dapples and no collar.
Snapper
Big but young molly with black, tan, and white patches, and a collar with a single tooth poking through.
Snag
Golden tabby with a dirty collar, and two teeth poking through.
Mowgli
Black cat with a cutely patterned collar, and a single tooth poking through.
93 notes
·
View notes
Greener Grass Awaits Lore "Masterpost"
[This post contains major spoilers for the game, so please be careful while interacting.]
[I would call this a fancy piece, but really it's just me incoherently blabbering about something I like not being talked about enough again. Read it with a kilogram of salt and view it as a discussion piece instead of what it tries to be. Be warned that this is a very long post, and it is encouraged to play the game before scrolling this.]
The Fundamentals: Greener Grass Awaits is advertised as a sport and horror game. In the former, your main objective is to finish all 12 holes on the golf course. In the latter, your character is stalked by undead entities under the moonlight that distract you from your said casual golfing spree. Before all else, we should start by considering the environments presented to us within the game itself, as it contains history and lore relevant to the bigger picture.
The Setting: You break into a prestigious golfing course known as the Green Canyon Golf Club, a club that has appeared on a magazine issue before which crowns it as one of 'the most inconvenient' courses in the world, likely due to the fact that it was built on an island, also featuring courses that loop around bodies of water. A bit of history given to us was that the course was initially meant to be left as open space before it underwent renovations accordingly in 1982. Today, you will find a large bridge that looms in the skyline between hole 9 to 11 which serves as one of the alternate entry ways to the island, as well as long walkways that cut between winding grasslands and forests.
The Golf Course: The lush and verdant environments of Green Canyon's courses boast the transplant of distinctly non-native, European trees to sport its current iconic look, and this impressive landscape is maintained by an outsource lawn-care company known as Greener Grass, a team that specialises in 'large, remote areas' and is known for its apparently weird advertisements. It is also implied from the bizarre ad and posters that plays at the end of the game that Greener Grass Co. has capabilities in helping to 'revive' dead or dried up lawns, and use a special brand of either soil or fertilising materials that assist in this process. The latter is implied from what you find around the caddy shack.
The further you pick and go with your ball, however, the more oppressive the atmosphere becomes. At some places you will see the illusion shedding its scales - bald, exposed trees on yellowed patches of ground despite being surrounded by other lush trees.
The Caddyshack: At the end of the twelfth hole lies a building you were warned to stay away from because "it's bad", according to an actual Green Canyon club member you met previously. All the doors in the building are locked except for the employee's only room, which will reveal a bloody scene. Presumably, the person you encountered previously who gave you the warning was dead on a chair, while a charred body lies on the office table in the middle of the room. Strewn about are cans of gasoline and Greener Grass Awaits co. bags, possibly containing the fertiliser or soil speculated before. The caddyshack is an important place as it functions as the gateway between the human world and the realm of the residing deity.
More of this will be explained later on.
The Forest: Entering the darkness of the room in the caddyshack will magically transport you to a different space of existence. Here, temples are separated by deep forests, with sacrificial alters occasionally in between them. The forests are dark, and staying in the light is necessary for survival. There are two objectives in this section of the game: pop The Blister and then Kill the Tree. You will need to repeat this objective twice as you march further into the home of the eldritch deity. The Blisters are pulsing gobs of flesh, like a heart, that are stuck onto the orifice of a tree in the forests. However, the game developer interestingly refers to them not as blisters, but as wounds. More on this later. Popping the blisters with your ball will open up the temples' entrance to access the Trees in question, hence the latter objective. You Kill the Trees by swinging your ball into the hole beneath its trunk. There are two Trees (so two Blisters altogether) to kill. When both trees are killed, your action provokes the deity living in this space of existence so much that a boss fight is instigated.
With that being said, it's important to now discuss the enemies we encounter in question.
The Antagonists: Sneaking in for some midnight golfing has its consequences the longer you overstay your welcome on the field and continuously stare down the face of evil. Interestingly, this game presents a surprisingly thought-out mechanism and line-up of enemies as they do not operate on a singular basis, but rather as a triangular feedback between a cult, a forest of angels, and a God out of this world.
The Cult: Under the guise of a landscape company skillful in maintaining the surrounding flora, it is heavily speculated that the Greener Grass co. are an elusive cult that has been offering human sacrifices to a foreign deity that promises everlasting scenery (satisfaction, contentment) in exchange. It is implied from some sign boards that the Greener Grass cult have been spreading the deity's influence outside of its realm and into the human world through the transplant of the aforementioned 'saplings from Europe'. The flora of this game are symbolic of the presence of this God, and potentially serves as an anchor for it to assist in the maintenance of the landscape. Some clues eluding to us that it is indeed a cult were the bloodied altars in the forest sections, as well as a weird book lying on one of the chairs in the Caddyshack.
The inscription on the front cover is hard to make out.
The three enemies that stalk you through the game are Greener Grass employees, and are the poster children for both the cult and company given they are one and the same. The 'bizarre ad' that plays at the end also features the same trio, and the song played in it has lyrics hinting towards the company's true intentions. Some of these notable lyrics are: "my life is not what I imagined", "what if you could find that green, and all you had to do was come with me?", "it's the answer to your problems if you come with me". Definitely ominous, and the cult's whole ordeal with 'greener grass awaits you' is a play on the proverb of "the grass is greener on the other side".
Essentially, it is a cult that capitalises off people's insecure dissatisfaction with their own lives (which is pretty much in character for most cults in the real world anyways), takes advantage of sentiments of envy stemmed similarly, all with the lure that you will be happy if you join them. However, the cult does not just follow the stereotypical 'what if happiness was evil' trope, but because their motif is directly tied to the deity they serve under.
The 'Angels': The forests between the temples and altars are occupied with a crowd of stone statues that have that trademark grin the employees had. The angels operate in a very unique mechanism. Unlike the trio employees that stalk closer when your back is turned on them, the statues littering the forest grounds follow another modified system of the weeping angel formula - the second you stay with them in the dark without a light source, it will prompt flashing visages of their faces to psychicly overwhelm your vision. They do not directly attack you, instead choosing to paralyse you in with their surrounding numbers if you're left to wander in the darkness. I call them 'angels' as they seem to be closer to the original weeping angel family in terms of how they work, but also due to the fact that they look much more friendly in the light. They are also enthusiastic statues who rotate between striking an unnecessarily cute abundance of poses. All these poses involve them expressing their joy, almost in ecstasy. Praising, worshipping...something. The ironic liveliness of their poses grants them an impression that they are dancing behind your back.
I also like the detail that when a light source is on them, their expressions are always shut-eyed, but with the visages that flash repeatedly in dark areas, even if you can't see them well, the game shows you that their eyes are open, and thus the impression their expressions give off is that they're mocking you.
On their own, the angels are not a difficult enemy given their psychic esque attacks are ceased with keeping the light close to you. But this game is sadistic, so it eventually throws in the Greener Grass employees into the forests as well. What occurs then is that you're forced to move away constantly - so you either get killed by the employee for trying to keep the light with you, or you're killed by the angels once the employee drives you out of the light's radius. Extremely evil. Once again, it is to enforce the idea that everything that wants to kill you in the game are in cahoots with each other. Another minor detail I noticed was that the trio employees from the Greener Grass commercial also broke into dances over something viewed as trivial as growing lawn grass, which is likely a parallel to the Angels' poses. The expression of 'dancing' and a carved, permanent grin, I think, is done to honour their God.
A God: The overseer of the Greener Grass cult, a deity not from our familiar world who is connected to trees, nature, and most importantly, joy.
The final enemy of this game is Exuberance, an eldritch divinity who has nefarious intentions of fully crossing over to 'our' world once the Last Sacrifice is Broke Open. A face with a grin stretched wide by tree branches.
Exuberance is an interesting name as it is generally defined by 'the quality of being full of energy, excitement, and cheerfulness; ebullience.' It's not simply the emotion of happiness, but rather, referring to a state of high spirits, of ecstatic liveliness being. Furthermore, and perhaps this is merely a clever coincidence, but 'exuberance' can also be used to describe, 'the quality of growing profusely; luxuriance' particularly with plants, which would circle back to how it is related to trees and the Greener Grass cult. The entities associated with Exuberance are then constantly in a state of 'bliss' and carve their own faces to resemble their deity. After all, since when was the last time you felt so happy the only method of expressing it is through a dance? It's a primal trait, undoubtedly.
It is thus speculated that this God is quite ancient given the appearance of its realm, the forest, contains archaic architecture of temples. Yet, the bodies we find on the sacrificial altars are fresh, the blood more red than rust. Exuberance had been collecting human sacrifices through its cult, as evident by the large amount of bodies/souls that are released whenever the deity takes damage. It has that same air of confidence and arrogance towards humans that most eldritch Gods carry themselves with. Likes to speak a lot. Here are all of its lines:
Abandon this endeavor. You can't kill a God! You will join me eventually, everyone does!
Now I realise who I'm talking to! No matter. Your suit of flesh is fragile. I will break it open, and you will pour out. That body will be the last sacrifice I need.
You cannot keep that world! I will take your dinner from you.
Upon your first playthrough, though, Exuberance's dialogue sounds like complete gibberish or madness when the context is not made clear yet. This whole journey thus far has not made much sense on how it transitions from casual golfing to killing a God, how Green Canyon Golf Club has to do with a cult; but it will hopefully become clearer with the next introduction: The Protagonist.
The Protagonist: Our local golfer may not just be as local as we thought.
We've discussed the setting and the enemies. Now we must talk about the main character: yourself. In the game, you have no reflection to view your character's appearance, but if it helps in any way, you seem to be slightly shorter than the majority of the enemies and NPCs you encounter. This isn't important information, I just think it's funny.
Your character is generally regarded as a weirdo, even speculated to be mentally unstable or inebriated by some people discussing this game. The signs seem to be there: vaulting fences into a premium golf course after dark to play golf in the dark, having a tendency to stare at other characters straight in the eyes, unsettling even the security guard, and appears to be obsessed with the sport of golf. Your character is played up to be an infatuated madman with the latter, with mental barriers scribbled about how they wouldn't miss golf for the world, and the leading theory as a result was that the entire game was a hallucination birthed from their obsession with golf, or rather, too bloody drunk and passed out with strange dreams near the canyon. This would have been the case until you consider two things:
Firstly, despite claiming to be a hardcore golfer, your character carries around a beginner's guide on the sport, and has only a simple putter and driver in their sling bag. When you kill Exuberance and wake up in front of the club's front door, you also do not recall where you were, only recognising your car was parked, and that you should leave. Not recognising Green Canyon Golf Club indicates to us that something is off, given as discussed prior, it is an infamous place for golfing, and had the character really been a die-hard for the sport, they would have realised it without problem.
Secondly, the character you play from the start to the end of the boss fight compared to when you wake up seem to have differing personalities. The character you have been stuck with seems to know what they're doing at all times, and gives instructions on their next move. They're stiff, rigid, and are not easily excitable even in the face of the stalking employees or a dead body. They don't seem to care much about anything at all except for an odd aversion to water, as well as wanting to kill Exuberance. What is even stranger is that the font for the character's monologue is completely different after the boss fight ends.
During the game:
After the game/ending:
The former is more messy, like it's written by hand. The latter is a plain font. This implies that something about your character has changed — the truth was that you were possessed all along, most likely by another eldritch God whom is not Exuberance, and came to the golf course to slay it. There are some allusions to you being a separate eldritch entity: Exuberance recognises you. Not the character you were playing as, but whatever that was occupying the human vessel temporarily. An eldritch God has no reason to remember or know a mere human, after all, hence explaining the second and third line of dialogue by it in the temples, as well as why when the original owner of the body wakes up, they have no recollection of what occured whatsoever, and, effectively as other players have thought - it's all chalked up to both the ordinary you and the players as 'just a dream'.
Your character also refers to themselves as "this body" whenever you enter the water as the vessel you are possessing has no swimming skills. At the very start of the game, you even get to 'choose body'. You're choosing a vessel suitable to your liking to possess. What is more evident as well is the ominous answers that you can use to respond to whatever the NPCs are saying, as well as frightening them due to the possibility even they knew you felt off. You would often hear screams drone louder and louder in the background whenever you got near to these NPCs, as they are actually dead. We 'hear' the truth from what is not directly told to us by these spirits that were trying to advise against proceeding deeper into the course.
Yet, we proceed. The enemies would have directly charged at you from the get-go instead of waiting for you to look away since the way you look at something (eyes are the windows to the soul, and I wonder what kind of thing they would see in the place of one when others look at you) since you clearly hold a certain influence over them by presence and stare alone. The undead should have nothing to fear, and yet even they practice caution against something that reminds them of their patron God. Another reason I believe you're being possessed is because the font you have always used in the game feels handwritten, the same way Exuberance's font is more cursive and messy. Clearly, you are a deity by some means, just a different kind with different intentions; some intentions that are left unanswered even after finishing the game.
Just what exactly does all of this writing amount to?
The Final Story: An expansive golf course known as the Green Canyon Golf Club opens up in 1982 after being renovated from its previously barren state. It was founded on a large island, featuring a diverse, challenging number of holes for people to enjoy while they traverse the canyon's scenery. In order to maintain the green and natural state of the course, Green Canyon managers hired a company known as Greener Grass to assist them. Greener Grass co. appeared to be a rather new company, having only few reviews, but an eye catching advertisement and specialises in the lawn keeping for large, remote areas, which seemed to fit the canyon's liking and geographic description. The hired company set to work, transplanting in gorgeous trees supposedly from Europe, as well as using their own brand of soil to allow the environment of the course to prosper. The environment was clearly well tended to, with the course even forbidding golf carts due to how sensitive and delicate the fields were, as well as advising golfers to not hit their balls into the trees as native birds nested there. Despite these rules, the course was fairly prestigious, its popularity captured in several sports magazines.
What was unknown to the club, however, was that this lawnscape company they hired was actually a cult, and the permission to freely introduce foreign flora to the land had been with the company's intention to bring in anchors tied to the God they made contact with, Exuberance. Through the golf course and perhaps other places not mentioned, Exuberance had been steadily increasing its influence over the human world as it received more and more sacrifices thanks to its formidable cult. The cult worked in a caddyshack on the golf course, and would lure in members of the golfing club with normal statements of refreshments available, only to offer them up as sacrifices to the altars of the temple. The sacrificed bodies were then burned and made into the materials the Greener Grass front used to maintain the lush landscapes. Countless rinse and repeat sessions of bloodshed later, Exuberance required just one more body still to cross over to the human world and, from there, become unstoppable with the fact that its associating flora were planted everywhere by the cult by then.
But the violent rituals of the Greener Grass cult had resulted in innocent souls trapped on the grounds of the course and realm in-between worlds. The souls screamed in their fate of immortalised anguish, and eventually this unbearable abundance of noise roused the deity of the human world from its previous state of inaction. Exuberance is a source of insolence, believing it could attempt to compete with Us for the world we looked after. Something must come out of this. The problem was that Exuberance's realm was closed off, difficult to penetrate without proper mobility. A plan was thus hatched: possess a suitable vessel to appear human in order to get closer to the home of the enemy. It risked vulnerability as the human body was fragile and had a mind occupying it already, but that doesn't matter when casting a heavy filter of obsession with the sport would properly motivate them to do the bidding. This different deity knows that Green Canyon Golf Club had been discreetly converted to a massive ritual ground at this point, and playing by the rules of the world of golf, even if tedious, was necessary to reaching the gateway and destroy the anchors tied to Exuberance.
You play the role of a victim as the undead start to stalk from behind, but something was off about this sacrifice, and the employees take turns reporting back to their God of this issue. Exuberance believed the disguise of a human, not being aware of what laid hidden under the layers of blood and bones. You finish the 12th hole, enter the caddyshack, and find yourself where you wanted to be: on the turf of the enemy's temples. Staying in the light was vital to survival here, and as fresh blood collects in the basin of the altar from a previous sacrifice, the innocence of a stolen life had purified to form a glowing orb. An orb that lights up like a star in the dreary landscape, taking the filth of flesh as it goes. By the time Exuberance had realised the scheme of a trojan horse, you had already successfully killed the trees, and all that was left was to kill Exuberance itself. With each swing, you take out pieces of the God, releasing the souls into the surroundings.
The fight ends with a clear victor, and you wake up outside of the golf club with no recollection of any of this. The deity possessing your vessel had relinquished control, allowing you to continue your life as normal. What occurs after then is unclear, as the advertisement sings its jingle, and we get to see the spine of a book inscribed with strange symbols on the right as the game ends with the sound of a closing door.
TLDR; Local grass cult goes overboard with human sacrifice rituals, acidentally summons worse eldritch being to kill their patron deity just so it would shut up. Happy golfing!
39 notes
·
View notes