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#toole valley temple
andrevasims · 9 months
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Pretersolaria Institute: CC-Free Uni & Individual Lots
Eventually I want to share the entirety of Rhyolite Valley, but it's a bit hairy with the 47 sims & CC hood deco & the garbage data I let seep in while playing (so I'd have to remake all of that before sharing).
I thought I'd "practice" the process of remaking the hood by starting a little smaller: The uni subhood. Since I only made a handful of sims for it (which are not included... yet) and it works aesthetically without CC hood deco. Sounds simple, right? Weelllll it took about a week of near daily effort to actually do. Makes the prospect of doing the actual hood soooo much more exciting lol /s
Anyway, that's what this is: A new university subhood template that's CLEAN & EMPTY. As a bonus (or if you just don't like the subhood), I've also included individual lot packages for every lot in the subhood to use wherever you want.
The "gimmick" of this hood is that Rhyolite Valley, and by extension Pretersolaria Institute, is entirely self-sufficient & cobbled together by the local residents. Which means there's no indoor plumbing lol.
That also means simply sitting down at a computer to write a term paper isn't as easy as a regular uni. Students have to go to THE BOOKMOBILE to access computers. Same goes for the skill building required for each semester/major. You have to venture out to the relevant community lot to find the means for skill building.
I've included in the uni's photo album & the lot descriptions which skills are available to build on each lot. It'll say "+Cooking" or whatever skill(s) the lot can provide based on the objects it has.
— WHERE/HOW TO INSTALL: —————————
Place the "PRTR" folder in its entirety in the "Program Files > EA GAMES > The Sims 2 University > TSData > Res > NeighborhoodTemplate" directory. Or whatever equivalent location you have for a TS2 University folder in the Program Files section.
Mootilda's Subhood Selection Mod is required to see additional universities below the main 3 pre-made ones.
You can then select Pretersolaria Institute in the list of options when creating a new uni subhood in a neighborhood.
— UNI SUBHOOD LOT INFO: ——————————
• Dorms: 1 (Klaatu Mobile Park)
6br / 5ba | Value: §20,444 | Size: 30 x 20
• Residential: 3 (Fulquard, Mushnick, & Burson Shack)
1br / 1ba | Value: §3,816-§3,862 | Size: 10 x 10
• Greek House: 1 (Tobor Testing Bureau)
10br / 10ba | Value: §30,363 | Size: 30 x 20
• Community: 6 (Wiploc Amphitheatre, THE BOOKMOBILE, Ikron Confectioneries, Zarkov Training Center, Big Heart Dude, Krelboined Horticulture)
• Secret Society: 1 (Temple of Laganaphyllis)
Value: §56,035 | Size: 20 x 20 | Zone: Community (individual version)
— NOTES: ———————————————————
• On 2 lots (Big Heart Dude & Wiploc Amphitheatre), I used the Seasons Music career reward The Rock Hammer for speaker deco. I used MoveObjects to delete the guitar but keep the speakers.
It's possible that either A. The guitars will respawn when you move the lot in the hood, or B. Sims will attempt to play the guitar and complain about being blocked (because I purposely blocked them).
If the guitars respawn, open the lot in Buy/Build mode and with MoveObjects On use the sledgehammer tool to remove the guitar.
If sims are complaining about not being able to reach the guitar, well they're not supposed to be able to lol. If hearing them complain is annoying, you can either use this mod that makes them stop yelling when something blocks them and leaves only the thought bubble, or delete the whole object.
• The Wiploc Amphitheatre may also have some glitchy-looking ground that you can see in neighborhood view when the camera moves. This is because I shortened the lot with Lot Adjuster. I don't know how to make it stop doing that, because I've transferred the lot to other hoods, packaged the lot, Lot Cleaner'd it, Lot Compressor'd it, moved it to the Lots & Houses Bin, etc. and it has never stopped looking like that. So again if that annoys you, remove the lot I guess?
• Please let me know if there are any additional problems.
I've never done this before specifically with a uni subhood, so it's very likely I messed up somewhere.
Additional Interior/Detail Pictures
DOWNLOAD UNI SUBHOOD: SFS | MF
DOWNLOAD INDIVIDUAL LOTS: SFS | MF
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astrolovecosmos · 5 months
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The Planets & Random or Obscure Associations
~Sun~
Creativity, vitality, head of state, the father, games, yellow and orange clothing, articles of value, jewelry, gold, brass, power, diamonds, citrine, topaz, jasper, amber, rhodochrosite, mistletoe, almonds, citrus, succulents, sunflowers, fevers, heart, back, spine, grapes, walnuts, rice, chamomile, frankincense, juniper, saffron, marigold, rosemary, rue, palaces, towers, luxury.
~Moon~
Eternal, cycles, silver, aluminum, pearls, moonstone, opal, selenite, chest, glands, lymphatic system, nervous system, emotions, mother, ancestors, nurture, rebirth, tides, baths, ocean, brew, boat, sap, willow trees, succulents, pale color plants, white flowers, cucumber, cabbage, lettuce, melons, shellfish, pumpkins, lakes, fountains, ports, fishponds, pools, springs, sewers, dairies, toys, reflection, blankets, objects of comfort.
~Mercury~
Communication, journal, pen/pencil, any writing tools, wings, phosphorous, mercury, agate, tiger's eye, brain, nervous system, eyes, respiration, thyroid, speech, hearing, intellect, vehicles, money, bills, paper, books, pictures, parties or social gatherings, scientific instruments, butterflies, messages, mail, hazel, mulberry, myrtle, seeds, aniseed, dill, fennel, lavender, liquorice, marjoram, parsley, valerian, hazelnuts, beans, mushrooms, pomegranates, carrots, celery, libraries, schools, markets, fairs, public spaces, tennis or badminton court, studies, banks, bowling greens, offices, blue, white, or light colored flowers.
~Venus~
Love, relating, lust, high-quality fabrics, copper, bronze, sodium, malachite, tourmaline, emerald, rose quartz, kunzite, sapphire, pastels, throat, kidneys, lumber region, art, music, aesthetics, social life, fashion, jewelry, wine, pleasure, alder tree, fruit trees, paint, ash tree, birch, pomegranates, early flowering, daisy, mint, marshmallow, meadowsweet, mugwort, plantain, tansy, roses, thyme, vervain, yarrow, potatoes, strawberries, wheat, sugar, nectarines, ballrooms, bedrooms, dining room, gardens, fountains, wardrobes, theaters, looking and feeling good.
~Mars~
Lust, conquest, desire, flaming sword, red things, fights, iron, brass, bloodstone, carnelian, cinnabar, pyrite, magnetite, ruby, garnet, hematite, muscles, reproductive organs, blood, kidneys, immunity, heat, action, arms, pepper, sharp instruments, cutlery, attacks, scissors, weapons, physical intimacy, bites, stings, scalds, burns, accidents, hawthorn, pine, thorns, cactus, aloes, anemone, arnica, belladonna, garlic, ginger, hops, mustard seed, nettles, wormwood, chives, onions, leeks, radish, rhubarb, tobacco, labs, furnaces, distilleries, bakehouses, ovens, smiths, butchers, fields, anger, passion, self-focus.
~Jupiter~
Expansion, optimism, religion, religious sites, tin, seduction, turquoise, chrysocolla, topaz, citrine, jasper, liver, pancreas, pituitary gland, sciatic nerve, excess, abundance, prophecy, philosophy, knowledge, universities, foreign travel, luggage, honey, oil, silk, fruit, distinct clothing, merchandise, horses, domestic birds, gambling, indulgence, entertainment, oak, dandelion, sage, endive, chervil, asparagus, figs, churches, temples, palaces, altars, courts, mansions, woods, orchards, winery, cornucopia, connecting with the soul.
~Saturn~
Limits, boundaries, father time, lord of death, shadows, lead, iron, steel, calcium, asbestos, sulphur, diamond, onyx, calcite, skeleton, spleen, skin, teeth, nails, joints, structure, crystallization, old age, blockage, anything dark, wool, heavy materials, agriculture, wheelbarrows, spades, farm houses and buildings, cold, laws, aspen, blackthorn, buckthorn, cypress, elm, toxic plants, hemlock, henbane, belladonna, hellebore, barley, beetroot, safflower, parsnips, spinach, deserts, woods, valleys, caves, church yards, ruins, coalpits, sinks, wells, mud, institutions.
~Uranus~
Eccentrics, mavericks, invention, genius, revolution, change, trends, disruptive science or tech, uranium, magnesium, lapis lazuli, sapphire, aquamarine, azurite, chalcedony, electricity, neon lights, plaid, nervous and circulatory system, pineal gland, chaos, violence, upheaval, astrology, steam engines, coal, machinery, coins, baths, fishponds, dangerous places, computers, magnets, quantum physics, research, welfare, humanity, hypnotherapy, railways, banks, gas, psychiatric hospitals, offices, hospitals, dispensaries, fortified places, chemicals, mingled/mingling, spirit and matter.
~Neptune~
Illusions, veils, diffuse, deception, water, oceans, mysticism, enlightenment, artistic pursuit and understanding, zinc, potassium, amethyst, fluorite, jade, sugilite, coral, aquamarine, pineal gland, lymphatic and nervous system, spine, mental processes, addiction, psychoses, disease, photography, music, substances, gas, religion, poetry, mimicry, chameleon, anesthetic, telepathy, empathy, dancing, psychic gifts, places near water, hospitals, places of healing, jeweler, painters, brewers, musicians, visionary.
~Pluto~
Power, influence, darkness, new life, what's hidden underneath, seeds, volcanoes, deep earth or ocean, bury, explosions, eruptions, abduction, plutonium, smoky quartz, obsidian, jet, pearl, deep reds, reproductive organs, the unconscious, nuclear, transformation, death, birth, rebirth, underworld, riches, earthquakes, big business, murder, detection, detective, invisibility, sneak, enforced change, hidden places, underground, drains, sewers, radioactive places, the occult, black magic, sacrifice, renew.
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ronkoza · 2 years
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Stjerne „Arne” Mossvik (D&D canon)
Stjerne was born as the second of all his three brothers: Coalham, Enrike and Ivvorlyn. He was a son of a druid Cian and cleric Aine. They all used to live in a firbolg clan in the mountains, at place named Kalavag. Stjerne was a herbalist in Mielikki temple, helped taking care of plants and used to make potions and mix herbs.
But there was something wrong going with the world. Across the continent strange rifts started to appear, rifts which led to different planes of existence and these planes started to affect places. One rift appeared near the village where Stjerne lived, and black mist and creatures of Shadowfell came out of this rift, spreading death and chaos. Stjerne wasn’t able to save his youngest brother Ivvor who died in his hands. The whole clan disappeared, and only Stjerne, who fled frightened and hid, was left. He was alone, without his clan and family, touched by Shadowfell, which left a terrible feeling of emptiness and loneliness in his heart, making living on a material plane of existence as a nightmare.
This is when his patron, the unicorn called Stareyed, found him and filled this hole in his heart with the celestial light to chase the shadow. Stjerne was gifted with Stareyed’s magic to help him survive and to protect and heal others. It let Stjerne to call a familiar from Feywild, a squirrel named Vincent, who is his companion from this day. 
In his free time he likes to play pan flute and makes a little sculptures and things from wood with woodcarver’s tools. He also inherited antlers from his mother, who was touched by Feywild (she used to live near rift leading to Feywild before she came to Kalavag and met Cian). After the tragedy, Stjerne stopped using his full name, feeling that now he has no family and he’s not worthy of being part of it since he cowardly run away when other was fighting, and used to call himself „Arne”.
Stjerne has quiet personality, he’s gentle and talks only when the situation demands it. But he’s also curious and carrying. In his heart he’s missing the family warmth and love he knew from his past days. Because of not being able to save his brother, Stjerne often sees himself as too weak or not being able to protect those he love, that he’s a bother. He may appear as someone not very interesting and boring, since he’s quiet and avoids violence and aggression and always try first to find a diplomatic solution.
_
„Arne” Stjerne Bláithín Mossvik (Modern AU)
Arne is half Irish and half Norwegian, he spend his whole life in Ireland and lately his family (parents and brothers, Coal, Enri and Ivvor) moved to Norway where his father used to live. Arne was studying music and gaelic language (sometimes he’s translating old poems), used to sing, play piano and guitar, he writes poems and songs. Usually he works in a tea shop and in the meantime plays in cafes and clubs. He loves to do embroidery, and he used to decorate all his clothes with colorful flowery patterns. He’s often gone wandering one the woods or hills.
He’s an extrovert, curious and optimistic, always happy and seeing the beauty of the world. He talks much, often changing subjects, when his thoughts run free to meadows and valleys. He’s a gentle soul, often daydreaming, a bit chaotic in regular life, often missing to do something. Sometimes when he’s happy he can start singing something randomly. But he’s also a good listener, always curious about others and their lives and hobbies. He’s also polite when it comes to deal with people and shy when he’s complimented. 
„Arne” is not the real name of Stjerne in any universe, it’s just a pronunciation fun and nickname. In modern AU, when Stjerne was introducing himself, people misheard him, because his name was so weird, and thought of more common name. And Stjerne started to use it.
And Mossvik family tree:
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yoga-onion · 1 year
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Legends and myths about trees
Forest spirits and natives (3)
Menehune - Legendary dwarves who live in the deep forests of Hawaii
Menehune are a mythological race of dwarf people in tradition who are said to live in the deep forests and hidden valleys of the Hawaiian Islands, hidden and far away from human settlements.
The Menehune are described as superb craftspeople. They built temples (heiau), fishponds, roads, canoes, and houses. Some of these structures that Hawaiian folklore attributed to the Menehune still exist. They are said to have lived in Hawaii before settlers arrived from Polynesia many centuries ago. Their favorite food is the maiʻa (banana), and they also like fish. Legend has it that the Menehune appear only during the night hours to build masterpieces. But if they fail to complete their work in the length of the night, they’ll leave it unoccupied. No one but their children and humans connected to them can see the Menehune.
While archaeologists have never found remains of a distinctively small race of ancient people in Hawaii, many think the Menehune legend may well have a basis in fact. In 2003, a species of dwarf human was discovered on the Indonesian island of Flores. Homo floresiensis was only about 1 meter in height and fully bipedal. The skull has human-like teeth with a receding forehead and no chin.
Fossils have been discovered from 38,000 to 18,000 years ago, though archeological evidence suggests it lived on Flores between at least 95,000 and 13,000 years ago. It used stone tools and fire, and hunted pygmy elephants, Komodo dragons, and the giant rats found on Flores. Its discoverers believe that h. floresiensis is a dwarf form of Homo erectus. It is not uncommon for dwarf forms of large mammals to evolve on islands. Modern humans arrived on Flores between 55,000 and 35,000 years ago, and presumably interacted with h. floresiensis (Refrence: “The Three Menehune of Ainahou (Maui)” by Charles Kauluwehi Maxwell Sr).
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木にまつわる伝説・神話
森の精霊たちと原住民 (3)
メネフネ 〜 ハワイの深い森に住む伝説の小人族
メネフネとは、ハワイに伝わる神話上の小人族で、ハワイ諸島の深い森や隠れた谷に住み、人里から遠く離れたところに住んでいると言われている。
メネフネ族は、優れた職人で、神殿 (ハワイ語:ヘイアウ)、養魚池 (メネフネ養魚池)、道路、カヌー、家などを建設した。ハワイの民間伝承では、メネフネのものとされるこれらの建造物は、今でもいくつか残っている。彼らは、何世紀も前にポリネシアから入植者たちがやってくる以前からハワイに住んでいたと言われている。好物はバナナ (ハワイ語: マイア) で、魚も好物である。伝説によると、メネフネたちは夜の間だけ現れ、傑作を作り上げると言われている。しかし、夜の長さの中で作品を完成させることができなければ、その作品は無人のまま放置される。彼らの子供と彼らにつながることが出来る人間以外には、メネフネを見ることはできない。
ハワイでは、考古学者が小人類の遺跡を発見したことはないが、メネフネ伝説には根拠があると考える人は多い。2003年、インドネシアのフローレス島で、小人の一種が発見された。ホモ・フロレシエンシスは、身長が1メートルほどしかなく、完全な二足歩行であった。頭蓋骨には人間のような歯があり、額は後退し、顎はない。
3万8000年前から1万8000年前の化石が発見されているが、考古学的な証拠から、少なくとも9万5000年前から1万3000年前まではフローレス島に住んでいたと考えられている。石器や火を使い、ボルネオ象やコモドドラゴン、フローレス島に生息する巨大ネズミを狩っていた。発見者たちは、ホモ・エレクトスの小人型であると信じている。大型哺乳類の矮小型が島で進化するのは珍しいことではない。現生人類は、5万5千年前から3万5千年前の間にフローレス島に到着し、ホモ・エレクトスと交流があったと推定される (参考文献: チャールズ・クルウェヒ・マックスウェル・シニア著「アイナホウ(マウイ島)の3人のメネフネ」より)。
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honourablejester · 4 months
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I’m reading the Pathfinder ‘Lost Omens: The Mwangi Expanse’ setting book (guess whose copy arrived recently!), and I’m on the section on the Mbe’ke dwarves of the Terwa Uplands, and I just. I want to mention the origin story the Mbe’kes tell about themselves:
“This is the story that Mbe’kes tell.
Long ago, dwarves marched upwards on a Quest for the Sky. They saw many wondrous things on that march; temples and treasures, magics and mysteries. One group of dwarves, who would later become Mbe’kes, finally emerged in a sheltered valley.
They looked about the rocky sides of the valley, and they looked at the great blue thing above, and mistook it for just one more cavern, if perhaps larger than most. Sages stroked their beards and engineers hefted their tools, and the dwarves set about breaching the vault of the sky. They climbed the tallest mountain in the land, braced the sky properly, and started digging. Dwarves, of course, can dig through anything, and so quite soon they broke through the sky into the Plane of Air.
The People of the Air were greatly surprised by these strangers. First a great hurricane-spirit tried to chase the dwarves away, but the dwarves had fought worse beneath the earth and were not cowed. Then a great djinni of the west wind offered the dwarves fine treasures to leave, but nothing matched the wonders the dwarves made themselves. Finally, a curious cloud dragon asked what in the seven stars above and the three stars below the dwarves were doing.
Once they understood their mistake, the dwarves descended back to Golarion and looked about the valley from which they’d emerged. They could most certainly make a home there, and did, and ever since Mbe’kes have been good friends with cloud dragons.”
Now. A couple of things. First, the actual historical and archaeological record tells a different story, suggesting that the proto-Mbe’ke initially fought for territory with the cloud dragons in the Terwa Uplands (evidence includes a suspicious number of old Mbe’ke relics made of dragon bone), but eventually the two groups made peace and became the firm allies they are today later down the line. Second, the Mbe’ke have a proud tradition of ‘tangle-tales’, an expression of their humour, which involve telling the most ridiculous, nonsensical, over the top stories possible with the straightest face possible, and responding to them just as seriously to encourage elaboration, until someone finally breaks and laughs. So. Tall tales are a prized tradition for Mbe’ke. And third, there’s this later note:
“If one were to ask a Mbe’ke, they would say that their people are famed for three things: first, they are the most stubborn of all dwarves; second, they are the most argumentative of all dwarves; and third, they have absolutely no sense of humour. This last will be said with a perfectly straight face.”
Their humour and culture is a combination of dwarven stubbornness and pragmatism, and cloud dragon whimsy and curiosity. And in that context …
I just really love that origin story? As a thing they tell about themselves. Because you can see …
The things they pride themselves on are being stubborn, argumentative, and secretly humorous. And it shows. Their origin has them climb out of the earth, look up, fail to realise that the sky is not just another ceiling, and then impossibly dig through that as well anyway. Stubborn, yes. Heh. And then, in the Plane of Air, they cannot be driven away by force, because come and have a go, and they can’t be driven away by bribery, because we’re dwarves, you can’t offer us anything we couldn’t make ourselves, but they can be politely knocked back by someone gently arguing with them until they realise their own idiocy. In this story, the cloud dragons were just ‘lads, what are you at?’, and the Mbe’ke looked around, realised their cosmological error, and just went ‘oops, our bad mate, thanks for the head’s up’, packed up their kit, and went back down a layer.
I love so much that this is a story they tell about themselves. That it shows what their pride is held in. In stubbornness, in doing the impossible, in refusing to be driven back by any insurmountable obstacle or show of force or attempt to undermine their integrity, but also in recognising their own foolishness, in acknowledging their own errors, in having fair dealings with people who deal fairly with them, and in poking some gentle fun at every previous thing on this list. Yes, it’s showing them in their best light, according to their own values, and the reality is often different, but it does illustrate quite well what those values are, and it’s fascinating.
And I also love some of the little details. They climbed the tallest mountain in the land and braced the sky properly. Like, if you’re going to do this ridiculous thing, you’re damn well going to do it right. Is it plausible or even possible? Irrelevant. Do it right regardless. I love that they saw another vast ceiling, another impossible barrier, and the ‘sages stroked their beards, and the engineers hefted their tools, and the dwarves set about breaching the vault of the sky’. Like, right, on we go! Another job, let’s get it done. They’re so … dwarvish. And god I love dwarves. You cannot stop a dwarf from digging. I love them.
Ahem. Anyway. I like the Mbe’ke a lot? Also dwarves. Just. In general. Heh. Carry on!
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walkswithmyfather · 9 months
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Psalm 27:1‭-‬14 (AMP). “The Lord is my light and my salvation— Whom shall I fear? The Lord is the refuge and fortress of my life— Whom shall I dread? When the wicked came against me to eat up my flesh, My adversaries and my enemies, they stumbled and fell. Though an army encamp against me, My heart will not fear; Though war arise against me, Even in this I am confident. One thing I have asked of the Lord, and that I will seek: That I may dwell in the house of the Lord [in His presence] all the days of my life, To gaze upon the beauty [the delightful loveliness and majestic grandeur] of the Lord And to meditate in His temple. For in the day of trouble He will hide me in His shelter; In the secret place of His tent He will hide me; He will lift me up on a rock. And now my head will be lifted up above my enemies around me, In His tent I will offer sacrifices with shouts of joy; I will sing, yes, I will sing praises to the Lord. Hear, O Lord, when I cry aloud; Be gracious and compassionate to me and answer me. When You said, “Seek My face [in prayer, require My presence as your greatest need],” my heart said to You, “Your face, O Lord, I will seek [on the authority of Your word].” Do not hide Your face from me, Do not turn Your servant away in anger; You have been my help; Do not abandon me nor leave me, O God of my salvation! Although my father and my mother have abandoned me, Yet the Lord will take me up [adopt me as His child]. Teach me Your way, O Lord, And lead me on a level path Because of my enemies [who lie in wait]. Do not give me up to the will of my adversaries, For false witnesses have come against me; They breathe out violence. I would have despaired had I not believed that I would see the goodness of the Lord In the land of the living.Wait for and confidently expect the Lord; Be strong and let your heart take courage; Yes, wait for and confidently expect the Lord.”
“Equipped for the Valley” By In Touch Ministries:
“God's Word builds the foundation we need for withstanding life’s storms.”“It is tough to remember everything we learn from the Bible, but the more we retain, the more wisdom we’ll be able to recall during tough times. And toward that end, writing can become a powerful tool in our spiritual walk. Putting words on paper etches wisdom deeper into the heart and mind, which helps build a solid biblical foundation.Consider King David, who wrote many of the psalms. He had a consistent habit of recording truths about God. As a result, he was equipped for hardship. In yesterday’s psalm, for example, David said that he did not fear evil (Psalm 23:4). What did he have to be scared of when the One who controls everything was on his side (Ps. 27:1)? How could he be stifled by anxiety while in the Spirit’s comforting presence (Psalm 34:4)? David held God to His promises, but he had to know those assurances in order to rely on them.Writing is not necessary for our walk with God, but when we’re struggling, it can help us remember valuable truths— such as the fact that God is upholding us (Isaiah 41:10) and our hardship has purpose (Romans 5:3). As we recall these spiritual realities, our faith is strengthened. Then we can face subsequent challenges with a more solid foundation of trust.”
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satoshi-mochida · 2 months
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Super Monkey Ball: Banana Rumble ‘Adventure’ trailer, assist features and worlds detailed
From Gematsu
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SEGA has released a new trailer for Super Monkey Ball: Banana Rumble dubbed the “Adventure” trailer, as well as new information and screenshots on the game’s assist features and worlds.
Here is an overview of the game, via SEGA:
■ A Delightful New Adventure Awaits
While visiting a tropical island, AiAi and the gang meet a girl named Palette, an adventurer searching for the Legendary Banana. They agree to join her on her journey across wondrous worlds to collect special parts said to be the key to locating this prized relic. Along the way, they’ll meet new friends and encounter mysterious rivals. For those unfamiliar with Super Monkey Ball, or simply looking for ways to improve their technique, take advantage of the optional assist features available in Banana Rumble! These include:
The ability to Rewind to a previous point of a stage and attempt a tricky area once more.
A Ghost Guide option, which will add a transparent racer alongside the player, demonstrating the key methods needed to reach the goal.
A Route Guide that will point you in the direction if you’re not sure where to go.
The choice to restart at a Checkpoint within certain stages, and more!
■ Game World Introduction
Adventure Mode features 200 new stages that are set across different worlds, each with their own unique twists and turns that can be experienced either solo, or with others in 4-player co-op! All of this is accompanied by a thrilling story told through fully developed cutscenes. To give just a taste of what fans can expect, SEGA®️ is introducing a stage from each of the mode’s first five Worlds respectively.
World 1: Banana Farm
World 1 is naturally designed to progressively teach players all the tools and tricks to set them up for the rest of their adventure! A great example is the stage “Rail Slider,” where steps and ramps taller than the player’s ball are placed throughout the stage. Use the new technique, Spin Dash, to make it through the steps!
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World 2: Rose Garden
In “Wonder Maze,” the stage is designed like a large garden maze. Players will need to look for the correct route to make it to the goal.
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World 3: Floating City
The “Switch and Go” stage has switches that move the different scaffoldings. Here, players will need to use switches at the best timing to reach the goal.
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World 4: Golden Temple
The “Rolling Balls” stage has giant balls that block the player’s way. Players must maneuver these giant objects to make their way to the end.
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World 5: Stone Valley
The “Rocket Launcher” stage has a goal that is located high in the sky. Use the rocket to get launched up in the air and aim for the goal!
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■ Key Features
Experience thrilling gameplay that is easy to pick up and play yet challenging and fulfilling to master.
Go bananas with your favorite bunch and drop into online multiplayer for up to 16 players or local multiplayer for up to four players!
Slip into a wonderfully crafted story either locally or online in the all-new Adventure Mode, where you will journey through 200 newly crafted stages either in four-player cooperative play or solo.
Show off your style by customizing your character with over 300 fashionable items to choose from.
Use the new Spin Dash technique to sprint past rivals or create new shortcuts to victory!
Super Monkey Ball: Banana Rumble is due out for Switch on June 25.
Watch the trailer below. View the screenshots at the gallery.
Adventure Trailer
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lacrymatoryao3 · 9 months
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Redemption Was Just The Beginning
Chapter 3: September, 1899 (Continued)
[1] [2]
To the world, Arthur Morgan is dead. As he tries to face the idea, in a lush valley in Ambarino he comes face to face with a woman from his past, and they must reckon with an era long gone. Especially when she has secrets of her own.
(Rated explicit simply because eventually there’s smut in this.)
2,733 Words (AO3 Link)
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Dr. Anderson was a woman. It surprised Arthur when she came into the bedroom adjoined to the kitchen with Ana. While he had heard of them, he had never actually met a ‘Lady Doctor’ as some people called them. He rarely saw doctors at all, but when he did the only women involved were either nurses or secretaries.
“Consumption, huh?” Dr. Anderson questioned, setting a medical bag nearly as big as she was on the dresser. She opened it and rifled through to get what she wanted.
Ana looked at Arthur snug tightly in the bed, “That’s what he says.”
“I see.” Dr. Anderson said out loud and putting her attention on Arthur, “Who did you get this diagnosis from?”
“Some doc down there in Saint Denis.” Arthur replied as Dr. Anderson put the end of a stethoscope underneath his shirt, moving it around to get a good listen of his lungs from multiple angles.
Dr. Anderson hummed, “Yeah? They do got quite the problem with that in those swamps. All that humidity.”
The doctor continued her examination, but while she investigated his ribs she pressed too hard on the muscle above his stomach. Arthur lurched forward and began to cough, hard and uncontrollably. Dr. Anderson grabbed a handkerchief and held it over his mouth. She encouraged him to let out whatever wanted to come up. Once the attack ended the doctor took a look at it, then put the handkerchief in a sealed metal box.
Dr. Anderson sighed, “I know that wasn’t pleasant, but with this sample I can look at it under a microscope at my office and see what’s really going on.”
“So,” Ana said, who had been sitting in a comfortable chair next to the bed, “do you agree it’s consumption?”
Dr. Anderson put her tools back into her bag, “To be quite honest? I’m not sure. Of course it’s a possibility with his symptoms, but at the same time he has injuries that make it harder to say for certain. Either way, his lungs are terribly congested. I’m going to give you a few things to keep him comfortable. Keep the windows open until the weather changes, he needs fresh air. Make sure he rests and doesn’t exert himself. Give him good food, good drink.”
The doctor rubbed her temples, “And if you think it’ll help make sure there’s a lot of garlic. I don’t really understand the idea people around here have about it, but since most almost swear upon it I don’t see the hurt.”
The doctor left them with two medicine bottles, one for pain and another for fever. She also gave Ana a medical syringe in case Arthur was unable to swallow. Ana followed the Dr. Anderson out, leaving Arthur with his thoughts for a while. He didn’t like it. He didn’t like this. He didn’t like feeling helpless or useless. There was no guarantee he would ever get better, he didn’t even try to entertain the idea. He would have preferred to die fighting the way he expected to, not like an old man bound to a bed.
“You dying, Mister?” A small voice squeaked from the doorway. Arthur looked at him, the boy peeking over the door jamb. He assumed from his dark hair and warm complexion he was the child Ana said she had. There was something peculiar to him, but Arthur couldn’t place it.
“Dunno yet.” Arthur replied a little too seriously than he intended, “When I am I’ll let you know.”
The boy scurried before they could say anything else to each other, hearing his mother’s voice. Arthur heard them muffledly speaking to each other in Spanish in the kitchen.
Ana returned to the room holding a wooden tray with legs, “You think you could eat for me? Mrs. Liang whipped it up. She says she’ll make you some sort of soup that should help you. Chinese medicine sort of stuff. I also made you a garlic tea.”
Arthur sat up a little further as Ana placed the tray on his lap, “Garlic… tea?”
“It’s not as bad as it sounds. We use it Mexico for coughs and such.”
Arthur looked at the meal. It was a fillet of some sort of fish with a cause on it. When he tried it, despite not having much of an appetite, it was a type of horseradish with more garlic mixed in. Underneath was a pad of plain white rice. On the side there was a salad of red radish mixed with apple. The tea did have a faint taste of the garlic, but it was mostly overpowered by the taste of lemon and honey. It was an odd combination, a little bit fancy, but it beat the spartan concoctions Pearson would throw together.
Arthur managed to finish it, Ana lowering the kerosene lamp’s glow before she left to feed herself and her son. They tried to be quiet in the kitchen. He looked around the room, looking for something to entertain himself with. He opened the tiny drawer in the bedside table and leaned over to peer inside. He pulled out a book. It was a collection of short stories about that English detective written by a feller named Conan Doyle. Mary-Beth had told him about him once. He opened the book to find on a blank starter page ‘J. Gardener – Obtained 1894’ written in a weak and shaky hand. It wasn’t a long book, but the previous reader didn’t seem to get very far. A quarter of the way through it, Arthur found a cigarette card of a Sioux chief in full regalia that was used for a bookmark.
Arthur had read the first three stories when Ana came in the room. She had changed from her sage green blouse and black plaid belted skirt into her nightgown. She had taken her hair out of the high bun with a braided crown into a style Arthur was much more familiar with. Her hair was still very long, falling in waves down her back, just as thick and shiny as it had been when he had first met her.
“I forgot that book was in here. Good thing you found it.” Ana said, placing a leather-bound journal and pencil on the table, “I brought that for you. I remember you always doing something in one of those.”
She sat in the chair next to him, propping her feet on a matching ottoman and draping a blanket over her lap. She stared at him for a while, there was a warmth gleaming in her eyes, “I never thought I’d see you again.”
Arthur gave her a frail smile, “Too bad you had to see how old I’m gettin’.”
“It’s not so bad, and I’m not young anymore either.” Ana replied, leaning against the chair’s arm, “Tell me, everything I missed. What happened to the gang? Clearly something, or else you wouldn’t be here.”
Arthur hesitated, but eventually began the long story. First with all the people who joined after she had gone, the ensuing years. Then he got to Blackwater, and the downfall of everything. One disaster after another, the Pinkertons, Micah Bell, Dutch’s change. He got into how he learned he, supposedly, had tuberculosis and who and how he got it. Ana listened with her own whirlwind of emotions, especially when she found out how old Hosea and Susan had gone out. She had some solace in those who she remembered who did make it out like Uncle who never seemed to do much around the camps, or Pearson who tried his best despite the bland stews, or the fallen Reverend Swanson who enjoyed listening to her pray during the mornings. She was surprised about John. He was just a teenager when they had met, he a near feral child. To know he had a family, was something she never completely expected of him.
The conversation went well into the night. As the owls hooted through the open windows, Arthur’s eyelids started to become heavy. Once there was no more speaking, Ana watched him as he fell asleep. She watched him for a while. Anger ignited in her chest for him, at Dutch. She contemplated if she ever really knew him. He seemed so different those years in her past. To know what became of him, what he did to the man he raised from a boy, it astonished her. It didn’t seem right. And that Micah, whoever the hell he was. It was a good thing she hadn’t been there. Her temperament would have not cooled, she would have probably killed him the moment he said anything vulgar to her.
Ana sighed and got up from the chair. She draped the blanket over the back, taking one last look at Arthur with all the things she wished she could say. Her feelings were still the same, but the knowledge and understanding it would never be despite any new hopes were also. Still she gazed upon him, reaching down and pushing his hair away from his forehead. She muttered to him softly not to wake him, before leaving the room to retire to her own upstairs.
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During the night, Arthur’s fever spiked. When Ana went to check on him, he was flailing about in the bed. Sweat drenched his body, his nightshirt, and sheets. Ana fetched a small bucket of water and rag she put into the ice box before she went to bed. She put the fever medicine Dr. Anderson gave her into the syringe and tapped the air out of it, stabbing the small needle into his neck but avoiding any veins. She dunked the rag into the bucket of cold water, wrapping it around his forehead. She held him, waiting for it to break. He grasped wildly at anything he could grab whether it was her nightgown, which he pulled with a ferocity that the seams began to rip, or her hair tumbling down her back until she cried out in pain. Still, she held him tightly as he screamed and carried on in whatever delusional dream possessed him.
Through his anger, “MICAH! YOU RAT BASTARD! I SHOULDA LET YOU SWING IN STRAWBERRY! YOU DAMNED US! SOLD US OUT!”
Through his pain, “Dutch… Dutch, how could you do this…? You were like a father… And Hosea… You called me your son… Why? After all them years? Why?!”
Through his sobs, “Mary… Oh, Mary! I’m so sorry!”
Ana couldn’t stop herself from wincing at the last one, feeling like a knife cut through her heart.
After an eternity the medicine and the cold rag worked, leaving Ana feeling like she had just been through a battle. She examined her wounds, bruises on her arms and scratches on her back, and gown torn beyond repair. She laid him back in the bed, knowing in the morning she would need to change the sheets but too exhausted to bother right at the moment. She tucked him into the blankets tightly, lying down on them next to him. She brought his head to her chest, wrapping her arms around his shoulders and neck. It didn’t take sleep long to take her once she closed her eyes.
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At first Arthur slept without much in terms of dreams. Then came a heat that burned like he was in the hottest pit of Hell. He opened his eyes to flames surrounding him. He couldn’t seem to escape them no matter what direction he moved in, fire licking his skin and threatening to consume him. In the blaze he saw faces and then their full forms. They surrounded him. Micah, that potbellied prick with that displeasing smug grin on his lips under his disgusting mustache and twinkle in his beady eyes covered by his stringy blond hair. Dutch with that unfeeling stare that had grown colder and colder by the time he abandoned Arthur on that cliff near Beaver Hollow. Mary, the most painful of all, the same expression on her beautiful face when he refused to run away with her. He tried to shout back at them, but to his ears no sound came out. He crumbled in front of them, their visages fading from him, leaving him in a pitch black void.
In front of him appeared a bright white light. He hesitated going towards it, until his eyes adjusted. It was the opening of a cave, leading to a meadow bathed in a golden glow. Instead of comfort he felt dread, like the other times before the world had turned that color. He walked towards the exit given to him, bracing himself for what he was going to see.
Surely enough, there it was. In a tall patch of grass alongside a stream fed by a waterfall, a magnificent white-tailed buck stood. It stared at him, unaffected by his approach. Arthur reached out to it, the deer sniffing at his hand and stepping away. It then looked past him. Sensing something else nearby, Arthur looked over his shoulder. Lounging calmly on a rock there was a cougar. Arthur knew how cougars usually were, strong and dangerous. They would attack without being heard or seen until it was too late. To see one act in such a way unnerved him.
The cougar stretched its slender body, loping down from the rock to the buck. It stood between it and Arthur. He expected to see it attack, but instead the cougar affectionately against the buck. The cat purred and groomed it, further confusing Arthur. He was aware this was another of his visions, he had had them when he learned he was dying, but this time he was unsure what the meaning held.
The cougar grunted. It walked towards the waterfall, looking back as if expecting him and the buck to follow it. The buck bounced behind the cat’s body, both animals disappearing under the cascading water. Arthur took a deep breath, stepping under the heavy shower.
The sudden coolness struck him, bringing him back to reality. He opened his eyes. He was still alive, lucky for another time. He felt a cool rag on his head and tightly in Ana’s arms. Arthur looked up to her face. Whatever had happened, the trouble was written on her sleeping face. He truly didn’t understand it all, how it led from the acceptance of dying and dying alone at that, to this. He out his head back onto her breast, finding comfort in her warm and strong heartbeat.
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“I’m mighty sorry, Anie.” Arthur spoke as he watched Ana, still in the nightgown he ruined, strip the bed in the morning after breakfast and turning the cotton filled mattress over to the dry side from the armchair she sat him in.
“You have nothing to be apologetic over.” Ana replied, putting new linens on the bed and replacing the pillows, “It was a rough night. Until you came out of it I was almost sure I was going to lose you.”
She tucked the bottom blanket sheet into the foot board, covering it with a new quilt. She smoothed them with her hands before folding them into a triangular shape so Arthur could get back in when he was ready and stacking the pillows on top of one another so his head could stay comfortably elevated. She went over to him, helping him pull off his sweaty nightshirt. She put a fresh and clean on him after shaving his face, combing his hair, and washing him up with a damp cloth.
“I shoulda died out there. I don’t deserve any of this…” Arthur muttered when she tucked him in the bed.
Ana sighed. She started softly stroking his hair, the look on her face one of concern and sadness, “You let me be the judge of that for now, Arthur Morgan. All I want you to worry about is to get better.”
After Ana was dressed a man knocked on her door, handing her a telegram from Dr. Anderson. The slip of paper read:
‘Examined sample from gentleman in your care = Found no evidence of mycobacterium tuberculum (consumption) = Patient however has severe lung infection = Continue treatment recommendations = If advances send me again = If not will visit in a month’s time = Dr S M Anderson M D.’
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questforgalas · 7 months
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Trick or treat!!! 👻
I give you a treat :) :)
Here is the prequel to We Don't Leave Our Own Behind that I'm unsure will see the light of day but I’m pretty proud of it 🤷🏼‍♀️
On a normal day, the scenery of Kaller could be a painting hung in the Royal Art Museum on Naboo. Heavy, dark green boughs bent with snowy blankets covered the mountainsides. Peaks reached into the cloud cover, offering protection to the small villages nestled in their valleys. Only a few roads carved their way along the ranges, and when making their way through the paths, it does not take long for someone to realize why Kaller is the destination for many seeking a fresh start away from the hustle and bustle of the more populated planets. A picture of serenity that laid as still as the reflecting pools in the Jedi temple back on Coruscant.
But today was not a normal day.
Along the main road, a deadly battle raged as troopers of the Grand Army of the Republic fought to cut off the enemy’s advancement on Plateau City. Red and blue streak across the sky as each side trades blaster fire, and missiles slam into the ground causing the snow to tumble from sturdy limbs with every shake of the planet’s surface. Over the blasters, commands can be heard as troopers sprint to hunker in trenches. Trenches flanked by a mountain wall on one side, a cliff edge on the other, and a battalion of droids marching in front of them.
The objective was supposed to be simple: cut off the Separatist army's advance to the capital city by engaging them in a bottleneck at the mountain pass on the main road.
Only the desperation of the Separatist leadership was grossly underestimated, and the forces that marched through that pass were nearly triple what was expected. Troopers outfitted in the white clone armor cling onto their last tethers of hope while they struggle to hold their lines. The droids’ rhythmic, savage march pushing them back.
Bravery is a powerful tool. Desperation is its master.
The call for reinforcements went out in the night, and the troopers dug to the deepest parts of their training, the deepest roots of their honor, to hold on against the onslaught. The dark hours turned light, and like the sun rising in the sky, the hope of every trooper emerged when the transmission came in that the reinforcements arrived and were en route to rendezvous.Taking shelter in a trench, Commander Gray of Jedi General Depa Billaba’s battalion checked the chrono on his vambrace. Their Jedi padawan commander left nearly an hour ago to intercept those reinforcements, so where the Maker were they? Steeling himself, he popped up to fire, taking down two droids in his vision, but it was no use. For every two he shot down, five more took their place.
Clone troopers were bred for the purpose of war and engineered for victory. Casualties were expected. Losses weren’t. However, peering at the metallic wall steadily marching towards him, Commander Gray offered up a small Mandoan prayer and prepared to raise his rifle until it couldn’t be picked up again.
Now, like most clone commanders, Gray was a practical man. He knew the Jedi believed in the force - believed that it worked and guided the universe in ways they would never understand - and he knew that desperate words muttered under helmets did more for the mind than it did for their fate, but as he watched a boulder fly down the mountainside perfectly in line with the first two rows of droids, he wondered for a moment if the force really could understand them.
The boulder smashed through the droids, leaving destroyed parts and dust in its wake before flying off the edge. A laugh erupted from the trees, and Commander Gray watched as a figure the size of an adolescent gundark bulldozed its way through the next line. Moving at an impossible speed for its size, the new presence grabbed a droid by the throat and swung it as if it weighed nothing more than a doll, taking out three more droids with it. The figure’s shoulders shook with a laugh that could be heard above the commotion before darting off to its next target. 
This is Wrecker - A clone who never met an explosive he can’t hotwire and quivers at the idea of a stealth mission. A warrior brute whose most prized possession is the stuffed tooka doll his brother made when they were younglings. A demolition expert with a heart as gentle as a loth cat. 
As Wrecker muscles his way through the next line, another figure follows in his shadow, ducking to the side in pursuit of a cluster of droids. Moving with graceful ease across muddied snow, they weave between enemy groupings without detection. At each cluster they pass, a single shock grenade is placed on the back of the central droid. All targets acquired, they stop and turn, thumb pressing down on a datapad resting comfortably in their hand. Two balls of sparks erupt, and at once, eight droids drop. Content with their work, the trooper scans the field, calculating his next attack. 
This is Tech - A genius engineered for combat who prefers the solitude of tinkering on his ship. A skilled marksman who’d rather let his modified datapad be the one to shine in combat. A talented pilot whose skills can only be matched by the legendary Anakin Skywalker himself.
Seconds pass since the boulder came through, and confusion takes hold of the enemy. The front line is in disarray from the holes Tech and Wrecker created, and the lesser standing B-1 battle droids begin to fall out of formation. Their heads are spinning, trying to recalculate as they wait for the next order, but they miss two shadows emerging from the tree line, one dashing right and the other left, focusing on the droids now lost on the battlefield. 
One prowls on the edge of the chaos like a predator picking prey. A vibroknife sits in their hand with a familiarity that only thousands of hours of training can grant. They hone in on the separated droids who meet their end faster than they can say, “Roger, roger”, and the shadow makes quick work of their remaining targets. Habit kicks in as they quickly scan the battle around them, clocking the state of their squad. Satisfied with their condition, the trooper sprints off, vibroknife flashing through the air once again. 
This is Hunter - An enhanced tracker with the protective instinct of a Loth Wolf. He has no match in hand-to-hand combat, but he’ll find every angle to avoid a fight. The sergeant of his squad, he carries his brothers’ fates on his shoulders on every mission. Every decision. The weight a constant companion.
Where Hunter acts with stealth, his counterpart acts with force. Light on their cybernetic feet, there is nothing subtle about how this trooper takes out the remainder of the front wave. Using his momentum, he puts all his force behind his right arm as he pummels the cybernetic into a droid’s central system before spinning and shooting another next to it. Sparks fly as the droid short circuits and falls into the frozen mud, but the trooper is already onto the next, systematically eliminating with the focus of a special forces operative.
This is Echo - A devastating special ops ARC who’d rather spend his time with his nose buried in a book. A trooper with a second chance at life who’s the first to put himself on the line. A brutal strategist carrying a bleeding heart. 
The four troopers eliminate the front wave and pause to survey the damage around them, though it’s short lived. Four heads turn towards the dispersing smoke cloud to see three tanks and more lines of droids coming their way. While they watch, a droid raises its blaster, ready to fire, but before Hunter can think of his next order, a blaster bolt from the trees lands directly in the droid’s head. Instantly, another hits, and then another.��
Seizing the opportunity, the squad sprints into the gap, but Hunter takes a moment to look up at the cliff overlooking the field. Hidden, except to those who know where to look, a figure crouches on the rock, protecting the squad’s backs so fiercely that they never bother to look over their shoulders. The sergeant gives a two fingered salute, smiling when he spots the gesture returned with a dramatic flare.
This is Crosshair - Not just any sniper. The sniper. An unbeatable marksman with no equal in all the galaxy. A trooper of few words, but when he does speak, his words are deadlier than his shot. A brother whose thorny exterior lies atop unending loyalty. The destructive combination of severe and unyielding.
Back in the trenches, Commander Gray watches stunned as the final droids and tanks are eliminated, and when the dust settles, he spots the five troopers heading their way as relaxed as if they just woke in the barracks.
This is Clone Force 99. The Bad Batch. The greatest squad in the Grand Army of the Republic. Possibly of any army. Five unstoppable enhanced clones who never knew a mission they couldn’t complete. Stealth or demolition, retrieval or execution, there is no one even close. Five defects who stared into fate’s eyes and said, “Not today”. Five brothers with a bond forged through trials of rejection and experimentation. They only had each other, but that was all they needed. All the galaxy needed.
But unbeknownst to them, the galaxy was changing. On Coruscant, in the heart of the Republic, a hero falls, and a darkness wakes from a century of slumber. Scattered across the galaxy, the commanders of the GAR receive a transmission. A cloaked figure utters three words. In a blink, the Jedi order is gone, and an empire rises in place of the Republic. 
The age of heroes has ended, and the Batch are thrown into a galaxy they do not understand. Forces out of their control cause a fissure between them, and they are helpless as they watch Crosshair fall into the grasp of the Empire. A year passes. Companions are gained. Standoffs occur. Offers are made. Four brothers mourn another still alive. 
Crosshair is consumed by the darkness. Fear his master. 
After a year of looking over their shoulders, the remaining Batch find their footing. One a liberator. The others civilians. The Empire’s claws far from reach. Until one day an encrypted file cracks open sealed fissures, and a brother crawls from the abyss.
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finnhc · 8 months
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Sakura Valley Review~
So since I'm always trying to find new Minecraft servers to play and there's far too many to pick from so! I have decided to start making proper reviews for different servers. Now these reviews will look at multiple things such as their webstore for in-game things, ranks, unique features, builds, community etc.!
Now onto the review for Sakura Valley!
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So upon spawning into Sakura Valley you are greeted to a rather large and gorgeous temple like building! The building itself i very colorful and welcoming!
Along with that is a lot of NPC's and text. Now there is nothing wrong with having a lot of NPC's or text to guide a player with all of it being so close together it can be a bit overwhelming to look at when you first join. A better option would be to make specific rooms or buildings for things like the leader boards and some of the NPC's to increase the desire to explore spawn while also not cluttering it with to many entities which can get laggy with some lower end computers.
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Now one of the more unique ways they handle AFKing is by having an AFK pit where you can "Earn 5 coins every 15 minutes" So for those who might need to step away for a bit and forget to close their games and warp here and earn coins! which is honestly a great way to handle AFKing without the usual "Kicked for AFKing for to long"
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Another great feature Sakura Valley has is custom items! They have unique and cute swords and objects that you can collect, some of which will yield some special effects like night vision!
They are all very colorful and bright, which helps make them eye catching and attract people to collect them, with that being said they are also very flat which can lose a bit of appeal since people want more 3D textured collectables or custom items since then they feel more "Minecrafty" I'd highly recommend switching from PNG to 3D using Blockbench along with using Optifines CIT (NBT data) feature so you can actually have custom items that you can place and sometimes if coded right you can interact with them!.
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Now along with custom items it's important to have a way for players to trade with one another whether that be with an auction house /AH or with a physical shopping district! and luckily this server has both!
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Which allows for a variety of trading options among players! Now although they aren't as active as on another servers they have really good infrastructure in place for when they do have more traffic. But is important to keep an eye on these markets in order to stop inflation! Once numbers start hitting 10k it can be very hard for servers to lower that to regular and fair rates!
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Another thing this server does right is adding tool tips into the chat that rotate! This is a fantastic way to help introduce both new and old players to features! It especially helps when there is a lot of commands or features on servers that some get forgotten.
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But now we need to talk about one of the most important elements of any server. Monetization it's something all servers must do in order to keep running, unlike what some may think. Running a server isn't free, you have to pay for the server host, plugins, devs, builders, artists all kinds of things in order to make a good running server.
So monetization is very important, but what is more important is how the monetization is implemented! If it's implemented wrong those who have the money to buy a rank or in game currency it can ruin the economy, fun and fairness of a server.
With that being said how does this server implement Monetization? Well it is average.
The Ranks which have around 5 different ones. Starting at a price point of 6.99$ USD and goes up to 65.99 USD. Which have your typical features like ./fly, backpacks, a custom kit, and more set home slots. Which is all fine they don't give any one player to huge of a disadvantage.
But that is just when you buy the ranks out right! But if buy lets say the first rank V.I.P at 6.99$ you can buy rank upgrades which are cheaper then buying them outright. The pricing for that starts at 6$ USD and ends at 25$ USD.
Next thing they sell after ranks are Coins which are priced at 5.50$ USD which isn't outrageous but selling any type of currency is a recipe for disaster, since that can easily kill a servers economy and make things feel rather unfair in game.
Along with that thought they also sell a Crate Key priced at 3$ USD which gives you 3! Ranks are a fine thing to sell but similarly with coins selling Crate Keys can also make the game feel unfair. It also promotes gambling like its a slot machine, it's one thing to have crate keys collectable in game or via voting but selling them is not favorable. It can cause quite a bit of toxicity with players and have them fighting with staff with accusations of rigging the Crates in order to make them buy more keys. So in conclusion it's best to just not sell them in the first place!
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So in conclusion! Sakura Valley while still in its infantsy, it has a lot of room to grow and become a great Survival Server! It has a lot of positive things going for it and I think in the next year it'll grow into a rather great and strong community! But don't take my word for it! go play the server and see how you like it.
at Java Server Ip: 158.69.156.131:25565
Just know these reviews aren't personal or anything and don't take anything I have to say for law, its just my silly opinion! So with that being said don't send any hate towards the Owner, Staff or the server of any that I review! Lastly if there is a server you wish for me to review feel free to drop me an ask and I will try to review it as in depth as I can! Thank you for reading!~<3
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nuka-rockit · 3 months
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For Durge ask game, 15, 18, 22, 25! 👀👀
ooh these are spicy i like it 15: What is your Dark Urge’s greatest fear?
Pre-tadpole, it was definitely doubt. Ever since he committed to Bhaal and His vision for the world (and the role Cassander (my Durge)) will play in it, he has been desperately clinging to the belief that this is how it was always meant to be. There is no reason to ever regret or grieve because there was never a choice. Doubt in this belief is the worst thing that he thinks could happen. He can't falter, he can't fail, he has already done too much. Post-tadpole this pretty much turns on it's head, once he is free from Bhaal's influence (arguably for the first time in his life) and has built up new relationships, when he had the chance to ask himself what he really wants. Once its revealed what he really is and what he used to do he is terrified that Bhaal will regain control over him once again and he will be nothing more than a tool for a greater power to wield. The night he nearly killed Astarion (whom he becomes romantically involved with) stays with him all the time because he fears if Bhaal may forcibly override his free will at any point like he did that night. It's not that he is afraid to kill or even particularly averse to the act. its the lack of control that he fears.
18: How does your Dark Urge feel about love?
He doesn't really know how to handle it, to be honest. Love is so antithetical to what he is supposed to represent that for most of his life he had no ability to really understand any feelings he had in that direction, and it usually got tangled up with the high he got off violence and carnage, since Bhaalist teachings associate devotion and murder very closely. Once he realizes he is developing feelings for Astarion (while he is still largely amnesiac) he realizes he is just as lost as him. "I don't know what we're doing, but this? This is nice" really sums up his feelings about it. Platonically this extends to the other companions as well. He realizes he cares about them and its terrifying because his Urge seems to itch to erase these influences out of his life. He doesn't really have the vocabulary to express what he feels but he begins to understand its something he has been deprived of for the longest time, and he wants to explore it further.
22: What first impression does your Dark Urge give off to strangers?
Assuming the strangers aren't hostile - he's is quite charming actually. He is a bard after all and good at reading people, with a showman's streak. His appearance is somewhat unsettiling, even to other tieflings, but he has learned to play it off. There is always an air of uncanny valley about him though, a sense that there is something unsettling underneath the performer's mask, but most people don't linger on the feeling.
25: How does your Dark Urge feel about Sceleritas Fel?
Cassander and Scleritas have a complex connection. Even before his true nature was revealed to him, Scleritas essentially groomed him into the serial killer he would later become. Because of his odd habits as a child related to the Urge, Cassander became increasingly alienated from his peers and even his parents, which Scleritas used to influence his thinking in secret as his "best friend". He was the one to convince Cass to actually kill his parents in the end, marking the official start of his path towards becoming the leader of the Bhaal Temple in Baldur's Gate (it would take a few more years until he actually joined the temple, but this was the key moment that set him on this path).
Pre-amnesia Cassander had a double edged perception towards Scleritas. On one hand he was his servant and beneath him, a creature that existed to follow his every whim with gusto, and this got frustrating because he couldn't get any kind of intellectual stimulus out of Fel. There were no truly interesting conversations to be had because Scleritas was by nature his personal yes man. On the other hand he was probably the one being he fully trusted and considered a close confidante. He had been with him the longer than any other living being and knew him better than anyone else, and when he had moments of wavering in his devotion he could always trust Scleritas to reassure him and boost his confidence. In his weird, fucked up way Scleritas did make him less lonely, and he was always in his corner, even against other Bhaalists.
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The Unique and Magical Flora of Kishetal and Day 26 Kobani Worldbuilding Question
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Pictured Above: The Red Cedars (Olirinut) of the Red Cedar Mountains near the Kishic city of Kurk.
Sorry for the delay everyone! New Years was a bit busy.  @sonnzzels your Dirsia post will be up tomorrow!
26. What plants and trees exist here?
Kishetal is a land of many unique and varied ecosystems many of which have been affected by the lingering presence of wild magic. Below are 9 examples of magical and non-magical plants and fungi which are unique to Kishetal and the surrounding areas. The names given are the Kishic names of these species
1. Syshnut: 
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Name Meaning: White Pine (Sysh- white, Ishnut- Pine Tree)
Range: Shown in Green
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Is this species typically magical: No
Uses:  The sap of this tree is used to flavor wines in western Kishetal. This wine is a popular import in Korithia. Boughs from the syshnut are often used in the temple of the god Kipaha, the god of intoxication. The needles are dipped in wine and then shaken over worshippers as an act of purification. The sap of the tree when first removed is a bright white, hence the name of the plant, but after drying will become a deep brown. This dried sap is a common ingredient in perfumes and incense. The wood may be used for construction purposes and for use in tool making. The small bead-like cones are often used decoratively.
2. Olirinut
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Name meaning: Red Cedar (Oli- Red/Blood, Irnut- Cedar)
Range: Shown in Green
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Is this species typically magic: No
Uses: Red cedar wood is prized for the fineness of its grain, its attractive red color, and its fragrance. It is exceptionally durable and immune to insects. Wood from the Red Cedar is used for furniture, construction, and handicrafts. Cedar is the timber of choice for religious and royal construction. The sap and oil serves a range of purposes from potion ingredient, perfume, medicine, and even insect repellent. Many Kishic people use cedar resin to clean their teeth.
3.Botakir
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Name Meaning: Jackal Fruit (Bota- Fox, Jir- Fruit) this name stems from an incorrect superstition that jackals are drawn to the fruit
Range: Shown in Green
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Is this species typically magical: No
Uses: The Botajir is most similar in taste to the tomato, however the fruit itself golden in color and has a thick orange like rind which must be peeled before eating. The Botajir grows most commonly on the foothills of the Red Cedar Mountains. The fruit is used in both sweet and savory dishes, or eaten dried. The Botajir is rarely if ever eaten raw as the raw fruit may cause digestive distress, what is known as Valley Fever, instead the fruit is boiled, roasted, or simmered.
4. Rejir: 
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Name Meaning: Sun fruit (Re-Sun, Jir- Fruit)
Range: Shown in Green
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Is this species typically magical: No
Uses: This citrus fruit is famed for its golden color, its flavor falls somewhere between an orange and lemon. Rejir are often juiced and used as an ingredient in food or drink. The oil is a popular ingredient in perfumes, potions, and incense. Rejir may also be grown ornamentally in gardens and courtyards.
5. Lisjir
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Name Meaning: Tickling Fruit (Lislis- Tickle, Jir- Fruit)
Range: Shown in Green
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Is this species typically magical: No
Uses: The lisjir is a small pepper-like berry popularly used and grown in the south of the country though it is originally from the country of Sinru and southern Macia. Lisjir is used as a seasoning and as an addition to oils and wines. Lisjir is famed for its tingling effect. The closest real world equivalent is the Sichuan peppercorn. In some communities Lisjir is used in medicine for pain relief, particularly digestive pains.
6. Kasikur
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Name Meaning: Laughing Leaf (Kasihi- Laugh, Kur- Leaf)
Range: Shown in Green
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Is this species typically magical: Yes
Uses: Kasikur is a fringe leafed plant native to the south of Kishetal which is minty in taste. Kasikur produces a slight glow when exposed to moonlight, one of its few magical traits. When dried and exposed to oligoruru ( see below) Kasikur forms a potent magical substance known as jit (coming from a forestfolk term). Jit when consumed in small portions may have a number of effects that very greatly depending on the portion and origin of the two ingredients. Red jit, coming from the Kipsian desert protectors the drinker from the effects of heat. It is said that a red jit drinker can hold red iron and receive no burns. When steeped in warm water or wine it imparts a mildly psychoactice effect. This can nullified by resting the herb in salt. Kasikur wine is a common aspect of many religious/cultic rituals.
7. Hasir
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Name Meaning: Fire Flower (Has-Fire, Ir- Flower)
Range: Shown in Green
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Is this species typically magical: Yes
Uses: The hasir flower, so named for its stunning orange blossoms and the way it seem to spread over an area during the autumn season, is the most common magical organism in the lands surrounding the Green Sea. Every part of the flower is utilized by the people of Kishetal.The petals are used decoratively or are added to alcoholic beverages. When consumed with alcohol, the petals prevent the effects of hangovers, but only when fresh. The nectar of the flower, dried and powdered and mixed with wine, acts as a powerful form of truth serum. When boiled the roots can be eaten, though only if after being boiled the roots are then washed with brine. If this does not occur the roots may have a number of magical effects including temporarily enhanced strength and wisdom, or and this more often the case, may lead to severe poisoning and death, the outcome depends largely on the season and location of the flower at the time it was harvested. The scent of the flower produces a soothing effect and it a common sight in temples and at weddings. Hasir flowers have been introduced and become highly popular in the lands of eastern Macia.
8. Goruru Dorasidul
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Name Meaning: Mushroom of the Dorasi (Goruru- Mushroom, Dorasidul- of the Dorasi) These mushrooms grow exclusively in the dung of Dorasi also know as the long-necked bear.
Range: Shown in Green
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Is this species typically magical: Yes
Uses:  Goruru Dorasidul or the blue mushroom of the mountain is a highly potent fungal species. Goruru Dorasidul is a mutator species, that is to say it absorbs wild magic and then releases said magic into the environment around it or else into the animals or beings that consume it. Collecting these mushrooms can be highly dangerous as not only are these fungi found solely in the territory of the highly dangerous Dorasi, but overexposure to the blue cap and spores may cause magical mutations. For humans, Goruru Dorasidul is a common ingredient in the potions made by Kishic plantbrews, with each part of the mushroom producing varied and unique effects. The cap is often crushed to form a blue paste called oligoruru or mushroom blood, which can combined with a number of substances to create magical effects. The stem of the mushroom when first salted and dried is a powerful aphrodisiac, though must be used in small amounts to avoid the effects of wild magic. The spores when mixed with the blood of magical beings and creatures, most notably those of a demigod, are used to treat a variety of diseases and ailments both natural and unnatural in origin. While humans cannot eat these mushrooms in any significant quantity, they are a regular part of the diet for some forestfolk.
9. Asburichibikur
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Name Meaning: Magic Sea Leaf ( Asburiu- Magic, Chi- Sea, Kur - Leaf)
Range: Shown in Green
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Is this plant typically magical: Yes
Uses:  Asburichibikur is a widespread, but rare form of seaweed which provides a wide array of magical properties. Asburichibikur when consumed by itself without being first dried or cured is tasteless and scentless and a highly potent hallucinogenic. The visions and sensations from eating the rare plant may last upwards of ten days. When dried and cured the plant has the ability to allow for normal humans to perceive spirits, something which is typically limited to sages, demigods, and seers. Other magical uses for the plant include as bait for magical creatures which are particularly attracted to it, despite the lack of any noticeable scent. Powdered asburichibikur is believed to one of the components used in the magical alloy, Arkodian Bronze. 
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Poop candles.
Yep. They got called "poop" candles by a lot of beta players because it was like walking through a pigeon infested city. They were everywhere. Unlike memory candles (which look the same but offer a short clip of your Skyd instead of just a message), these were permanent. They'd stay until you removed them yourself. Adding to the problem was the fact you could put several in an area, instead of just one candle per area that disappeared after two days.
Won't say I didn't have fun with them though. I loved labeling odd features.
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This one was interesting, not because of the poop candle, but because it's the only shot I have of the well that used to be above the round crab cave in the glowing fungus area of Forest. There was a well above the cave with a sizable dark plant on it, and you could jump down the well to the cave. It reminded me a lot of the wishing well in Goonies.
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Stuck a candle just outside the grated window down in Prairie Cave, where the spirit ends. Pics from inside, and outside OOB.
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Behind the invisible wall in Prairie temple. I had candles in two or three places back here that could be seen from in-bounds. I felt it made the place look deeper. Also notice the "shiny" glitch, which occurred often in beta.
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High up in the windows in the Valley temple.
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The somewhat OOB pillars outside Prairie Cave. Been there as long as I can remember. Someone told me a long time ago when I started beta that they were leftover from an old design.
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Nice detail of the front of the old capes.
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On top of Prairie temple.
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Inside the shrine platform in Forest temple.
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This one is above the lake in Prairie Cave. There's a little pass through in the rock. A lot of the poop candles I set were in out of the way places few noticed. Second pic is from above, so you get an idea of what it looks like and where it is. It's not noticeable unless you look up from below, or maybe back toward the cave from the exit to the bell area.
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Sadly, this feature disappeared when they tweaked Prairie Cave.
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It was really difficult to perch here! Tell me these spires don't look like kitchen tools used to juice citrus!
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This one was Dimitriy's. I liked this one. You can see how the like counter was bugged.
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Chris's poop candle on top of the highest monument above the Wasteland temple.
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rainbowchewynuggets · 2 years
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Hellboy & The Gatekeeper (pt 5)
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(This section contains important spoilers for the plot of the Hellboy comics.)
G: This is my burden. I’ll handle it alone. You should go back before it’s too late.
Hellboy and the Gateekeeper are officially somewhere else now. They pass into dappled shadow as they enter a forest of coral that forms a sort of tunnel. Purple fires burn in the distance, winking through gaps in the freeform lattice.
H: No dice. I’ve got a job to do, too.
G: You’re a Gatekeeper?
H: Special investigator. I protect people from paranormal stuff. Like, uh…
G: *dejected* Like me?
H: No, no. Not like you.
Hellboy grasps at what to say. He draws a blank.
Figures from his past seize the opportunity to possess his mind. Rasputin, the mad monk who tried to use him to begin the apocalypse with his stone hand. His demon father, Azzael, who created him as a tool of such destruction and power. Hecate, the witch goddess with a body made of snakes who tried to force him to fulfill his destiny after he refused it.
Rasputin: Bring the end.
Azzael and Hecate: Bring us the end.
Flashes of frogs, hooks, tentacles, serpents, blood, and fire.
The figures press in behind Hellboy. He walks without acknowledging them, but the long curved red horns and flaming crown on his head betray the grave reality of their words. Their speech bubbles crowd his head oppressively.
Rasputin, Azzael, and Hecate: Your destiny is coming. You will bring the end of man. The end of order. The return of the dragon.
The seven enormous squirming spiked octopic beasts they’re talking about break through their crystal cages, far off in space. They reach downward, pressing down on Hellboy from above.
Other creatures and humans stare from the void, those who have wanted to take the Right Hand of Doom or the crown of Armageddon for themselves, or have attempted to wrest control over their futures from him in other ways. Among them is Malcolm Frost, who was present at Hellboy’s arrival on Earth as a child. He was so convinced of the evil of the little boy’s presence that he spent the rest of his life trying to have him killed. The man whispers in motionless terror from one corner.
Frost: Destroyer.
Hellboy refocuses on the present, his horns cut and crown out of sight, walking next to this kid in the cold dark passage.
H: Chaos. I protect them from chaos.
G: Oh.
The coral starts forming a more implausibly natural structure: a temple. Dense formations have been shaved down into pillars, long skinny support rods that crisscross the chambered ceilings, and decorative willowy carvings. (Imagine something halfway between the Kandariaya Mahadeva temple and a Greek acropolis, made of stone mesh and full of holes.) Its corridors stretch as far as the eye can see, with purple-white hazy light filling the distance of every direction.
Hellboy looks out a window.
Far below, an intricate city of clay, stone, and coral lies in a great valley in the dark. Robed people of the same race as the Keeper and Advisor go about their business with their own farms and trades, though uneasily. They seem aware of the trouble brewing in the temple on the hill. A spirit or two float their way up from wherever their bodies passed away in the vast city.
Hellboy and the Keeper pass under an archway with the gate symbol carved into it (the same one on the Keeper and Advisor’s necks) and into a small junction of pathways.
G: We’re here.
H: Okay, which way do we–
The rumbling begins again. Dust rains down from above. From a nearby passage, a horde of possessed robed people appear–none quite as large as the Advisor, but more intimidating in number. The Gate carvings on their necks are stretched and distorted. They all start shouting aggressively at the Keeper as the rumbling subsides.
Horde: Bastard! Traitor! Kill them!
Hellboy: Come on. Lay off, already!
The horde rushes forward. Hellboy reels his stone hand back in readiness.
The Keeper instantly climbs one of the porous walls and doesn’t stop until they’re near to the ceiling. They press themself on a shallow ledge as the fight below ignites.
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honourablejester · 9 days
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Small Homebrew Dungeon
This time with maps! Basically I was doodling on excel, because it’s actually pretty great for making grid maps. Set your column width to 2.2 or whatever looks roughly square, and go ham with the fill tool and borders.
Abandoned Temple of the Sun God
A dusty road winds its way through great sandstone cliffs, descending all the while, until eventually it passes into an opening. A valley, a round, sandy bowl amongst the yellow, weathered sandstone. There was a river here, once. The remnants of a pond sits almost dry beneath the stained, carved rock where once a waterfall poured. Whatever happened to that fall and that river, it flows no more. But in the center of the valley, on a raised mound of earth, something else does remain.
The structure is old. The sandstone it was built and carved from, the same golden sandstone that looms above the valley, has lost all its sharp corners and clean edges, worn softer and more rounded. It is a large enough building, perhaps 125ft by 125ft, and at entrance two towers rise above the rest of the building, piercing some 85ft into the air. It would look more impressive, maybe, if the cliffs did not rise for more than 150ft around them. The faces of those towers were painted, once. Scraps remain, here or there, a deep, vibrant orange colour, but the pattern, whatever it might have been, has long since been worn away by sand and wind. Sand piles around the structure, even into the dark archway of the entrance. The plants and small trees that were once arranged on the terraces of the upper floor are skeletal, now, and long dead.
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Upon entering the structure, through the open archway that stretches 15ft high, one finds that there is still light inside, though no windows were apparent from outside. A shaft of sunlight falls into the centre of a great room, piercing through two floors from the roof above. Should one venture a little further in, until one stands beneath the gap, it becomes apparent that this is not the result of ruin, but rather a deliberate part of the building. The floor above is open between four pillars, and high above that again, in the stepped dome of the roof, a single gap is left at the zenith, through which desert sunlight pours.
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Beneath this opening, between the four pillars holding up the floor above, lies a strange golden dish of metal, some 15ft in diameter, dented and misshapen amidst the ruins of twisted metal struts. Though it is battered now, and the edges torn in places, it is easy to see that the metal was once bright and burnished. Is it gold? This massive thing? Surely not.
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Looking around, beyond this island of light in the centre of this vast central space, one can see colonnades along the edges of the room. Altars, perhaps, tucked into alcoves. Here or there, in a couple of remaining sconces, globes of light shine the exact same colour and brightness as the fall of light from the ceiling, but it would seem that several of these magical lights are missing, leaving several areas shrouded in shade.
To one side of the room, brighter, one can see a mural along the side wall where the colonnade ends. Somewhat sheltered from the elements, this one is still intact. Bright paints and gold leaf, though somewhat dulled by time, yet depict imagery of the sun, and golden figures beneath its light. One of these figures, upon examination, has a border around it. It is not part of the wall. The figure graces a door, a solid, wooden door, although it appears to be locked. Judging by the walls and the depth of the colonnade, a small room lies beyond it. On the other side, hidden in darkness, it seems likely there is a twin mural and a twin room.
Within the colonnades are alcoves containing what seem to be devotional altars, littered in dishes pooled with candle wax, where once small flames were lit and tended in prayer. Back toward the entrance, two larger altars adorn the walls backing towards the archway. These hold vessels for water, long since run dry, and several other offerings.
At the rear of the space, towards the back wall, is a much larger alcove. Not quite a separate room, although very nearly, but a 25ft wide archway offers a view into this hallowed space. On either side of this archway, two vast statues, carved of sparkling crystal, loom in the shadows. These guardians gaze impassively back across the central space, guarding the passage to the inner sanctum between them.
For sanctum it must be. Fully shrouded in darkness, one can yet make out the looming shape of a massive altar, what must the primary altar. Screens to either side of the space block off smaller spaces, perhaps for priests to prepare. On the rear wall of the building, all but invisible in the darkness, looms a vast, golden image. Not a mural, though it is not clear until one touches the image. Instead, this is a vast sheet of carved and moulded metal, shining with a golden sheen under a light, and depicting the sun in all its glory.
Easily missed, when one is drawn by the shaft of light into the greater space, but back at the entrance to the temple, for temple this must be, two smaller passages head off to either side. These passages are barred by iron gates, but time and sand have eroded them enough that they are barely holding together. Past these gates lie the towers, and within them, twin spiral staircases travelling upwards, the access to the upper floor.
The towers open out onto what were once gardened terraces around the upper room, full of vast ceramic planters full of sand and cracked earth, and the clutching fingers of withered plants. Several taller trees were planted near the back, though they too are now little more than skeletal remnants. The waterfall and the river might once have enabled the keeping of such a garden, but no more, not for a long, long time now.
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The upper room is symmetrical, access by identical archways on all four sides. It appears to be something of a solar room, a room for contemplation, focused around that singular shaft of light from the dome. At the centre of the room, a 15ft square gap opens down to the main temple floor below, carved sandstone balustrades guarding the fall. Four pillars, again, hold up the dome above, though more broadly spaced than those below.
Beyond these things, there appears little else to be found.
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Notes:
The golden dish is, or at least was, a vast mirror that was originally raised up on the metal struts and angled to catch that shaft of light and point it back towards the main altar. At noon, beams of light would arc out from particular folds of the golden mural and illuminate hidden doors in the priests’ screened areas. These hidden doors lead down towards the catacombs beneath the temple. I wasn’t bothered to make the catacomb levels, dealer’s choice what’s down there.
The ‘statues’ are of course constructs of some kind, which come to life if either the mirror or the golden mural in the room beyond are damaged. There may be a couple of skeletons and the rusty, sand-scoured remains of old bloodstains in the vicinity of the fallen mirror to warn of this.
Some coins and other small valuables might be found on the purification tables at the front of the building. The devotional altars are mostly a sea of old wax.
Of the two small rooms behind the mural doors, one is a confessional area or similar private space, and mostly contains furniture and screens. The other is a storage area, and has some truly ancient vestments and other priestly accoutrements in it.
If something about the floorplan seems vaguely familiar … That’s because it’s inspired by the desert temples in Minecraft. You can mostly see this in the access passages to and location of the towers. Heh.
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dwarfseatrocks · 2 years
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Giants and Dragons
Giants - Combine both the Greek (born from the Earth, fight against the gods) and Norse (first living beings, creators, killed, fight the gods) traditions of giants. Giants originally come from the Earth, quite literally. They can be born spontaneously from volcanoes or earthquakes, springing up fully formed. However, not all giants are like this. Often times they are born in groups, so they can coalesce into a society. Tribes/clans of giants have their origins in these events, but the youngest will be born naturally by a mother and father. As a rule, they are born and live in areas humans and other races do not. Some place considered too underdeveloped or dangerous or remote to be a good home for smaller people.
Giants are connected with the Earth, as above. They are representations of the wild, untamed nature. They wish to fight against humans and gods by returning the planet to this wild state: destroying the works of men. This isn't universal, however. It's what they're created to do (or what they believe they're created to do), but sometimes the farm is more important than some nebulous cosmic mission from earth. From their connection to the Earth they have their unique physiologies (with mud or lava-like blood), and their inherent magic. Giants are powerful spell-casters, and even the stupid ones like Hill giants still have the primordial powers associated with Earth. Namely, they can manipulate the elements and can create life. Trolls are believed to be have been created by ancient giants for some reason. They are able to make constructs (see Mokkurkálfi) without trouble. When a giant dies, they return to nature, creating life. A dead hill giant will germinate with seeds and a dead frost giant will become a small glacier.
Others deliberately use this fact about them in magic. Kill a giant to get his heart of whatever and you have a potent magical ingredient for creating new life, or manipulating the environment (see: Ymir and his death).
Ecologically, giants are not consumptive. A giant village won't deplete a valley of all of its elk and wild cattle, for instance. They also do not shape the landscape around themselves like humans do. A giant would build a castle under a mountain with a curved ceiling rather than carve the rock above them to suit their needs. They are not completely naturalistic though. Giants still do build homes and farm or tame animals for their use.
Dragons - A mixture of Greek ideas about them being earthly (Python's birth) and water-dwelling, Mesopotamian and Egyptian ideas about what dragons represent, and Western European notions on their births and nature.
In many ways dragons are similar to giants. They are born from the "earth" (though not always from earth specifically, could be any "natural" element) and represent the wild, chaotic nature that existed before the gods, and therefore humanoids, tamed it. They live in normally inhospitable areas and can be born naturally and spontaneously. What separates them is that dragons are the true, unfiltered embodiment of this concept. Giants are human shaped. They make their own homes and create tools and have their own sorts of laws. Though opposed to the gods, they aren't all that different. Dragons have none of those characteristics. They are creatures without law or order. The only motives they have are their own: they have an id and ego, but no super-ego; no inherent drive to seek peace and system with others. Which is why they are so antisocial. Unless forced to by brute strength, they won't cooperate with anyone.
Some dragons are creatures of divine power because they were subjugated by a god. Sirrush, for instance, was a son of Tiamat, a monster and embodiment of poison and briny water. When he was defeated by Marduk though, he became the symbol animal of Marduk and worked for him. He was set as a guardian for temples and fought against Marduk's enemies.
Because dragons are entirely selfish, they aren't necessarily always bad. They might be kind to humans and help them, just not because of any inherent goodness in their hearts. Eastern dragons, for instance, work with humans indirectly, like a rainstorm providing nourishing water for crops. They're just doing what they always do and if they get sacrifices for it, who's to argue? Of course, they aren't always good.
Dragons are also biological, in addition to supernatural. Dragons can be spontaneously born from a number of things (mud from a flood, a battlefield littered with corpses, a wildfire, etc.), but they need to grow and develop like regular animals. They can also reproduce biologically, though the incentive for this is low, in the dragons' eyes. Some creatures are also turned into dragons for completely supernatural reasons.
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