Tumgik
#Safepoint
applejuicewerewolf · 2 years
Text
Okay so Ice Queendom is the hidden Persona 5 RWBY AU we didn't know we needed right
12 notes · View notes
spoiledmilks · 8 months
Text
Tumblr media
“He noticed something as he walked through the complex of chaos…”
GLITCHED OUT explained in detail (finally)
After the events of fnaf 6 william found himself in a different place..almost different world
A vengeful spirit with the nickname Golden Freddy has made a complex of chaos and eternal suffering made of his own nightmares
It was a complicated place full of different areas, each one looking very similiar to different locations that were close to william
Each area has its own set of animatronics that are powered by remnant by goldie to attack and kill william over and over
William’s plan is to destroy all of them and get out of this nightmare complex using the remnant
Except for one that is
Tumblr media
Rockstar foxy was made with more care, a bit more of remnant, unlike the other animatronics he’s able to respawn, he was made specifically by goldie to annoy william and to stop him in whatever he’s doing
Foxy tho is like an oblivious naive child that knows only joy and is way too innocent and pure for this world
William has tried many many times to destroy foxy but he always came back (doesnt that ring a bell)
William is convinced that foxy knows all about him but foxy is convinced that will is just some poor unfortunate soul and is doing his best to help him out
After a while william actually lets foxy hang around
Tumblr media
Now about the glitchiness
Each time he dies he glitches/respawns back at his safepoint, the office
He has died so many times it has affected his appearence
With more remnant he collects he’s more able to sorta “control” the glitchiness
At some point he might be able to glitch out! ;)
Tumblr media
783 notes · View notes
potchatok-art · 4 months
Text
Another Culture
While the Eastern coast and sea lives its own life, far inland another society is forming. The descendants of Middle East Steppe populations, with a varied array of tools they keep on their person at all times, have managed to explore deserts, savannas, steppes and temperate forests. Having started on shores of desert rivers, they learned to be both opportunistic and pacient, and, most importantly, crafty. While the Kaikainuchwer had a break from predators, having developed on islands, These people, the Kastakaama, have to be constantly on alert. While sometimes gender dictates a huge part of identity, in this society a huge part plays a shift one particular Sutviprra (Göts, in this language) choses to operate in.
Tumblr media
By themself, Sutviprra are not tied to time of day to function. Their ancestors could sleep for only four hours, but the newly grown brain demands much more “maintenance time”. So, to accommodate healthy sleep, while remaining constantly on guard, they adapted three shifts per day. The shifts are established in teens, when individuals decide on a graphic that is more comfortable for them. After that, in their adult life, they stay in their zone, while either staying on guard or performing their tasks. If their shift happens during dusk or dawn, a group of scouts set off to forage. As they return, food is prepared and saved, so currently sleeping members also get their share. During the day, the most dangerous factor is the environment - desert heat, sandstorms or floods. Most animals also avoid this time of day, but semi aquatic animals don’t have this constraint. Gafölatotsun is a giant ancient animal, convergently resembling crocodilians, though its four jaws give it more freedom of snapping. These animals rely on cover of water and ambush, but if they detect sleeping prey in the eyeshot, they would not miss their chance. Daytime centuries have to either scare off the predator, or wake everyone up. Though adult Göts is only quarter size of an adult Gafölatotsun, the river reptiles are very much aware of their disadvantage above the water surface. Worst case scenario is a genuine group of these beasts overwhelm the guardians. Mostly, the cause for wake up for all are natural disasters - flash floods from the rivers, coming from the mountains to the west, in cases of which Göts must retrieve to the highest point. Generally, those places are unstable sand dunes or rocky hills. Opposite of this situation is high temperatures. In those cases, Kastakama create communal dirt baths, though that usually puts them close to river shores, and therefore kastaGafölatotsun. Best natural solution to this issue are caves - any water-erosion caused pockets of shade, though there’s no telling if it’s already taken or not. So, in any crucial points of the families' yearly journey, one could find Gatozhanunu - a half underground building, constructed as a point to establish temporary camps inside and around it. Its subterranean nature and placements usually on the shallow shores, makes them vulnerable to floods. It frequently gets covered with sediment or even collapses. However, it is designed to withstand coverage. In fact, when the tribe leaves the Gatozhanunu, they cover entrances and windows with plastines of bone reinforced burnt clay, and as it gets buried, the house becomes sealed. When the family that built it returns, they excavate the building and unseal the building, with assurance that no unexpected dangers wait inside. Sometimes, the tribes perish, leaving the Gatozhanunu with no hosts. These rooms may be rediscovered during this age and adapted as new families safepoint, or, perhaps, these rooms may outlive this way of life, inspiring myths or providing knowledge for future generations.
Tumblr media
8 notes · View notes
quirkwizard · 11 months
Note
Oh great Quirkwizard, I beseech thee. Does thou possess any Quirks within thy hoard befitting a Priest or some other Holy Man?
For the sake of this, I'm going with more the generic "holy man" idea. So things like "Panorama" or "Fair Feather" fit well enough, but they only apply to one specific subset of this.
Quirks like "Deep Think" or "Outcome" could fit with divine ordinance, either getting inspiration or visions from seemingly nowhere. "Charmed" and "Branch Off" could fit with being enthralled with them and fit with the idea of divine protection, being unwilling to harm them. "Greenery" and "Safepoint" could fit with the idea of holy sites and the protections that come with them. Out of all of them, I think I like "Library" the best. Not only would it be a cool visual, taking in holy books and having words of wisdom etched around their body, but fits the role of holy men as wise and well read.
16 notes · View notes
sa3rin · 1 year
Text
Dear Namjinists and true BTS lovers,
I decided to post again actively.
The main reason is that I miss you and I terribly miss Namjin as well.
My past years made me realise that I’m out of childhood and I need to be an adult. I did an exchange year, I studied a lot even a new language. I was busy with life and life was busy making me forget about BTS. However, I couldn’t left our precious boys behind because I truly believe they care about us, the Army 💜
And I care about them, it just doesn’t matter what’s going to happen in life. They are always a safepoint, they always making me smile and show me that there is no right way to live your life. I am now at peace and I decided to follow life and take it as is. And one of the most important source of happinness in my life is BTS and Namjin.
I would like to post again to share joy and spend our time happily waiting for our boys to come back from military.
Happy New Year, all the best and much love to the dearest Namjin fic readers 🥰
11 notes · View notes
skeezenutz415 · 6 months
Video
youtube
How to install SafePoints [Lose your wanted stars] (GTA 5 MODS) 2023
0 notes
metzae · 10 months
Video
vimeo
SafePoint - A new business travel risk management solution from Metzae on Vimeo.
0 notes
bzalma · 1 year
Link
CAST IRON PIPES RUST & LEAKBarry ZalmaRead the full article at https://lnkd.in/g3gc66aS and see the full video at https://lnkd.in/g5Jkmv9G and at https://lnkd.in/gsnDdaGR and at https://zalma.com/blog plus more than 4350 posts.Acts of Nature are ExcludedMarisol Rosa (“Rosa”) appealed a final summary judgment entered in favor of Safepoint Insurance Company (“Safepoint”). In Marisol Rosa v. Safepoint Insurance Company, No. 5D21-3005, Florida Court of Appeals, Fifth District (November 14, 2022) the Court of Appeals interpreted an exclusion for damages caused by an act of nature.The Insurance PolicySafepoint insured Rosa’s dwelling pursuant to a homeowners insurance policy. The dwelling was damaged by the overflow of water from the plumbing system. The parties agree that the loss resulted from the deterioration of cast iron pipes that was caused by “rust or other corrosion.” After investigating the damage, Safepoint determined the loss was excluded from coverage under the policy’s Water Damage Exclusion Endorsement. Rosa then sued seeking to recover the costs she incurred in repairing her dwelling due to the water damage.The IssueThe issue in this appeal is whether the policy covers the subject loss, and the answer depends on the meaning of the term “act of nature” in the policy.The introductory paragraph of the policy’s Exclusions section states that the policy does “not insure for loss caused directly or indirectly by any of the following. Such loss is excluded regardless of any other cause or event contributing concurrently or in any sequence to the loss. . . .” The definition of “Water Damage” following that introductory language was replaced by an endorsement to the policy, the Water Damage Exclusion Endorsement, which defines “Water Damage” as including: “d. Accidental or intentional discharge or overflow of water or steam from within a plumbing, heating, air conditioning or automatic fire protective sprinkler system or from within a household appliance; . . . . Caused by or resulting from human or animal, forces or any act of nature.” (emphasis added)Thus, if the rust or other corrosion that caused this loss was an act of nature, Safepoint correctly denied coverage. But, if the rust or other corrosion was not an act of nature, the Water Damage Exclusion Endorsement did not preclude coverage.Policy InterpretationThe interpretation of an insurance policy is a question of law reviewed de novo. The guiding principle for insurance policy interpretation is that the policy must be read as a whole, affording words their plain meaning as bargained for by the parties. Florida law provides that insurance contracts are construed in accordance with the plain language of the policies as bargained for by the parties.The insured argued that “act of nature” is synonymous with “act of God” and only occurs when a singular act or external force occurs. However, everyday interpretation of the phrase “act of nature” is not as narrow or technical as the insureds propose but rather is to be given its ordinary meaning as “something that naturally occurs.”Read the Full PolicyThe Court of Appeal found that in the context of this policy the phrase “act of nature” does not require an uncontrollable or unpreventable event. Here, the loss was caused by rust or corrosion. Corrosion, the chemical reaction between iron and moist air, is an act of nature or a naturally occurring force. Thus, the rust or corrosion occurred because of a natural act. As a result, the Water Damage Exclusion endorsement applied to this loss.Such losses are excluded even if they were caused concurrently by a covered peril. In context, “any act of nature” is not limited to natural disasters, i.e., an act of God.The policy at issue references “an Act of God” more than once in its Cancellation and Nonrenewal sections. Where the document has used one term in one place, and a materially different term in another, the presumption is that the different term denotes a different idea. As a general proposition, the use of different language in different contractual provisions strongly implies that a different meaning was intended. In light of the entire policy, the use of “an Act of God” and “any act of nature” separately indicates each phrase has a different meaning for the purpose of this homeowners insurance policy. Relatedly, the choice of the drafters to capitalize “an Act of God” stands in contradiction to the uncapitalized use of “any act of nature” in the exclusion.The distinction further undermines Rosa’s argument that the terms “any act of nature” and “an Act of God” are interchangeable within the policy. Because the phrase “any act of nature” is made expressly applicable to the Water Damage Exclusion Endorsement the Court of Appeal concluded, as is required by basic insurance policy rules of interpretation, that the phrase is to be given its ordinary meaning.In sum, the rust or other corrosion that occurred in the pipes in Rosa’s dwelling, regardless of whether it was perhaps preventable or controllable, was a naturally occurring force and thus an act of nature.As an act of nature, the loss came within the policy exclusion for “any act of nature.” Consequently, the Court of Appeal concluded that Safepoint correctly denied coverage.ZALMA OPINIONInsurance policies are always interpreted by reviewing the entire policy to make sense of the intent of the parties. Since the term “act of nature” only appeared with regard to the water damage exclusion and “Act of God” appeared elsewhere it was obvious to the court that the terms had different meanings. Rust is natural when moisture and air meets iron. It exists naturally in hillsides, abandoned autos and in iron pipes. The cause of the loss was the rust that caused the insured’s pipes to leak and damage her property. No insurance policy insures against every possible risk of loss and the cause of the loss was clearly and unambiguously excluded.(c) 2022 Barry Zalma & ClaimSchool, Inc.Barry Zalma, Esq., CFE, is available at http://www.zalma.com and [email protected] and receive videos limited to subscribers of Excellence in Claims Handling at locals.com https://lnkd.in/gfFKUaTf.Subscribe to Excellence in Claims Handling at https://lnkd.in/gmmzUVBy?Go to the Insurance Claims Library – https://lnkd.in/gWVSBdeWrite to Mr. Zalma at [email protected]; http://www.zalma.com; http://zalma.com/blog; daily articles are published at https://zalma.substack.com. Go to the podcast Zalma On Insurance at https://anchor.fm/barry-zalma; Follow Mr. Zalma on Twitter at https://twitter.com/bzalma; Go to Barry Zalma videos at Rumble.com at https://rumble.com/zalma Go to Barry Zalma on YouTube- https://www.youtube.com/channel/UCysiZklEtxZsSF9DfC0Expg.
0 notes
estelanel · 2 years
Text
I really wanna run Tomb of Horrors, but like, in a funny, low-stakes way where all players including me can just go a little bit apeshit without it being too frustrating
so I thought that I might just. prep a couple character templates, then tell my players to come up with a 'gamer character’, and then they’ll just play as those character playing Tomb of Horrors like it’s a video game.
they each get a silly little gamer stereotype that comes with an ‘ability’, like, Idk. if they play a ‘Cheater’, they can add as many points to their roll as they want, but for each point they have to roll a d6, and if they roll at least one 6, they get flagged as a cheater and it’s insta-kill. XD if a character dies, the gamer can pick a new template and ‘respawn’ at the next ‘safepoint’. if they tpk, they can ‘reload’ their last safe file (I’ll have to come up with saving rules once I’m more familiar with the original text :D).
anyone ever done a thing like that? how’d it go?
0 notes
Text
I'm thinking about the whole Kellogg taking over Nick's brain again. And I thought of (and partially dreamt of) a multi-ending quest line for it.
So! It starts with the Eddie Winter Quest (after the Memory Den he gave me that quest so that's where I'm starting.) As you find the tapes, you get a requirement to talk to Nick about the tape which he has you play back just to confirm its authenticity.
At first Nick seems relatively fine, maybe a bit reflective on the case of whatever the first tape you find is. Your dialogue may vary.
Then, subtly, Nick starts saying things that doesn't seem relevant to the tapes in some parts of his dialogue.
And at first you brush it aside thinking it's just weird dialogue, but Nick starts to get more and more "off" with each tape- saying things that Kellogg would say to the player in Nick's voice but not actively doing anything against you.
Nick tries to brush it off himself also near the middle of the quest, claiming it's a bit of stray memory left over from Kellogg and nothing more. However, after the last tape, you confront Nick about Kellogg affecting his speech... because for a moment Kellogg breaks through again like in the Memory Den.
Now, you have three choices that will permanently affect Nick's behavior as a companion at this point depending on what you choose. This is where the multiple quest ending comes in.
1.
You put Nick out of his misery. Over the conversation, Nick gets worse and worse and if you act as if you don't trust him or are scared of him, the more Kellogg seizes control.
You may either fight Kellogg!Nick or choose a dialogue where you kill him instantly with some heartbreaking parting words from the detective. Kellogg!Nick I expect to be difficult if Nick is stocked up on weapons and ammo at the time. This fails the Eddie Winter quest line.
2.
You convince Nick to fight Kellogg back with no other assistance. Your support is key in giving him the strength to keep the bastard from controlling his body and mind completely.
Kellogg does resurface from time to time during other points of the game and might affect persuasion attempts, but movement, battle, and ally wise, Nick mostly remains the same aside from the occasional weird dialogue from Kellogg when you talk to him.
You still get to fight Eddie Winter but Nick's reflection of events of Human!Nick get confused with Kellogg's own memories due to the corruption never being really fixed.
2.
Kellogg gets expunged at the memory den. You convinced him to get help and gave him moral support to fight Kellogg until you get him to the Memory Den. Dr. Amari sits you back in the chair and you go through a similar process to reading Kellogg's memories.
This time, things are much more interesting. Kellogg's memories try to fight you and your only weapons are an old revolver and your fists. You actually can die trying to clear Kellogg's memories from Nick's mind.
You have help, though. Human!Nick is there from the core memories. He's the visual representative of the system fighting to keep Kellogg at bay while the mercs you fight are Kellogg's.
Human!Nick doesn't always address you and there are stages where he's a lot less effective thanks to the corruption. This changes from stage to stage. Each have moments of Human!Nick's life that shows more of who he was as a cop and his relationship with Jenny- her memory being the most colorful and bright, representing how much Past!Nick and Current!Nick cared for her.
Each memory is more broken than the last. They play out (or try to) before the system deploys Human!Nick to help you ward off another attack. At a certain depth, Human!Nick stops being able to help all together but that doesn't mean the system (Current!Nick) isn't done helping you.
The system provides a safepoint/area to restock and aqcuire very specific armor you can only have in the memories (armored polished looking version of Nick's current attire I would think. Or an armored suit.) It gives you a special gun that Human!Nick used to use as a cop. This gun is more affective than the one you already use.
Oh and did I mention he disguised this safe area as a 1960s/70s black and white TV ad, complete with Nick's special brand of silliness? During this he does stress "protecting your family" or "purchasing" food or medicine to "keep you healthy" in that classical TV ad tone to guide the player. All the items are preserved so they don't give you rads.
After the safepoint you continue and notice... no more Human!Nick helping you. It's mostly Kellogg and his goons from this point further.
The last memory before you reach Kellogg himself and fight him is a deeply corrupted memory of Jenny's murder- you only get to see bits and pieces of it, but it's more vivid than the rest.
When you get to Kellogg, he sends synths at you. Some synths look like Current!Nick with a missing hat or face, some are missing entire parts of their bodies- representing what he's attempted to take over. It's a struggle, but eventually you beat him in a memory of the room you killed him in.
Once he's dead, the stage takes the form of Amari's office, albeit with some glitchiness at first.
The Synths you beat fighting Kellogg are reset and start milling about wordlessly until you talk to what looks like a patchwork version of Human!Nick and Current!Nick standing in the center of the room.
When he thanks you, you realize the other Synths talk for him for some phrases, like multiple cores on a CPU breaks up a task into smaller bits of data. It's Current!Nick talking, but the patchwork person in front you represents his conflict with his human memories and is essentially his core.
He reassures you that everything's back to normal, he's okay, and tells you he'll see you when you wake up on the other side.
Once you wake up, our good old detective friend is already in the same place you found him in last time you went to the Memory Den.
You get to talk to him about Past!Nick. If you bring up Jenny, he tells you that he'll talk to you about it later, saving it for the end of the Eddie Winter quest line.
---
So yeah. I really wanted a side quest where Kellogg is doing things in the background and causing Nick terrible trouble along with an opportunity to see some of who Human!Nick was. But we never got one.
22 notes · View notes
venelona · 5 years
Photo
Tumblr media
Fanart for 'Shaken Hourglass' by Ta1knerdy2me
If you like Underfell Frans CHECK THIS AUTHOR OUT, some amazing stuff!
111 notes · View notes
nartothelar · 4 years
Text
Tumblr media Tumblr media
The three of them are part of Nighteye’s mercenary group. They make up a task force that’s gained quite a reputation for getting things done. Tamaki deals in disguises/intel, Nejire does tech, and Mirio specializes in getting in and out of places.
Tumblr media Tumblr media
Pretty much. He also gives general nformation to anyone who asks for it, almost like a neutral entity you see at the beginning of every video game who gives you the rundown. His bakery also works as safepoint - absolutely no fighting is allowed there.
Tumblr media Tumblr media
You said the magic word
7K notes · View notes
inexplicifics · 3 years
Note
you know how emperors and generally nobles will have their home castle and then other castles to serve as "guest rooms" or summer vacation go-to, etc? Consider: the other witchers keeps are now Geralt's territory, and they use it for either a) summer private stations; b) (giant) guest rooms; c) embassy/consulate buildings (or the medieval equivalent); d) warlord safepoints when they're at war; e) all the above. Great excuse to have Jaskier travelling around maybe?
Yeah, this may well be some of what they end up using the other keeps for.
50 notes · View notes
the-tharns-speak · 4 years
Note
Hello, my lord! How are you? Have I read right? You're in a vacation? Would you please tell us about it? Ah, of course, I hope you are enjoying it!
Hello, Times. I am doing great, and I hope that so are you.
I indeed am on a vacation, on the recommendation and insistence of one Varen Aquilarios (thank the gods that not two, heh). It was a common agreement and shared opinion of many people, my own person included, that I was overdue a visit to the plane of the Shivering Isles, since I am dating Sheogorath and haven’t properly visited him there since our affair began.
So that is where I am currently, writing this reply from the Chateau of the Ravenous Rodent. According to Sheogorath, there have been major renovations done to this place quite recently. (I suspect that it is directly related to my visit.)  I cannot tell, since my previous visits to the Isles were always very brief, and never brought me to this part of the plane.
I have to say that I am enjoying the time here. Local cuisine is an interesting experience, even though with my tastes it is following the suite of hit-or-miss, and it is absolutely unpredictable. In this regard the safepoint is Mirabelle, the Demi-Prince of Pastries. whose culinary creations are a safe bet as long as she remembers she is cooking for a human. Technically Mirabelle is my surrogate daughter, I suppose, but I am not entirely sure that is something to repeat in front of her. She seems to have a lot of temper, and, like most people honestly, she seems to simply tolerate me because so far the consequences of being hostile simply outweigh the benefit. Besides, she seems to be mostly keeping company to Valaste.
I spend a lot of time either with my beloved, because now I have a lot of time for that and I cannot shake the feeling that I have been neglecting him due to work, and I am trying to make up for that. Besides that I spend a lot of time outside, exploring the local flora. My observations so far yielded the knowledge that it is incredibly talkative, although in Mania also extremely self-centered.
Yesterday evening I somehow happened to run into Haskill during what he considered his time off-duty, and while I am very hazy on the details for obvious reasons, I ended up in a drinking competition with him. He won, despite his head-start.
I could go on, but I have a basket of yarns to deliver, so I am going to end this reply here.
7 notes · View notes
crescendoinoz · 4 years
Text
Chapter 1 (part a)
In the eastern country of the Kingdom of Cross, where the Crossroad intersected the Redflower River, there was a village called Safepoint. The northernmost house in the village was home to the village blacksmith, Norrin, the village witch, Rielle, and their ward, a girl known even to the more charitable members of the populace as the village nuisance.
Her name was Howl, and our story begins the day she left home to become a Witch, of the capital Wuh variety.
It would be unfair to say that Howl was running away from home, because she had planned her leaving very carefully with her guardians and left with their blessing and a vague plan to one day return, preferably after she had become a powerful Witch and (so she privately thought) important enough that they could no longer push her around. However, it would be accurate to say that she was fleeing, though from what was not something she was fully aware of herself, merely that she needed to get away.
In her angrier, crosser, more uncharitable moments, Howl told herself she was getting away from Rielle, a constant source of discord in her life: she and Rielle butted heads constantly, over every little thing, and though Norrin assured her many times that Rielle loved her and wanted best for her, it was hard to believe this when the two couldn't manage a single conversation without arguing. The last few, indeed, had been rather explosive, and it had not been hard to make her plans for leaving with the shadow of these fights hanging over her.
At other times she felt she might be fleeing Norrin- far more good-humoured and even-tempered than her wife, Norrin and Howl didn't fight so explosively or even at all, but where Rielle was angry, Norrin always seemed to be disappointed. Whatever it was Norrin had seen in Howl that prompted her to take the child in the year before, this had apparently faded, and now Norrin rarely spoke to her if not to try convincing her to make up with Rielle, to try to understand her, to push the two to get along better than they did, or at all.
When she was at her lowest, Howl wondered if maybe she was running away from herself- she wouldn't be the first to, after all. She was, after all, supremely unpleasant to be around, and maybe, she thought privately, if she ran far enough she would leave all of that behind and find some new person to be, some person who people liked and who got along with people and someone who knew how to be a person and not an angry, argumentative brat.
After all, she reasoned, the Crossroad was where people were said to find themselves. Maybe she could find a new self and abandon the old one in the dust where she belonged.
In the distance, in the door of the little blacksmith’s house turned witch’s cottage, Norrin and Rielle stood watching Howl become smaller and smaller as she made her way along the path away from their home.
Rielle felt something furry twitch against her ankle, and looked down to see Bill, their old one-eyed orange cat, had sat down to watch with them, tail lashing in agitation the farther away Howl became. She nudged him lightly with her foot to get his attention and when he looked up at her said, “Well, you might as well go with her. Try to keep her out of trouble.”
Bill blinked- or possibly winked- his one eye, and in a flash he was gone, darting along the path until he’d reached Howl, joining her just as she disappeared from sight.
Norrin looped an arm around Rielle and leaned against her.
“She’ll be fine,” she said, and Rielle wondered who she was telling.
9 notes · View notes
grifalinas · 4 years
Text
(Crossposted from Dreamwidth)
A few days ago, I was playing around with a draw of Eurig and inverted his color pallet for funsies, and thought it looked cool and made him look like an ice elemental. Last night I decided to play with the idea, so I drew him goofing off with some of my elemental dnd characters.
Which has me thinking of them again, and how I'm probably never gonna get to do anything with them and definitely won't get to do anything with ALL of them, so I'm going to make a little world to keep them in. I'm also sprinkling in a few of the Crescendos, because I want Eurig to be there and I can't bring him over without Axel and Saul, and etc. I think all told it's the main five? Because the only other two I've decided to bring over are Raptorr and Howl.
Anyway! Need to do a bit of organizing of thoughts and characters. The story/world is called Mosswall, for the area where they live, with Safepoint being the name of the specific village. (Funnily enough, Mosswall is a part of the Abyssal Crescendo setting. Hmm.) Rather than start off as a big group, the characters are sorted into smaller groups, and the stories are about their mundane (to them) day to day lives as inhabitants of an inherently magical world. Over time the groups start to overlap, because Mosswall is a small area, and everyone knows everyone.
-Group One: Ash and Bron. Ash is a local schoolteacher, and Bron is her boarder and general dogsbody. To all appearances, they're two ordinary people in a slow burn domestic romance. What people don't know is that both of them are ex-soldiers- Bron fell in battle during a war between the bigger kingdoms to the west of the largely unsettled area that Mosswall falls in, and Ash was a general in the same war, on the opposite side. (Ash may be a demigod, I need to think this through.) Bron was restored by a goddess who was moved by his sacrifice, and he now serves as her cleric, putting good in the world to atone for the wickedness he was responsible for before (which I need to come up with the details to). Among these includes discovering that the war was not a case of good vs evil and more a case of politics vs politics with gods involved. Ash, on the other hand, was created by her father to help them take care of the people on their side of the war, because he realized that the god he served saw them as mere tools and he loved them. Ash is biding her time regaining power so that she can look for her father, who was diminished after their defeat but, being a god, not actually destroyed. Right now she and Bron are doing their best to put more good back into the world, in part by helping people, in part by getting people to help each other, and in part by teaching the next generation to be a little more kind.
-Group Two: Rall, Seven, and Poe. These three are the only ones to remain adventurers in the carry-over; Rall and Seven are both thrill-seekers, while Poe is seeking his missing lover, who vanished in the area several years ago while doing work as an adventurer himself. Rall is a water-elemental who was raised by turtle-people, and after finding out a few years ago that she was adopted ("What do you mean I'm adopted?!" wailed the five-foot-tall mammal with no claws, no shell, and humany flesh), she set out into the world to find out what, exactly, she IS. (What she is, for those curious, is the daughter of a human (?) and a minor water god. Since such beings are relatively common but also manifest in lots of different ways, she's never actually met anyone like her and has no idea what she is.) Seven is a bird-person, who was kidnapped by pirates after his colony was raided, and then after leaving his ship went on to become an adventurer instead. (By the way, the pirates weren't the ones who raided his colony, they happened to come along afterward and found him while they were searching for survivors. The pirates rescued him.) Poe, as mentioned, is seeking his lost lover; they were a case of a rich boy falling in love with a woodsman's son, and Poe's parents were against the union. His lover, Cadius, went out to seek a fortune by helping tame the unsettled land to the east, and vanished. Poe was at school at the time he received word of Cadius's death (the news was fudged by his parents), and after he shut down in grief, he was visited by a divine entity who offered him power and help in finding his lost love in exchange for fealty, and he accepted this. So now he's a magic user, and he works as an adventurer (called "for hires" in this verse, since they're essentially people for hire to do pretty much anything, whether that be typical mercenary work or something else entirely). Cadius will eventually be found in the forest, magically transformed into a bear and needing the curse on him broken.
-Group Three: Cylev and Raptorr. Cylev is a friar in the forest, as well as being a werewolf, and Raptorr is his young... ward? roommate? boarder? Well, he lives there, anyway. Like in the original Crescendo story, Raptorr is a unicorn who ran away from home when his father refused to recognize him as a boy, and he ended up in Mosswall, where Cylev gave him a place to stay. He alternates between learning Cylev's healing arts, and just being a general nuisance to the populace at large. Cylev, contrasting his brash young ward, is a gentle and quiet soul, and is seeking the inner peace needed to live at harmony with the wolf within him.
-Group Four: The Branu. Yeah, them again. Too many to name here; the relevant members are Axel, Howl, Quin, Jackdaw, Merla, and Jay. The Branu are in this instance a group of entertainers, who during spring and summer travel to the various villages in Mosswall to perform. In this verse, Howl is a foundling, who was taking in by Quin and is now studying to be a stage magician. She also may have accidentally killed her family but she doesn't want to talk about it.
-Group Five: Eurig and Saul. Both members of the Knightguard, a knight order who have been charged to protect people within the boundaries of Mosswall. Eurig also happens to be an ice elemental and Saul has cool sand powers, so they've got that going for them too. While not adventurers, the sort of jobs they have to do overlap in type with the for hires in group two.
At some point these stories are going to start overlapping (this is one reason I deliberately but Eurig/Axel and Raptorr-Howl into separate groups). Also I didn't realize until I started typing it up how many of them have a direct connection to deities, or were set on their path specifically by a deity of some kind, and now I'm wondering how much overlap there is. Maybe all of them were put into place by a single string-pulling deity? It's an intriguing thought that would point to something bigger at play, but if I don't have much to do with it I might leave it alone. That said, the more deities there are between them the more I personally have to create.
(Also, I have two defunct deities sitting in a folder somewhere that could either/or be perfect for this, so. Something to consider.)
Anyway, I don't expect to do much with this idea, I just want to have a world where my characters can exist and enjoy themselves. Also, it feels like the sort of setting you'd use for an animated show, so it'll be nice to have it here in case I ever get the chance to pitch a show idea to an animation production company who will be all "ooh that sounds cool, let's run with it!"
2 notes · View notes