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DEMO(TBA) | GENERAL PLAYLIST | PINTEREST | RO INTROS
PACT is a fantasy story about connection, our place in the world, and love of all sorts. Just before setting out on your Quest, the journey that marks your coming of age, you encounter a strange creature you've never seen before. It binds your souls together, and urges you east, towards the rising sun. And, well, you were going that way anyways.
Features:
Play as male, female, or other; trans or cis. Select your pronouns separate from gender (you want to be a he/him lady? Go for it!)
Romance (or aromantically "romance") (or be best friends with) one of 5 ROs
Uncover the mystery of your pactmate
Content warnings (to be updated): light (animal) body horror, (fantastical) animals in pain/distress
@interact-if
ROs:
THE RESEARCHER: Vyn (they/them)
A scatterbrained researcher and magizooligist, who is fascinated to see a creature even they don't recognize. Excitable and driven by their unending curiosity, Vyn insists on tagging along on your journey. They're incredibly smart, and have been offered multiple positions at various prestigious institutes... that they've turned down in favor of spending their time staring at bugs. Vyn’s tendency to wander makes them difficult to form a real connection with, something they’ve insisted they’re fine with—but they’d be lying if they said it didn’t get a bit lonely sometimes.
(Themes of neurodivergency, loneliness, and finding your place)
(Vyn is aromantic. They can be "romanced," but not in a traditional sense. You can be friends, queerplatonic partners, or romantic partners. In a romantic route, Vyn is still aro! They're not going to engage with this relationship like an allo person would.)
THE ACADEMIC: Lyra (she/her)
The daughter of the prestigious Augusti family was born with very little magical energy, a stark difference from her family. Lyra has been sheltered and kept mostly a secret since birth, both for her protection and the protection of the Augusti legacy. Though a bit late, Lyra is embarking on her Quest to throw off her family name and come into her own identity as a scholar of magical theory. As gentle as she is stubborn, Lyra has spent her life learning the intricacies of magic, and how she can make it work for her.
(Themes of disability, self acceptance, and growth)
THE ARTIFICER: Aster (he/him)
An engineer specializing in integrating technology and magic. The only thing Aster loves more than machines is his Phoenix companion—his pactmate is the most important thing in the world to him, and the two are so closely bonded they may as well share a soul. Aster is an open book, and exudes the kind of genuine warmth that makes you feel like laughing with friends around a campfire, but the burn scars that cover his left arm point to his fierce dedication and willingness to jump into fire for those he cares about.
(Themes of community, companionship, and loyalty)
THE GUARDIAN: Eilivur (she/her)
Born with enough magical energy to make her glow in the dark, but preferring a greatsword, Eilivur found the life of a knight far too restricting for her. Instead, she protects the places that often fall through the cracks. Her very presence is intimidating enough to ward off crime, but the locals know she's the one to turn to when they need food, muscle, or just a shoulder to cry on. Ei isn't the most open of people—basing your identity and sense of self around being a protector doesn’t exactly lend itself to vulnerability—but she's a steady presence for those who need her.
(Themes of classism, community, and vulnerability)
THE GUIDE: Jae (xe/xem)
Parents tell their children stories of an old witch in the woods who will eat them if they get lost. This couldn’t be further from the truth. Jae is a guide of the dead, a ranger who has sworn an oath to silence among the living. Xe’s not bothered by the stories, though—the woods are dangerous, and xe has enough passed children coming to them confused. Xe’s very private, and if people find xem unsettling, that just means xe can do xir work in peace.
I try not to fall into the "I never liked their work anyway" ditch when an artist/creator reveals themself to be a terrible person
BUT
a feeling I do have and will stand by is "While I enjoyed their work overall I did have some gripes that I overlooked out of affection and whimsy, but now that my loyalty is gone and my affection tainted there is nothing holding me back from enumerating my many grievances, to which the revelations of the creator's shittiness may or may not provide a new and infuriating context."
#such a good summation of this actually#because yeah there’s usually things that were always present#but which were easy to overlook or give the benefit of the doubt#that suddenly become relevant after a revelation about the creator#and it’s really not the same thing as the self-defensive “’I never liked it anyway’
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Look, it’s a weird hill to die on, especially when I don’t really explain, but children deserve to experience fear, disgust, and discomfort in safe scenarios where they can process those sensations.
Media for children used to be scary and that’s important.
“Since it is so likely that (children) will meet cruel enemies, let them at least have heard of brave knights and heroic courage. Otherwise you are making their destiny not brighter but darker.”
― C.S. Lewis
drawing is all sbout becoming good at illustrating one character at 3/4 angle and nothing else no backgrounds no props no furniture no money no job no future
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alistair's idealization of the wardens fascinates me to no end because if you prod him about it, even he can admit the wardens aren't so noble
(two dialogue lines from ostagar plus the coordinating vo comments)
duncan saved alistair = duncan is good
duncan is a warden = wardens are good. if not, that calls duncan's goodness into question. alistair can't tolerate that
he struggles to integrate the facts that the wardens are a bit shady, that duncan himself is a bit shady! how could he be when he, to alistair, is the thing that saved him from a life of misery? he sees duncan and the wardens actively do questionable things but he has to kind of dismiss that bc even though he knows these are the facts about the wardens, he can't find a way to make this line up with his need for duncan and the wardens to be good.
this makes warden alistair in dai even more fascinating to me bc by that time he DOES integrate all this into a coherent point of view that aligns with his values. he doesn't try to sweep the wardens' shadiness under the rug anymore. the wardens are doing something he finds abhorrent. he loudly opposes it and takes action to do something meaningful about it. he fights for what he believes is right anyway.
in origins, we can see alistair struggle with black and white thinking when he's too emotionally involved (see: duncan, loghain). but he notably doesn't do that at this point. the maturation!! the growth!! he could've either gone along because the wardens are his family (ergo good) or he could've simply ragequit and given up (bc now they're bad). but he doesn't do that. he doesn't put them into an all good or all bad box. he finds a way to fight it and try to shape the wardens into something that aligns with what he believes is right.
i just think he's neat
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A couple of new freaks I've been cooking up for a medieval horror comic I've been developing called Gallant. This duo consists of a monk contracted by the church to hunt devils and a very strange knight who seems to be following him around.
Have you ever been at the Harpyworld glacieral superlake in the springtime and said to yourself, what are these beasts that amble so carefully down sheer faces of cliffs, and what are the flightless people that burden them with such a journey?
Humans are homonid people who have adapted a novel migration pattern within the latest 1500 years. Their wintering lowland permafrost home becomes a floodplain in the summer, due to the extreme ice melt in recent centuries, so they adapted a mutualistic relationship with the wooly tapir, which has adapted goatlike toes to keep balance in extremely steep environments. Tapir are also trufflers, and assist in mushroom hunting. In return, humans protect the tapir from predators, especially large cat species. Much like boars, this tapir has a defensive habit of charging, which humans use as a jousting method of subduing oversized prey.
The human ethnicity in this region are the White Eyed People, characterized by genetically passed lines around their eyes, and white streaks in hair of all ages. This is the only human ethnicity that visits harpy territory. They are a type of cave people, in that they will use natural formations as shelter, and have designated caves along their migration route that have been used as family homes for several generations. The ones they tend to use along the lakeshore are also whale dens in the winter.
Humans are usually wearing hide clothing with thread made from tendons or tapir hair. They tend to like warm colored dyes, and are usually wearing a combination of parka+leggings+boots with a knee length tunic beneath. Summertime at the glacier maxes out at 50°f. They sustain themselves most often on wild sweet potatoes, onions, other tubers, mushrooms, rice, gourds, and fruit. Humans will also eat fish and game meat, but they compete with harpies for that resource.
The White Eyed folk do not have an alphabet or writing system, but they do have a counting system and calendar. They speak a dialect of the same language harpies speak, some are easier to understand than others.