Reliant wood shaper
Band Saw what pulleys to set for motor and saw?
2024.05.15 20:53 aEfficient-Scale Band Saw what pulleys to set for motor and saw?
I'm brand new to band saws... just bought a 14" Reliant DD90 with 4 pulleys connected to a motor with 4 pulleys.... what settings should I use.... cutting wood and have a 1/2 carbon blade?
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2024.05.15 09:52 EnergyTrend Rising Popularity: Unveiling the Growing Appeal of the Energy Storage Industrial Chain
In 2023, amidst a fierce price war among suppliers and a fragmented competitive landscape, the domestic energy storage companies find themselves heavily reliant on mandatory policy installations. Concerns about future development loom large among market participants, prompting a swift pivot towards overseas expansion.
But why the sudden surge in interest in foreign markets? The answer lies in the fact that domestic companies are encountering developmental roadblocks, compelling leading manufacturers to prioritize expansion abroad. In this article, TrendForce will delve into the challenges and opportunities facing China's energy storage industry as it ventures into the lucrative U.S. market, shedding light on the strategies and hurdles involved in this global endeavor.
Lithium-battery Industrial Chain Highlights in China
China stands out in the global lithium-ion battery supply chain, boasting distinct advantages. From cathodes and anodes to electrolytes, diaphragms, and batteries, China boasts a comprehensive industry chain for lithium-ion batteries.
Conversely, the United States grapples with insufficient local battery supply, relying heavily on the global supply chain to meet its energy storage system needs over the long term. As local demand surges, the United States has emerged as a primary destination for battery manufacturers to export their products.
Since the IRA Act came into effect, storage battery companies worldwide have ramped up their efforts to build new battery capacity in the United States. However, Japanese and Korean companies predominantly focus on producing ternary batteries. Many of their lithium-ion battery plants in the U.S., either under construction or already operational, specialize in ternary power batteries.
As mentioned earlier, China boasts a complete industrial chain. However, due to its advanced supply chain and fierce market competition, the average price of China's ESS is lower than that in Europe and the U.S. Consequently, in the United States, expanding local battery capacity in the short term poses challenges. Nonetheless, aided by U.S. subsidy policies and transport cost considerations, China's energy storage system products remain highly competitive in the U.S. market.
Wood Mackenzie anticipates that the capacity of energy storage batteries in the United States falls short of meeting the demands of its energy storage market. Moreover, the IRA Act mandates certain requirements, such as localizing key minerals and battery modules, to qualify for electric vehicle subsidies. However, there are no specific provisions regarding the ESS supply chain in the IRA Act. As a result, in the short term, ESS systems reliant on lithium iron phosphate will heavily depend on the global supply chain, particularly on China's supply of lithium iron phosphate batteries.
Chinese battery manufacturers continue to lead the way in global energy storage battery shipments. According to data released by SNE Research, an international battery market research institution, on March 11, 2024, Chinese companies maintained their dominance in global energy storage battery shipments throughout 2023. The data reveals that global energy storage battery shipments in 2023 totaled 185GWh, with the top five spots occupied by Chinese companies: CATL, BYD, EVE Battery, REPT, and Hithium.
In 2023, the global energy storage market continued to be dominated by China, North America, and Europe. Demand for energy storage batteries in North America and Europe reached 55GWh and 23GWh respectively, accounting for 30% and 12% of the market share. Meanwhile, the Chinese market saw demand soar to 84GWh, securing a commanding 45% market share.
Currently, Electrochemical Storage Systems (ESS) remain unaffected by the Foreign Entity of Concern (FEOC) regulations in the IRA Act. This implies that the U.S. has yet to impose restrictions on imports of energy storage batteries from China. Consequently, Chinese manufacturers still hold sway in both the U.S. and European markets. With the U.S. electrochemical energy storage market witnessing robust growth and China's lithium-ion battery industry boasting superior scale and technological prowess globally, manufacturers stand to gain significantly by tapping into high-value segments of the industry chain and leveraging advanced technologies.
Regarding ESS, according to data from CNESA, the top five companies in global ESS shipments for 2023 are Sungrow, CRRC Zhuzhou, Hyperstrong, Narada Power, and Envision Energy. Chinese energy storage system integrators are rapidly expanding into overseas markets, aiming to cater to diverse scenarios and enhance their presence across multiple global markets.
As capacity continues to grow, Chinese energy storage enterprises are increasingly targeting overseas markets. Energy transformation and green development represent inevitable trends in global economic progress, with the new energy industry in various countries and regions experiencing rapid expansion. Consequently, the potential for growth in overseas markets is virtually limitless.
Furthermore, Chinese battery companies lead the way in technology, production capacity, scale, and various other aspects. Their integrated industry chain and cost advantage serve as crucial assets, with relevant enterprises actively promoting research and development in battery technologies and strategic planning. Consequently, their competitiveness in the international market is steadily increasing.
Looking ahead, China, the United States, and Europe will remain the world's most significant regional markets for energy storage. Leveraging advantages such as the introduction of new technologies, cost efficiency, diverse product application scenarios, and expanding overseas markets, Chinese energy storage enterprises can enhance their global competitiveness.
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2024.05.14 14:16 BeginningSome5930 A Desert Nomad Culture. Feedback is appreciated!
This is for a steampunk-inspired fantasy world where people can manipulate a magical metal called quicksteel at will.
Introduction
While “No Man’s Land” is considered a desert frontier by most, it has been the home of a native population for centuries: The neksut nomads. The neksut travel from oasis to oasis, riding horses and herding sheep and other animals. Though some Neksut have fearsome reputations as warriors, the neksut way of life is under threat from foreign settlers, most of whom see the as unsophisticated.
Recreation
Though outsiders will confidently claim the neksut have no arts to speak of (or even no culture at all), in truth the desert riders have rich musical and storytelling traditions. The neksut are great lovers of song, specializing in throaty chants. Singing is often heard while the tribe is on horseback or around the camp at night, and is typically collaborative, with a lead singer being echoed by several others. The most famous songs are epic historical and mythical tales, such as The Stone Men, Ballad of the Besieger, and Death of Pulcros. Musical instruments include string and woodwind devices, carved from wood and richly decorated.
However perhaps the greatest neksut art is quicksmithing itself. Manipulating quicksteel is vital to the nomads’ way of life, allowing them to effortlessly convert carts into temporary dwellings and back again. But with excess metal, neksut quicksmiths (called shapers in their language) often create temporary sculptures that will be deconstructed when the tribe moves on. Such sculptures are very abstract, often embodying the mood or state of the tribe at the time of construction. To the neksut, the impermanence of this art represents the transient nature of their way of life and of life itself.
Food
The neksut diet is heavily dictated by their nomadic lifestyle, and is fittingly dominated by the products of domesticated animals, principally horses and sheep. Milk is the most important element, and is drank as well as made into cheese, yogurt, or a dry powder. These dairy products are paired with meat from either domestic sheep or from hunted jackalopes or roastritches. Contrary to popular belief, the neksut do not eat their horses, save in rare cases when an animal dies or is too old to keep up with the tribe. Such animals are far too valuable as mounts and sources of milk to be consumed, and in fact an idiom meaning “eating one’s horse” is a neksut expression for one who has not thought things through.
Vegetables and spices (save for salt) are relatively scarce in much of the central desert and thus are scarce in the neksut diet as well. However the nomads make great use of what ingredients they have in a wide variety of dairy and meat meals. Seasoned jackalope jerky with cheese, shredded mutton over yogurt, and roastritch stew are typical. These meals are supplemented with redleaf, roastritch eggs, and whatever foreign ingredients can be traded for. While their cuisine is typically somewhat plain on account of their transient nature, the neksut can put on impressive feasts for special occasions, such as weddings or celebrations. In these cases the traditional meal is the so-called “yogurt table,” in which each participant is given a bowl of yogurt to pair with dozens of small dishes which are passed amongst the tribe.
Gender and Marriage
The neksut are relatively egalitarian in terms of gender. Two reasons for this may be due to their heavy reliance on horses and quicksmithing for their way of life; Mares are actually far superior mounts to stallions (due to their smaller size and milk), and the necessity for quicksmithing to set up camps and carts means that female quicksmiths cannot be disregarded, as all hands are needed. Thus neksut women can be warriors, chieftains, and shamans, with Salaris the Sandstorm and Mist-Eyes being prominent examples. However outside of these important roles, their still is a gendered division of labor in most tribes. Neksut often marry outside the tribe, with young men and women being sent to other tribes as dictated by shamans.
Government
Neksut governance is divided between chieftains and shamans. Chieftains lead tribes from one oasis to another, ultimately ending their journey at a religious site. Shamans oversee religious sites and help select the next route taken by the passing tribes, coordinating movements between different tribes so that resources are given time to replenish. The balance of power between these two roles has varied over time, though currently shamans seemingly hold the dominant role. Shamans serve an important logistical purpose in organizing the travels of tribes and arranging marriages, but they also act as culture repositories, with the shared language, history, and customs of the neksut likely owing to the shamans’ influence. Thus the Neksut are considered one culture and not a dozen.
Religion
Though their mythology purports to explain the origins of humanity, the first mentions of the neksut in the historical record dates to the aftermath of the Great Dying. Some scholars have suggested that the neksut might share common ancestry with some of the people of Tolmika, noting common elements between neksut religion and the Faith of the Heeders.
Neksut religion is centered around the earth and the sky. According to their mythology, the desert was originally a paradise that was the birthplace of the first humans, the Stone Men, who were the children of the earth and the sky. These children crafted a vast civilization from the abundant resources, living like gods for centuries. But over time they forgot their place, abusing the land and ignoring the sky. Eventually, the parents punished their offspring; The earth sent forth earthquakes and eruptions, while the sky whipped up duststorms and withheld the rain. The paradise transformed into the great desert, and most of the children died or fled, leaving their civilization to crumble. But one child, “Neksut”, remained and resolved to repent by living off the land even in these harsh conditions, slaying his fellow stone men. The neksut trace their origins to this figure. They see their own lifestyle as a continuation of that repentance, and view other civilizations as a recreation of their ancestor’s mistakes.
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2024.05.14 04:46 woholi Basement Heating Advice
I have a house in Eastern MA that I’m looking to put heat in the basement of and I’d like some advice. The living spaces on the main floors are all heated by two multi zone ductless systems (48kBTU total) that do quite well for the space in our climate. I also have a center chimney with a large wood stove (55kBTU) that heats the whole house well when it is on. As this house was formerly heated with electric baseboard, theres no boiler in the basement and as a result, there is no source of heat down there and it gets down into the high 40’s mid winter. The basement is half finished, and I’d like to add some heating to help keep it warmer and make the space nicer overall. There is an open second flue on the chimney that I could use as exhaust, but it’s in the finished room.
Ideas so far: A: Add a third ductless system, maybe just a single 12k standalone. This would be pretty cost effective as I could DIY. I’m likely going to do solar in the somewhat near future, so more electric use isn’t bad. The downside of this, is I’m hugely reliant on electricity for heat, and I don’t have a whole house generator. I’d like something that could provide some baseline heating load if there happened to be a multi day power outage and I wasn’t around to keep the wood stove going.
B: Install another wood burning stove down there. This would be great in concept, but it’s not the most convenient place to carry wood down to, and I don’t necessarily want to maintain two fires all winter. It also isn’t very kid-friendly, as the finished side of the basement is a rec room type space.
C: Instal a propane fired heater of some kind down there. This is my favorite idea so far, but I don’t know which type of product would be best. I already have a propane bottle for my stove, so I could easily add a second load. I like the concept of a fossil fuel heat source that doesn’t require electricity, though I know some of the products do need power to run fans. I’m familiar with the direct vent style wall mounted heaters, but I don’t know if those could be set up to vent out of a flue on a masonry chimney instead. The basement is totally below grade and there is very little space high on the wall for a wall vent. (No real rim joist to punch through with something larger than a couple inches).
So that being said, my main question is what would be the best propane heater technology to use in a basement to supply the space with reliable and efficient heat? Should I just do another ductless system and get a generator to ease my mind? I do already have a 30A transfer switch installed but I don’t have a generator and I know 30A isn’t really enough to feed multiple ductless systems
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2024.05.14 01:06 Albannach5446 [Theory] Music explains itself
"Music explains itself. It is the road and the map that shows the road."
"Can you explain how music works without using music?"
That brought me up short.
BLUF: Kvothe knows the name of music.
When Elodin is teaching Kvothe about naming, we have this discussion about how there are some things that can't be explained and that naming helps us to understand them anyway.
"The majority of important things cannot be said outright," Elodin said. "They cannot be made explicit. They can only be implied." He looked... around the lecture hall. "Name something that cannot be explained."
...
"Naming?" Fenton asked.
"That is a cheap answer Re'lar," Elodin said with a hint of reproach. "But you correctly anticipate the theme of my lecture so we will let it slide." He pointed at me.
"There isn't anything that can't be explained," I said firmly. "If something can be understood, it can be explained. A person might not be able to do a good job of explaining it. But that just means it's hard, not that it's impossible."
Elodin held up a finger. "Not hard or impossible. Merely pointless. Some things can only be inferred." He gave me an infuriating smile. "By the way, your answer should have been music."
"Music explains itself," I said. "It is the road and it is the map that shows the road. It is both together."
"But can you explain how music works?" Elodin asked.
"Of course," I said. Though I wasn't sure of any such thing.
"Can you explain how music works without using music?"
That brought me up short.
To dig a bit deeper, let's go to the frame story.
...he added a small, frightened silence to the larger, hollow one. They made an alloy of sorts, a harmony.
"...and the final ring was without name."
So Kvothe knows the name of something that has no name. Speaking the name of a thing which has no name leaves only... silence. Which can apparently create harmonies. To be clear, I don't think actual
silence is the name of music, because that doesn't make sense, it's not a name. I think that silence is needed to heaknow the name of music because
music is its own name. Maybe not all of it, not every piece, but music's name can only be "spoken" through music.
Okay whatever, fairly flimsy, I know, but for the sake of argument assume I'm right. How does Kvothe know the name of music? Yes he's a very accomplished musician, but there are many more who are as or more accomplished even just in Imre. To know a name, you need to learn about a thing for days, weeks, sometimes years. Long enough that your sleeping mind awakens and absorbs all that there is to know about it. If only there was
a period of Kvothe's life where his waking mind was asleep and he did nothing but play music for hours on end... ...my mind used the first door [the door of sleep] to numb the pain. The wound was covered until the proper time for healing could come. In self-defense, a good portion of my mind simply stopped working - went to sleep, if you will.
Of course I played. It was my only solace.
Eventually I could play from when I woke until the time I slept.
I began to play something other than songs... I would play until I got the feeling right.
I remember spending three whole days trying to capture Wind Turning a Leaf.
Somewhere in the third month, I stopped looking outside and started looking inside for things to play.
To me, this is similar to the way he describes watching the wind until he saw its patterns and thus learning its name.
But hang on, music can't be it's own name, then everyone would be hearing a name every time it's played. That would surely do something to them; names have an effect on people after all. They stir something in them, make them feel moved strangely (see: whenever Elodin speaks; when a name is spoken but the person hearing it doesn't know the name; etc). If only music did the same thing.
"Thin, Albannach, very thin," I hear you say. And I'm with you. Surely, if Kvothe knew the name of music it would have more of effect on him. Let us turn to when he calls the wind the first time:
He looked at me. His dark eyes steadied me somewhat. Slowed the storm inside me. "Aerlevsedi," he said. "Say it."
"What?" Simmon said somewhere in the distant background. "Wind?"
"Aerlevsedi" Elodin repeated patiently, his dark eyes intent upon my face.
"Aerlevsedi," I said numbly.
...
His eyes caught mine. The numbness faded, but the storm still turned inside my head. Then Elodin's eyes changed. He stopped looking toward me and looked into me. ... He leaned forward and his lips brushed my ear. I felt his breath. He spoke... and the storm stilled. I found a place to land."
Is there a parallel with music? When is there not in this story. Many times, Kvothe refers to his music keeping him grounded and sane. Besides the detail above about him playing during his time in the woods and it allowing his mind to heal, I'll pick out one or two. After he got his lute back when Denna took it:
"With my lute back in my hands, the rest of my life slid easily back into balance.
Or playing at the Eolian:
"Offstage I worry and sweat. Onstage I am calm as a windless winter night."
Going back to the initial evidence about the discussion with Elodin. That comment about the road and the map that shows it is interesting. Sounds a bit like his chat with Tempi about the Lethani.
"What is the purpose of the Lethani?" Tempi asked.
"To give us a path to follow?" I replied.
"No," Tempi said sternly. "The Lethani is not a path."
"What is the purpose of the Lethani, Tempi?"
"To guide us in our actions. By following the Lethani, you act rightly."
"Is this not a path?"
"No. The Lethani is what helps us choose a path."
A slight addendum theory that plays into the bigger picture here: the Lethani is a way to invoke the mental state Kvothe calls Spinning Leaf, which enables people to better know/learn names, as we see Kvothe do multiple times. This is not an accident. The Adem, like the Edema, are descended of the first namers, and the Lethani comes from that heritage... just as music comes from the Edema heritage. The Edema music comes from Illien (who could be any number of namers/shapers who pop up in the stories: Lanre, Tarborlin, Iax, etc). What better evidence that music is its own name than the greatest Ruh (equivalently, the greatest of what became of the original namers) being the greatest musician travelling the world to show people the way.
In summary: music is its own name and to hear it and know it you need silence. Why else would Kvothe keep silence so heavy around himself at the Inn? (yes okay I know there's lots of other reasons he might but that's not the point of this theory)
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2024.05.13 23:06 BeginningSome5930 Neksut Culture
Introduction
While “No Man’s Land” is considered a desert frontier by most, it has been the home of a native population for centuries: The neksut nomads. The neksut travel from oasis to oasis, riding horses and herding sheep and other animals. Though some Neksut have fearsome reputations as warriors, the neksut way of life is under threat from foreign settlers, most of whom see the as unsophisticated.
Recreation
Though outsiders will confidently claim the neksut have no arts to speak of (or even no culture at all), in truth the desert riders have rich musical and storytelling traditions. The neksut are great lovers of song, specializing in throaty chants. Singing is often heard while the tribe is on horseback or around the camp at night, and is typically collaborative, with a lead singer being echoed by several others. The most famous songs are epic historical and mythical tales, such as The Stone Men, Ballad of the Besieger, and Death of Pulcros. Musical instruments include string and woodwind devices, carved from wood and richly decorated.
However perhaps the greatest neksut art is quicksmithing itself. Manipulating quicksteel is vital to the nomads’ way of life, allowing them to effortlessly convert carts into temporary dwellings and back again. But with excess metal, neksut quicksmiths (called shapers in their language) often create temporary sculptures that will be deconstructed when the tribe moves on. Such sculptures are very abstract, often embodying the mood or state of the tribe at the time of construction. To the neksut, the impermanence of this art represents the transient nature of their way of life and of life itself.
Food
The neksut diet is heavily dictated by their nomadic lifestyle, and is fittingly dominated by the products of domesticated animals, principally horses and sheep. Milk is the most important element, and is drank as well as made into cheese, yogurt, or a dry powder. These dairy products are paired with meat from either domestic sheep or from hunted jackalopes or roastritches. Contrary to popular belief, the neksut do not eat their horses, save in rare cases when an animal dies or is too old to keep up with the tribe. Such animals are far too valuable as mounts and sources of milk to be consumed, and in fact an idiom meaning “eating one’s horse” is a neksut expression for one who has not thought things through.
Vegetables and spices (save for salt) are relatively scarce in much of the central desert and thus are scarce in the neksut diet as well. However the nomads make great use of what ingredients they have in a wide variety of dairy and meat meals. Seasoned jackalope jerky with cheese, shredded mutton over yogurt, and roastritch stew are typical. These meals are supplemented with redleaf, roastritch eggs, and whatever foreign ingredients can be traded for. While their cuisine is typically somewhat plain on account of their transient nature, the neksut can put on impressive feasts for special occasions, such as weddings or celebrations. In these cases the traditional meal is the so-called “yogurt table,” in which each participant is given a bowl of yogurt to pair with dozens of small dishes which are passed amongst the tribe.
Gender and Marriage
The neksut are relatively egalitarian in terms of gender. Two reasons for this may be due to their heavy reliance on horses and quicksmithing for their way of life; Mares are actually far superior mounts to stallions (due to their smaller size and milk), and the necessity for quicksmithing to set up camps and carts means that female quicksmiths cannot be disregarded, as all hands are needed. Thus neksut women can be warriors, chieftains, and shamans, with Salaris the Sandstorm and Mist-Eyes being prominent examples. However outside of these important roles, their still is a gendered division of labor in most tribes. Neksut often marry outside the tribe, with young men and women being sent to other tribes as dictated by shamans.
Government
Neksut governance is divided between chieftains and shamans. Chieftains lead tribes from one oasis to another, ultimately ending their journey at a religious site. Shamans oversee religious sites and help select the next route taken by the passing tribes, coordinating movements between different tribes so that resources are given time to replenish. The balance of power between these two roles has varied over time, though currently shamans seemingly hold the dominant role. Shamans serve an important logistical purpose in organizing the travels of tribes and arranging marriages, but they also act as culture repositories, with the shared language, history, and customs of the neksut likely owing to the shamans’ influence. Thus the Neksut are considered one culture and not a dozen.
Religion
Though their mythology purports to explain the origins of humanity, the first mentions of the neksut in the historical record dates to the aftermath of the Great Dying. Some scholars have suggested that the neksut might share common ancestry with some of the people of Tolmika, noting common elements between neksut religion and the Faith of the Heeders.
Neksut religion is centered around the earth and the sky. According to their mythology, the desert was originally a paradise that was the birthplace of the first humans, the Stone Men, who were the children of the earth and the sky. These children crafted a vast civilization from the abundant resources, living like gods for centuries. But over time they forgot their place, abusing the land and ignoring the sky. Eventually, the parents punished their offspring; The earth sent forth earthquakes and eruptions, while the sky whipped up duststorms and withheld the rain. The paradise transformed into the great desert, and most of the children died or fled, leaving their civilization to crumble. But one child, “Neksut”, remained and resolved to repent by living off the land even in these harsh conditions, slaying his fellow stone men. The neksut trace their origins to this figure. They see their own lifestyle as a continuation of that repentance, and view other civilizations as a recreation of their ancestor’s mistakes.
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2024.05.11 16:15 Apothecarin "200 Hours sniping in Tarkov" 20 points:
| First thing's first, here's the weapon wiki, every weapon will have it's default ammo which is vital for long-ranged sniping. Now, onto the actual bulletpoints. - Quit using 1-6x reticle, prioritize 3-12s, 4-16s, you're sniping you should NEVER have to use a scope within 100 meters. [every 1x optics is measured in 100 meters, so a 4x optic would have the maximum range of 400 meters]
- Bring a PISTOL, not an smg, smgs silhouette hard on your back even with the stocks removed. Also, familiarize yourself with that pistol just as much as your rifle. It's your lifeline in 100> fights and SHOULD be relied on extensively.
- Level Jaegar to 3 ASAP, I prioritize jaegar every Wipe not just for sniping but for shotguns as well. Get him to 3 so the 34mm scope mounts are FAR cheaper, they vary far too much in price beforehand to be a reliable economic choice.
- Camouflage is FAR more important that armoballistic protection. You're not fighting, most of your loadout budget SHOULD be used on your rifle. Also, USEC has a major advantage over bear players because their default clothing IS Camouflage. Use a chimera, and a facemask/green shemga, and you'll blend in.
- DON'T MOVE, if you're prone in a bush, and you hear a person or two behind you, stay still. People call it ratty, I call it survivalability, I've been seen a handful of times because most [gigachads] play at max FoV and only notice when pixels move. This mean, don't ads, don't switch to your pistol, don't do anything just wait.
- Speaking of FoV, I use 100 FoV across every game which is between 68-69 on Tarkov. THIS IS VITAL for you to be able to reliantly gauge distance for sniping outside of using a rangefinder as a crutch.
- Rangefinder being mention above, there's no shame in using it, it takes 2-3 seconds to gauge distance for stationary targets which is fine for scavs but players won't give you that luxury. Only use them when you have absolutely no idea, learn to gauge distance ASAP and you'll be a better sniper for it.
- Change your keybindings for zeroing, I have a razor Naga x mouse and I have my zeroing on 7 and 8, it makes changing it on a fly FAR more effective and reliable than using page up and down. ALSO, change your focus to SHIFT-CONTINUOUS, this will make it so you don't run out of breath accidentally when change zoom levels.
- Pick 2 calibers, not weapons, calibers. 1 for early wipe [mine being .366] and 1 for late wipe [most choose 7.62x54r, I choose .308]. The MPS of the rounds are what matters, the barrels themselves don't come into play AS MUCH as the ammo which will keep you shooting consistently
- Early wipe, we're rushing for 4x optics or better rather that be the budget friendly vpo utg scope, or a trijicon. If you dont like the .366, its fine to use an adar or something till you have access to either the flea or prapor 2 for the sniper mosin.
- BALANCE means far more than pen, you want to be able to pierce level 4 for helmets, but it's not always required, level 3 is fine if the damage is good enough like .366 EKO. You're not fighting, you're killing, you should never expect to have to shoot multiple times, once should suffice. You're aiming for at LEAST an .80% hit rate with your rifle. Every, bullet, matters.
- Don't spam, we're sniping, our positioning and subtlety is VITAL. If you spam fire shots after whiffing one, you will 100% be found within moments. So ONLY take a shot you'll hit, and if you miss it, either wait patiently, or change positions, it's all varies based on the targets view and your location.
- Early Wipe, if the ammo you're using is absolute garbage for instance like warmage or geksa, shoot a leg out for a free headshot. Early Wipe no one really ever pre-pains, so a high damage Flesh round will guarantee a kill if you knock their leg out and they can't run. Just pace it for when they're out of cover so you can line a headshot up.
- In urban environments, don't stand in windows, stand feet away from the windows which not only silhouettes you less but makes your hit box and angle to be shot far less convenient for both scavs and PMCs.
- Don't always go up high, this WILL get you killed. The best sniping angles are the most unexpected, rather it be from stairs, or sandbag kill holes, or even from a random bush. If you're placed up high, you WILL be spotted, and you'll more than likely be flanked and killed.
- Be PATIENT, don't run around, we ONLY run when crossing open areas or fleeing. We walk, wait, listen, proceed. Running WILL get you killed, especially if you're solo, which i am the majority of the time.
- If you're sniping in a group, don't have 2 people sniping. Be smart about how you go in with friends, 2 snipers = 2 useless guns upclose if neither of you are decent with pistols.
- During co-op, don't move together if you're sniping. Play a supportive over-watch role, let your assault loadout player move forward while you cover their back. This is more a lighthouse/woods/shoreline thing because the open spaces vary much more often.
- Don't expect to become sniper elite over 200 hours, I'm still rough, I'm not perfect by any means and it's a continuous skill you have to grow. We're not gear reliant like normal players, we can't run max-level armor and weapon pen and just hip-fire things to death. Sniping takes SKILL, Map knowledge, positioning, patience, weapon knowledge, distance engagement practices, the works.
- Last but not least, every mil-dot is 100 Meters on most scopes in the game. I personally SWEAR by the Schmidt and bender 3-12, if I zero for 400 with BCP FMJ in an m700, I'll have another 400 worth a mil dots for a total range of 800. That's MORE than enough for any map on this game and some, to me it's THE best scope for sniping in this game. But everyone has their own preference, and this one is mine.
This is 20 points, if it's received well ill consider another list. I just got out of surgery so I'm still in and out, thanks for reading! 😊 submitted by Apothecarin to EscapefromTarkov [link] [comments] |
2024.05.11 01:51 blopiter The Light: A New Supplementary Economic Model with Specialized Currencies
Why do empires fall? Empires fall because their systems fail to adapt to newer generations. The new generations silently protest this system, and through years of attrition, the system collapses... taking the light of their empire with it.
Hello revolutionaries,
It has come to this. After examining the triumphs and downfalls of previous empires, I’m excited to share The Light: a visionary economic model that utilizes augmented reality (AR) to facilitate a multifaceted supplementary economic system. This model encompasses specialized currencies designed to foster personal growth, community engagement, gender understanding, and support for family life, all within a framework that promotes economic equity and community development. Yes, designing a holistic solution is incredibly difficult and is potentially impossible to implement, so feel free to post any thoughts, insights, or feedback.
Overview of the Economic Model This system employs an AR platform complemented by publicly owned semi-automated infrastructure to manage specialized currencies, each serving unique societal functions:
Personal Growth (Red) Currency: Earned through activities that foster personal development and health, focusing on demonstrating the application and recall of skills and knowledge. Spent on food, drink and equipment that further fosters personal growth (ie. dumbbells, books). An extension of this idea is that if you complete some schooling (like let’s say you finished secondary education) then you will earn a base amount of red currency every month.
Community (Green) Currency: Acquired by contributing labour to public and community projects, directly improving individual living standards and enhancing community infrastructure. This currency is spent primarily on personal accommodation and home maintenance expenses.
Family (Pink) Currency: A more experimental currency (curious about your thoughts on this). This currency promotes self-gender understanding, opposite-gender empathy, and supporting family life, which is earned through participation in gender education, childcare training, and related programs. This currency is primarily spent on child and baby supplies and certain reproduction-related products. The design north star of pink currency is to promote higher birth rates and greater cohesion between the sexes.
In this supplementary economic model, members will be able to convert some amount of their currencies from this system into cash but not the other way around. This is to prevent exploitation and to preserve the integrity of the system. Under consideration is whether there should be caps to currencies and if users should be allowed to go into debt.
AR System
The AR (Augmented Reality) system at the heart of this economic model is an advanced, interactive platform that integrates digital information with the user's real-world environment. It is designed to enhance individual learning experiences and community engagement through a range of innovative features.
Essentially, the AR system gamifies the living world into a massively multiplayer online game that encourages personal growth, interpersonal trust, community improvement, and even exploration! Engaging tasks are handed out by virtual avatars of prominent local figures, allowing members to engage with figures of their community's history and also giving them a new avenue to preserve their legacy.
The AR system should be designed with robust security protocols in mind and have analog backups in the case of technological disruptions. Also to prevent “cheating” significant events and tasks (such as an Education Recall Assessment to earn Red Currency) should be done in person. Under consideration is that The app should need to stay open to record task progress to discourage users from cheating and/or potentially to curb social media/phone addiction.
Integration of Publicly Owned Automation
Automation plays a crucial role in producing essential resources, ensuring that technological advancements benefit all community members equitably by providing necessities like food and housing materials. We can already automate the production of crops and plant materials; harnessing the power of publicly owned agriculture automation, we could ultimately give away free locally produced food and use plant materials as renewables. It is not at all beyond our capabilities to create fully automated greenhouses. Products created by these greenhouses can be sold for red or green currency.
Community Profiles and War Simulations
We want people to better associate with their local community to prevent issues such as social stratification and globalization.
Community Profiles: Enhance local identity and pride by allowing communities to create profiles showcasing their history, achievements, and cultural values. This will make community participation much more engaging. Community members can vote on slogans and mascots, allowing people to emotionally invest in their local community.
War Simulations: Competitive events that mimic historical or hypothetical conflicts, designed to foster teamwork, strategic planning, and community cohesion. Territories and resources won in these simulations are periodically reset to maintain fairness. Real Conflicts between neighbouring communities could potentially be settled by these war games.
Enhancing Independence and Competence
To ensure that our community members are not overly reliant on technology, we propose integrating more traditional, hands-on methods of learning and crafting:
- Local Workshops and Fabrication Labs: Establish centers equipped with tools for woodworking, metalworking, and other crafts, offering hands-on training and preserving traditional skills.
- Material Banks: Create repositories for storing materials like wood, stone, and metal, sourced from local environments, promoting recycling and sustainable use. These materials can be purchased locally for cheap using Community Currency.
- Tool Lending Libraries: Implement lending programs for essential tools and machinery, ensuring access for all community members.
Education and Training
In this era of technological uncertainty and inequality, we must put greater focus on creating well-rounded generalists. Specialists will still be highly in demand in the age of AI and AGI, but this system is not focused on creating specialists due to social stratification issues.
Ultimately (like way down the road) we want to create a program whose teachings will produce constituents that (if absolutely needed) are capable of handling all their needs themselves. I.e., they can comfortably house themselves, feed themselves, and maintain themselves if they ever find themselves stranded in a forest.
Some additional program workshop examples:
Vocational Training Programs: Expand offerings to include both modern and traditional construction techniques, fostering pride and a sense of accomplishment. Continually educating citizens in construction, maintenance, and safety inspection could bring countless new benefits and freedoms.
Mentorship Programs: Connect novices with experienced craftsmen for skills transfer, extending beyond crafts to include life skills like gardening and cooking.
DIY Workshops: Regularly scheduled sessions empower individuals to manage their own projects, reducing dependency on external services.
Geographic Expansion
We propose expanding these initiatives into less populated areas in North America, such as northern Canada and the inland USA. This would alleviate urban housing issues and promote economic diversity. Under consideration is capping the number of members in high density urban communities to incentives constituents to migrate to less populated rural areas. Imo pressuring migration can be really good but I’ll leave it to Economists to prove this.
Seeking Your Feedback
Community Engagement Features: How do you feel about community profiles and war simulations? Do they add value to community and individual engagement?
Pink Currency Initiatives: Given the focus on promoting gender empathy and supporting family life, how can we ensure these initiatives are inclusive and effective?
Reducing Tech Dependency: What are your thoughts on our strategies to balance technology use with traditional and manual techniques?
Geographic Expansion: What implications and potential benefits do you see in expanding into less populated areas of both Canada and the USA?
This proposal is more than just an economic alternative; it’s a blueprint for a future where technology and community values synergistically improve quality of life. I look forward to your insights, critiques, and suggestions on making this vision a practical reality.
Thank you for your engagement and may The Light forever shine on our Empire!
submitted by
blopiter to
Marxism [link] [comments]
2024.05.10 19:45 LocusHammer Blood Bowl 2: Bretonnian Guide and Overall Team Perspective.
Bretonnian Guide Blood Bowl 2 Foreword I know that Bloodbowl 3 is out, however, my league has not transitioned to BB3 yet since all the races have not been released. We are in our leagues 5th season right now. It is a small league, but the players are all great and there is a great discord. We recently required all coaches to start over with a new team last season at TV1000. I like the aesthetic of Bretonnia, so I selected them. Now that I have 11 games under my belt with them, I thought I might take a stab at a new updated guide. The one that google likes to point me to is from 5 years ago. Whats better than updated content for a game that is dead lmao. Anyway, for any new coaches interested in Bretonnia, here are my thoughts. Let me know what you think if youd like to.
Roster Breakdown Positional Name | Value | MA | ST | AG | AV | Skills | Skill Tree |
Blitzer | 110,000 | 7 | 3 | 3 | 8 | Block, Catch, Dauntless | Agility, Passing, General |
Blocker | 70,000 | 6 | 3 | 3 | 8 | Wrestle | Strength |
Lineman | 40,000 | 6 | 3 | 2 | 7 | Fend | General |
Bretonnian Offensive/Defensive Scheme - Offense: Heavy Screen Dependent Rushing Attack with handoff play opportunity.
- Defense: Heavy Screen Defense that is highly reliant on efficient player marking and restricting opponent player movement.
Offensive Philosophy and Playstyle: - Bretonnia is a rushing attack focused offense. They cannot reliably utilize a passing scheme on offense without substantial skill improvements to Blitzers. In most cases the opportunity cost associated with specializing passing Blitzers is too high to consider, as there are far more valuable skills available. You will be scoring touchdowns by forcing gaps in an opponents secondary and creating protected running lanes.
- The closest to a passing attack that Bretonnian teams have is the Blitzer handoff. Utilizing the catch skill, Blitzers can reliably hand off the ball to other blitzers to exploit massive running lanes if set up correctly. A handoff play has potential to cover 18 squares of space if utilized to full extent.
- Mobility is all important. You do not want your players marking an opponent unnecessarily. Freedom of movement lets you sustain your screen and drive the ball reliably. If your opponent is able to successfully box you in, Bretonnia has few reliable options to escape, this will result in stalled drives or turnovers. Prioritize freedom of movement for your players whenever possible.
- Unlike more bashier teams, you will find that the standard 4 player cage, slowly advancing up the field, will prove ineffective on offense. The Bretonnian roster simply is not strong enough, or durable enough, to do this without sacrificing players. Resorting to traditional 4 player cages on offense will result in your opponent boxing you in and smothering you.
- Effective screening will focus on establishing a wedge in the pitch between you and your opponent. All Bretonnian offensive moves should be focused on shifting this wedge / line in relation to the drive. If performed correctly, there should be a clear line made up of your players that divides the pitch. Your objective is to bottle your opponent on the far side of the pitch away from your ball carrier. As the drive progresses, this line will move and shift. A line should always extend past blitz threat of your opponent to your ball carrier. This line does not need to be constant. You can effectively keep two space gaps between your players and maintain an effective screen. (At the risk of being two die blitzed)
- Bretonnia is highly dependent on pitch control, maintaining a solid offensive line, utilizing tackle zones properly, and taking strategic 2 die blocks with your blitzers. With the skills Fend and Wrestle, your positionals can prevent your opponent from breaking your line or blitzing around an exposed wing.
- Pace of game is highly important in all bloodbowl games. If playing skaven team, Bretonnian teams do not want to score quickly. If playing dwarves, the risk of an opponent td is less. Game Pace changes each match and should be considered in all scoring decisions.
- Bretonnian Average Score per match: 1.00
Defensive Philosophy and Playstyle: - A defensive screen is your primary defensive scheme. A guide to Defensive Screens in Bloodbowl: Here is a link detailing the inns and outs of defensive screens in Bloodbowl. There are other resources available too and some helpful videos easily available on youtube. Just search them. Screening can also be called Tackle Zone Defense. Essentially, Bretonnian defense is focused on maintaining 1 square gap distance from opponents when possible or unless it would be better to engage. (such as putting a guard blocker on a line enabling support for two blocks) Bretonnian Defensive scheme should focus on forcing your opponent to play patient and account for your tackle zones. Eventually they will make a mistake or leave an opening. When this oppening presents itself, you can exploit it with a blitz from a Blitzer.
- Cage Breaking is difficult until sufficient guard is on the team. Instead, you will likely attack the ball carrier using gap blitzes from your blitzers. With MA 7 these players, at the right time, can often manuever around an entire cage and hit the ball carrier.
- If you have an opening to attack the ball carrier with a blitzer or blocker, it is probably a good idea to do so even on a one die block. If you break a cage and free the ball, it is often a good idea to push opponent players onto the ball to scatter is. Low AGI teams might scatter the ball all the way to your line. At best this incites chaos.
- Despite wanting to bash, Bretonnian teams should take a page from elf playbooks. On defense you should limit blocks sustained at all times. You are not a high armor team especially starting out. All positionals have value and a removal impacts your teams ability to play defense.
- For passing scheme teams, it is adviseable that Bretonnian teams prioritize deep threat receivers when possible. Without much tackle, and with many catchers having access to blodge, these players can withstand multiple blocks and can easily dodge away at high probability roles. It is probably more efficient to remove a threatened receiver than it is to hit a high value player that is not impacting the current play. If a block is not possible, mark them on top and bottom to impose maximum tackle zones. Blockers are effective blitzers against blodge/dodge ball carriers.
- You must walk the tight rope of being too aggressive and too cautious with Blitzers. You must use them to win, however, if youre too aggressive they can be swallowed up and removed, either from injury or from marking. Additionally, you cannot be too cautious with them because the other two positionals are not enough to win on their own. Aggressively take optimal blitzes with your blitzers, and pull them back into a place where they have support.
- Blitzers make excellent safeties due to their movement. Always keep at least one safety and swing that safety as the offense shifts. If your opponent is attacking a wing, move your safety to the second furthest square to discourage dodge dive bombs. On the subject of safeties, it will not cost you the game if you decided to be extra cautious and pull a second safety when needed.
- Do not over extend players. Focus on maintaining your screen and coordinating with all other players on the team. No one is a lone hero for this team. What might look like an open gap to your opponents backline might instead be a trap hoping to isolate your invaluable blitzer. Remember, piece removal is not only in injury or casualty. If a zombie pins my blitzer against a sideline preventing me from standing him up and moving or else he will be pushed out, that is as good as a knock out or at the least a stun that might last multiple turns.
- Mobility is key to Bretonnian defense. Free players enable you to adjust the screen.
- A very common Bretonnian tactic is using lineman to foul players at optimal times. A stun on a ghoul in exchange for a 40k lineman is an efficient trade. This requires having one free lineman linebacker.
Screening and Ball Protection: - On Offense, if you are reliably able to control the center 5 spaces of the pitch you should always do so when a drive starts. Unless it’s a bashier team, you will probably have the opportunity to two die block the 3 lineman your opponent has setup. Always take these 3 free blocks if you can. Always stay put when blocking to maintain your line.
- Center pitch control is vital until you have selected a running lane or identified a weakness in your opponents defense.
- Your focus on ball protection is on screening. Start thinking about your players as their 9 square tackle zones instead of their one space they occupy. It is far more valuable to screen a wing, or secure a section of the pitch with your tackle zones than sacrificing them to cage up. (This of course has exceptions).
- Utilize your blockers effectively to set up two die blocks on running lane gaps (e.g. blitzing this player on the wing frees up a lane).
- If you have secured your rushing lane and can reliably send lineman, blitzers, or blockers through it to lock down more pitch, you should do so. Your focus should always be on mobility and freedom of movement, which means you must secure the necessary pitch area to ensure you can move forward.
- When a running lane has been exploited, if you have available players you should take marks that limit mobility of opposing players ability to react to your shift.
Advice on throwing blocks playing as Bretonnia: - You do not want to be rolling dice unnecessarily. You should only be taking 1-2 blocks a play on average unless you are more risk taking. These blocks should always be two-die blocks made with either a blocker or a blitzer. (This is probably just general bloodbowl advice)
- Be aware of how your players will be pushing the opponent. Do not push opponents into your teammates unless it’s a strategic decision (such as securing the two die or eliminating a player from moving). The last thing you want to do is lock up a blocker or a lineman because you made a mistake in your push. It is usually better to stay put on a block than follow up.
- Having your player free for its next move is far more important than marking a player or getting into a scrum where you are not actually contributing to block strength. It might sound like common sense but its important especially for Bretonnian teams.
Using the Bretonnian Roster Positional Playstyles and Advice Blitzer: - Your blitzer is your primary ball carrier, blitzer, big guy blocker, and overall work horse for your team. It is hard to express how valuable they are to Bretonnian teams in a quantifiable way. Id say you would have a 5-10% increased chance of losing that compounds with each Blitzer you lose. Losing a Blitzer is also not just to removal. As I said earlier, if you overextend a Blitzer and get him stuck in the backfield or on the other side of the pitch trapped by opponents, that is a removal. (You should always view it this way). I have over-extended my Blitzers multiple times, it has always cost me the drive. (Recency bias be damned)
- Your Blitzers will consume all of your teams SPP. In Warhammer lore the questing knight is consumed with dreams of glory and honor and is full of pomp and swagger. This is true of Bloodbowl Blitzers too. Try to balance out SPP gain if you can, but eventually your true star player will emerge. And one day nuffle will take him from you. Below I talk about leveling the Blitzer. You can specialize them if you want.
- Far more important than taking blocks with them, or taking marks, is making sure they are highly mobile and in the game. They should be positioned in spaces that allow the Blitzer to always have an impact on the game, be it a key block or a blitz on the ball carrier, or even acting caustiously and dropping back into a safety role. If your Blitzer is marked on an opposing player and he does not have a 2 die block, or he is not supporting another block, he is out of position. With dodge, you can escape more reliably, but until then, Dodge actions are high risk maneuvers for Bretonnian teams. Do not let your Blitzer be caught. If they lock you up, they are playing you well. (As you all are probably aware, you will certainly fail that dodge re-roll that you needed to pass. Im pretty sure its in the source code of the game. )
- It is imperative that you always put your Blitzer in a position where he can be supported, or he can withdraw into protection. There may be times where you feel you have access to a wing that allows you to deep blitz your Blitzer behind their lines. This is almost always a trap. (Unless its not ). Do not run a single unprotected blitzer behind lines to threaten the ball unless it’s a meaningful threat. Do not move a blitzer into a zone where he is going to receive a 2 die standing block immediately next turn. Be selective about this. They are AV 8 so they are relatively durable, and they will get dodge after a few games making them durable, but you really cannot afford to lose a Blitzer. That should be seared into your mind.
- Dauntless is the most fun skill in the game. Who cares if its not as efficient as 4 str. It kicks ass and you should always expect to succeed a Dauntless check. (Provided you have block support. Don’t throw a dauntless block on a 6 str player by yourself). You effectively have 4-5 Str with Blitzers. Not on defense, but as we said earlier, you wont need to worry about that if you play them right. Your Blitzers are confident, swagged out, glory hogs. You know they would never doubt that Dauntless check, you shouldn't either.
- Catch is a mostly useless skill, until its not. And boy oh boy is it impactful when you utilize it. Catch unlocks the Blitzer handoff. Unlock some elf bullshit on your team by properly spacing blitzers and initiating a handoff. You can cover 18 squares in a turn. A point of order, always hand-off, never throw. Don’t rush your blitzer into the endzone in hopes of catching a pass. Hand off the ball first then run into the endzone.
- Blitzers are excellent Safeties. If youre line is breaking down, pull a blitzer back 3-4 squares. His MA lets him get back if you need him too. When in doubt, pull back into safety position.
- Blitzers are not great against dodge teams or stunty. You will just push them around. When blitzing dodge ball carriers, use a blocker.
- Powing a troll, or a mummy, or an opponents big guy is extremely useful. Don’t forget you have dauntless. (Worth restating)
- I rarely see players do this, but don’t forget you can blitz with the ball carrier. Blitzers can handle themselves. If you need to create separation from a mark, blitz the opposing player, and move away. Remember you cannot throw or hand off after a blitz.
- Take Block / Wrestle blocks first, before unskilled blocks.
Blocker
- These guys are the squires to your questing knights (blitzers). What do squires do? They support the knights. That’s what Blockers will mostly be doing. You will really start cooking when you get 3-4 guard on them. Blockers should always be kept free if possible, and then moved into a position to support a two die block. If you can avoid marking a player to keep freedom of movement, that will often serve you better. Blockers are like NFL Guards. Pull them and force open a lane on a wing with their support. Here is some Terron Armstead highlights to inspire your pulling and blocking ideas..
- They are Strength tree level ups, which means you will instinctively want to pow with them. Mighty Blow is right there! You need to grab it. Temper that urge. These guys primary use is supporting blocks. A one die block with them is not nearly as useful as setting the edge of a wing, or forward securing a running lane, or providing their support to essential blocks that open lanes. Additional level ups should focus on improving their ability to set an edge or form a line or a screen or support a block. Something like stand firm to control pitch, or Grab to move an opponent into an ideal tackle zone. Or even Fend, the thematic skill of Bretonnia. (More in level up guide below)
- 8 Armor is serviceable. After your first few games which had more lineman, when you have a full roster of Blitzers and Blockers your survivability will increase dramatically. You should no longer be experiencing 2-4 removals once your Blocker depth chart is filled. If you get the chance to Armor up, id highly consider it. You can plant your guard armor up on the line and hes a black orc.
- If your opponents ball carrier is a dodge/stunty, your blockers shift priority. Wrestle counters dodge and block. Blockers should be used for agi team ball carrier blitzes. It might also be worth keeping a blocker safety in these cases. They arent as fast as Blitzers, so just keep that in mind.
- That one die block with wrestle is overall somewhat safe. I regularly skull re-roll into skull, but it is what it is. If you need to take it, take it.
- General Advice: Take Block / Wrestle blocks first, before unskilled blocks.
Lineman: - The lowly Peasant. Only 40k Price Point. My initial thought was man these guys suck ass. That was 10 games ago. These are actually extremely useful positionals. Yes they are low armor. Yes they have 2 agility. But Fend is a skill that no-one thinks to take, but I promise it will frustrate your opponent. Lineman are great for cages. They are great for forward securing a running lane. They are great on the line of an initial turn 1 drive. If they survive the block, they will be free to move afterwards and you can begin setting your edge or building a screen.
- One tip I find regularly is to use lineman as foulers. 40k is often a great trade for an opposing player if a foul can remove a piece or stun them. (A stun is a 1 turn removal). If youre of the fouling disposition, keep a lineman as a linebacker with free movement and use a foul at the end of your turn. (Foul all ghouls on site). I personally did not make them foulers, I tend to prefer a mark or block support.
- I provided level up guides below, but honestly, I imagine each bretonnian player uses lineman differently. Be explorative with them.
- I love using lineman to forward block segments of the pitch I want to run to. If the opponent left a wing open that you can exploit, send a lineman up there and secure 9 spaces of tackle zones for your team. If they blitz the lineman, fend will stop them and you will still have the pitch area to your self.
- Under no circumstances use a lineman as a ball carrier, receiver, or blitzer for essential blocks unless you must. They are called peasants in tabletop. Peasants cant handle that responsibility.
- I keep 1-2 extra lineman in reserve on my roster. I remove them if I need to lower petty cash for opponent. Its easy to buy them back. Having full 11 man roster is worth it, even if they arent especially skilled.
- A 40k peasant marking a valuable opponent piece on the edge of a map is an extremely efficient piece trade. If an opponent deep line blitzed you or sent a lone player down a lane, mark it with a lineman in the best way possible. If you can keep that player there multiple turns, you are winning the efficiency battle.
Starting Roster – 1000 TV I couldn't find a consensus Bretonnian starting Roster. This is what I used for my team and in my ladder games. Naturally YMMV. It uses full 1000 TV. Unfortunately, you will need to endure 1-2 games without an Apothecary. Hopefully you don't lose a Blitzer. Personally, I would not do less than 3 re-rolls, especially starting out. You will need to dodge more than you like and you will likely have to take 1 die blocks more than you'd like. At one point I had failed 6 straight dodge attempts with my ball carrier in 4 games. I've rolled one-dies into skulls more than I can count. You want re-rolls. There is an argument for buying the Apothecary and taking 3 blitzers but truthfully you want a full depth chart of blitzers immediately. I either lost or tied a majority of my games season 1 and led the league in casualty differential. Id expect that is common.
- 4 Blitzers
- 2 Blockers
- 5 Linemen
- 3 Re-Rolls
- 1 Fan Factor
- No Apothecary
Some stream of consciousness thoughts on how to play your first 2-5 games: - You want to purchase all the Blitzers you can at the first TV 1000 setup. The Blitzers are the most essential piece. You can make due with 2 blockers and 5 lineman for your first game or two. Your first game has the potential to be expensive if nuffle blesses you with an injured/killed blitzer. If that’s what happens, it was Nuffles will.
- With 5 lineman you will be quite fragile. Mighty Blow teams like Undead with the Mummy will cause a casualty on most pows. Expect to lose 2-4 players on average. If you are confident in your screening, offense first might be ideal. You will get more resilient as you build your roster, these first games are tough.
- Remember not to isolate your Blitzers or leave them in a position to be blocked. If you lose a Blitzer with this starting roster, or even get him trapped on the wrong side of the pitch marked, your team will lose significant effectiveness. (cannot be understated) If you are questioning if your move will leave you in a position that has a likely chance of impacting your Blitzer, you should opt for the more conservative approach. (I.e. There is nothing wrong with moving a Blitzer back as a safety instead of getting him in a scrum.) Blitzers have 7 MA, so they can reliably swing to each side of the pitch if needed. When you take your blitz, if there’s an opportunity to move back and hide behind a screen, you should do so.
- For teams with ball carriers with dodge or block, do not forget the value of Wrestle. Normally you wont be blitzing with blockers, however, if you need to sack a ball carrier with block or dodge, it is better to blitz with wrestle.
- In this starting roster you only have 2 blockers. These players are actually extremely valuable. They don’t have guard yet, but they are the only players outside of blitzers that have a safe block (both down doesn’t result in turnover). They also have more armor than lineman. Keep them center pitch, keep them in positions where they can move into a 2 die support. Try to get them in a position where they can take a standing two die block. You want these guys leveling up as soon as you can so you can start getting guard.
- Lineman are effective cages/screens due to fend. Two lineman on a cage that is along the sideline will reliably protect the ball carrier. Feel confident in moving a lineman into an open pitch area to secure a running lane. If they cant support a two die block, they should be in a screen position. Do not put them in a scrum unless the mark is benefiting the block. (e.g. if you move into a square with two adjacent opponents, recognize that you aren’t adding any value).
- A proper screen is two squares away from another player. Two lineman two squares apart protect 18 squares just between those two, and with fend you can reliably put them in positions without support. A lineman is extremely valuable despite its price point. Start thinking in tackle zones and you will exploit their strength.
- In these starting games you will often be in a position to throw a 2 die block without wrestle/block. This is actually riskier than you think. If there is an essential block that needs to happen for your move to work, throw that block before you use your re-roll. Always take blocks with players with block/wrestle before unskilled blocks.
- A free lineman can be an efficient use of a foul. At 40k price they should be cheaper than all players on pitch. If there is a ghoul in your back line, or a wardancer that failed a leap, a 72% chance foul could be extremely valuable. Just be sure its your last move.
- On offense, be aware of your Blitzers positioning. In the event you need it, the bretonnian handoff is a great play that can result in 18 squares of movement if you need it. If you push your blitzer ball carrier up a wing, and your opponent reacts well enough that you are doubtful of your lane, do not hesitate to move backwards. If you can keep a blitzer within 7 squares of your ball carrier, they are a reliable dump off escape. This is the reason the catchers have catch.
- Cannot be overstated – Blitzers are life.
- On defense, despite being built as a bashy team, they should be played like elves. Endeavor to keep 1 square distance between you and your opponent. If you can keep your opponent to one block per turn (blitz) you are playing efficiently.
- Dauntless is one of the most fun skills in the game. Blitzers with dauntless can reliably take down 4-5 str opponents with only one supporting player on the block. It is ok to use re-rolls on dauntless. When playing an undead team you can make their mummy’s lives hell all game. You will reliably succeed on a dauntless role against 4 str opponents. With one support that is a two die block. Dauntless is offense only. Do not forget that.
- When you are attempting a dodge, take a deep breath and look at your field. Did you pick up everyone? Have you taken all wrestle/block 2 die blocks? Are your running lanes secured? Do you have a safety that can hit the left or right wing reliably? Are your blitzers in a good position? Have you taken all low risk moves? If yes to all this, attempt the dodge (it will fail all the time lmao) This is good advice for all risky moves actually.
Building up the roster Level Up Guide Some thoughts on leveling your roster. These aren’t for sure the best choices, they are what I did or have been thinking about.
Blitzer - All blitzers should get dodge as their first skill.
- Sidestep on your ball carrier is such a badass skill. Sidelines are now safe. You can protect your ball carrier with a 2 person cage on a sideline with sidestep.
- I put Sure Hands on my primary ball carrier. Dodge and Sure Hands make contested free balls a tasty opportunity to capitalize on.
- You should specialize your blitzers if you can. Ball Carry Specialization, Blitz Specialization, Ball-Carrier Attack Specialization, Safety / Deep Blitzing Specialization. These are all possibilities. (I haven’t gotten past level 4 on my main blitzer, these are untested and just thoughts)
- Ball Carry: Dodge, Sidestep, Sure Hands
- Blitz: Dodge, Frenzy, Tackle, Jump Up
- Safety: Dodge, Diving Tackle/Tackle, Sure Feet, Jump Up/Sprint
- Ball Carrier Attack: Dodge, Sidestep, Tackle, Strip Ball
- Theres also nothing wrong with 2-3 blitzers with dodge and tackle. Bread and butter wins games. All depends on your league.
- If you roll doubles or get a characteristic up you should prioritize: Str+, MA+, Mighty Blow (on blitz specialty). I have seen piling on but I don’t like the thought of putting a blitzer on the ground willingly.
Blocker: - a. Blocker Standard: Guard, Stand Firm / Grab / Fend / Dauntless. For the second skill it just your preference – do you prefer pitch control or blocking.
- i. I would probably go Guard, Dauntless, Fend but I have not tested.
- ii. For Doubles, etc: Str+, Ar+, Dodge
- b. All blockers first skill should be Guard.
Lineman - a. There are a lot of things you can do with linman if youre lucky with an MVP or injury. There is no standard choice, with lineman you should kinda go with your gut.
- b. If you use your lineman to foul, pick up sneaky git or dirty player, whichever your preference (just be sure you are using it!).
- c. I personally went with Kick/Wrestle on one, and Block on another. The block has been useful for pows.
- d. Kick is sneaky useful, however, it throws off standard defense formations as you need your lineman off the line and not in a wing. This makes you place a blocker on the line, a high risk block unfortunately. Overall I think the tradeoff has been worth it in my season. If you hit lvl 3 on a lineman, you have been playing a while and idk, do what you think is best.
Managing Team and Roster Game 1 and onwards - First purchase is Apothecary. Scrutanize its use carefully. Never use it on a lineman. Rarely use it on a blocker (I had to apo my guard blocker cause he would have lost an armor. That is an acceptable apo). Apothecary’s should be used on Blitzers. I think its safe to use it even if no permanent injury to keep your team at 4 blitzers per match. You of course risk losing another blitzer at another point in game, but that’s nuffle’s will. You also risk the re-roll into death which has happened in our league twice in 5 seasons.
- Prioritize recruitment of blockers. You want to fully fill the team with blockers.
- * I sift between a bench of 1-2 lineman extra. I will sell it against a non-bash team to reduce TV, or I will buy an extra against Bashy teams expecting removals. I have only needed more than 2 reserves one time. It adds 80k TV to have two which are babes or a re-roll or wizard if your opponent dips into his treasury. 2 reserves feels good for TV 1000-1600 (I am 1640)
- TV Management is tough for Bretonnian teams. I personally purchased a 4th re-roll for 140k. I like re-rolls. You can make do with 3. I wouldn’t do less than that. You should be mitigating petty cash to your opponent at all times.
- Keep a reserve of 80-150k at all times. Nuffle will one day take from you a beloved blitzer. You need to replace it by the next game.
- I haven’t upgraded my stadium. Idk if its worth 200k investment.
- I don’t really see benefit of cheerleaders or coaching staff. If anyone can claim otherwise, please comment.
Final Thoughts: - I have played multiple seasons of Wood Elves and Bretonnian. I find Bretonnian more satisfying. Their player noises are hilarious. Their aesthetic is badass (The blitzers have full body length tassels from their helmets).
- Their playstyle is not straight forward and is rewarding if you execute.
- The team is not the highest tier, it doesn’t take advantage of game mechanics or feel cheap.
- Opponents never feel like they are in an unfair game or that im overpowered.
- Bretonnian don’t get many injuries or player removals, but the offset of that is my opponents are always in a good mood throughout the game. (Usually)
- Dauntless is the most satisfying skill in the game.
- Their offensive scheme of Rushing Attack Screens scratches all my NFL itches. True blocking and tackling and running. It feels great when you forward think a move that leads to a running lane you can exploit.
- Don’t read into internet hate on the team. Its not really that bad.
- These are just my opinions and shouldnt be taken as gospel. I havent won my league championship yet, so what do I know. It was just an attempt to put a guide out there since there arent many.**
TL:DR: Bretonnian are a challenging and satisfying blood bowl team that utilizes a screen and pitch control focused running scheme on offense. On defense, the team focuses on defensive screens, positioning, and pitch control. If you like having Glory Hog Star Players, a Crusade Era Aesthetic, Taking down opponents much bigger than you, and playing smash mouth football, this team might be for you.
This is not a straight forward pow team. Its not an agility team. Its in between. Additionally, they might not be beginner friendly as they require extensive understanding of tackle zones and block support.
On Offense, This team will have trouble winning if they resort to traditional 4 man cage offensive scheme, like Khemri or Orcs, as they do not have the means of standing toe to toe with true bash teams, despite how much they want to. Despite no passing threat, Bretonnian Coaches can employ electric hand off plays to cover a vast amount of pitch in a single turn that can result in scoring plays worthy of a highlight reel to be talked about by your league mates.
On Defense, This team achieves winning results if they employ a patient screen and pitch control defensive scheme. Bretonnian rosters must work in tandem with each other to lock up running/passing lanes and restrict opponent movement in hopes of getting them to make a mistake or leave an opening. When an opening is identified, Bretonnian teams can plunge their Blitzers into opponents cage or back fields and wreak havoc.
Personally, I find them to be extremely fun and suggest you ignore the internet hate (perhaps hate is strong) and give em a shot. It will take a few games to get acclimated, but I imagine they will grow on you quickly.
Thank you for reading! Thank you for reading, if you got this far. This was my first attempt at making a team guide. I hoped to both educate newcomer players on the team tactics and inspire discussion about a team that I have some trouble finding forum discussion on. I know BB2 is not current rn, but it runs great and having all the teams really sells it. Personally I think the UI is better in 2 also, but perhaps I am just used to it.
Would love to hear your thoughts if you have any, or helpful criticisms. Hopefully I was able to communicate effectively here and help some newcomers out.
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2024.05.10 14:14 Michtrk 1949-1952 period in Europe
Stalinist period in Eastern Europe (1948/49-1953) Basic things that apply to all socialist states in this period: Large advancements in education, healthcare, industrialisation (but unlike OTL not absolute priority of heavy industry due to different international situation) and post-war reconstruction and realative stabilisation of economies, collectivisation of agriculture, women emancipation, institution of hardline regimes with a strong role of secret police and suppression of any opponents of the regime, show trials and purges, large influence of Soviet Union in internal politics – countries forced to act as Soviet “advisors” want, socialist realism control over culture, dominance of propagandistic and ideological motives, strong censorship
Albania - 1949-1953: Main difference is that during this era there weren't any western attempts at overthrowing Hoxha (yet). These years see successful economic development and mass modernisation of the country. Albania is strongly pro-Soviet, however its importance compared to OTL is lesser as Greece is also socialist.
- May 1949: Show trial and execution of Koçi Xoxe. Hoxha’s power strengthened, relations with Yugoslavia fell apart.
Bulgaria - On the 15 July 1949 death of Dimitrov, Valko Chervenkov became general secretary. Hardline Stalinists Bulgaria’s “Little Stalin” – repression (large part of BKP purged), consolidation of power, Soviet inspired culture, development of heavy industry, collectivisation. Since death of Vasil Kolarov also as the prime minister (23.1. 1950)
- 1949: Traicho Kostov with other prominent moderate members of BKP executed after a show trial.
- Failure of the First Five Year Plan as it did not met all targets (1949-1953), large scale industry build-up achieved.
Romania - Soviet economic control trough Sov-Rom companies
- 1948 leading communist politician Lucrețiu Pătrășcanu was arrested (after Soviets demanded), accused of titoism. Persecution of opposition and anti-communist resistance active in Carpathians.
- 1949 start of construction of the Danube–Black Sea Canal, start of gradual collectivisation, start of development of heavy industry (success in development of steel, petrochem and machinery industries). 1951-1955 first five-year plan.
- Power struggle between “Muscovite” and “Prisoners” faction within Romanian Workers Party – Ana Pauker a stalinist, who multiple times defied Stalin’s policy (allowing Jews migrate to Israel, opposing collectivisation efforts) was still slowly losing favour of Stalin, in January 1952 Gheorghiu-Dej requested Stalin’s approval for purge of Muscovite faction, however unlike our reality (and this is main shift) this is initiative is opposed (due to lesser extent of Stalin’s antisemitic campaign, that would be only beginning by that time, lobbing of Molotov and Beria for them ), instead Stalin pressures Romania for show trial with Pătrășcanu, which in this timeline see Stalin as failure of Gheorghiu-Dej.
- 3.6. 1952, Petru Groza stepped down as prime minister -> instead of centralising power in Gheorghiu-Dej’s hands, soviet-aligned Iosif Chișinevschi was pushed by soviet “advisors” to this position.
- Show trial with Pătrășcanu and his suspected associates 28 April to 2 May 1953.
Hungary - 16-24 October 1949 Process with László Rajk – as in our reality, “titoist spies” influential to other trials. Inter opposition to Rákosi purged. 15 executed, 78 imprisoned. Other purges and show trials in the military during 1951. Trial with Jews is not planned.
- Rákosi builds the most repressive regime from the socialist bloc states, a cult of personality modelled after Stalin.
- Economy: focused on expansion of heavy industry, collectivised agriculture. However, like in other states without Korean war, shifts to military sector primacy doesn’t happen, resulting in more supply of consumer goods, but Hungary still faces shortages, but the economic situation is little bit better overall.
- 14.8. 1952 Rákosi further centralised power in his hands by becoming chairman of the council of ministers.
Poland - October 1948: Gomulka and other proponents of sovereign stance purged; 1951 Gomulka arrested. March 1948 Witold Pilecki show trial.
- 22.12. 1948 creation of Polish United Workers Party.
- High soviet control: Konstantin Rokossovsky as polish defence minister (49-56), influence of “advisor” Ivan Serov
- Catholic Church keeps influential position -> conflict after 22.7. 1952 constitution that declares Polish People’s Republic as a secular state, closing of Church schools etc. Trial with Cracow Curia (1953)
- 1950-1956 Six-Year Plan – changes as in other states from our reality, it is not focused on rapid accelerated industrialisation, instead on increase in heavy industry, while also investing in services, food, construction, and consumer goods. Result is less developed heavy industry, but better economic situation of population and less shortages (but Poland would still experience some). As the plan was more modest, it was successfully completed in 1956. As in our reality, mass increase in urbanisation and general national income (that would be bit lesser due to less heavy industry being developed)
- Warsaw that was less damaged was still largely reconstructed in socialist realism
Czechoslovakia 1948-1953 - 1948-1949: wave of exile to the American zone in Germany. Due to Czechoslovakia not being (in years 1948-1956) on the Iron Curtain, there are way less cases of illegally trying to flee across borders (since the only way is to another socialist state GDR), emigrants mostly try to get to Western Austria through Eastern Austria.
- In 1948 consolidation, start of collectivisation and final wave of nationalisations (majority of industry already nationalised during the Third republic), ČSSD merged (annexed) into KSČ. Law 231/1948 (law on the protection of the people’s democratic republic) passed, enabling persecution of political opponents (6.10.1948), “bourgeois” societal organisations (like Sokol) banned.
- 1949 the first political process with general Píka. 1950: Under Soviet pressure organisation of mass political process with “Group of Milada Horáková” (31 May-8 June 1950, non-communist intelligence). 1952 process with “Green International” – catholic intelligence.
- 1949 start of construction of Stalin’s monument in Prague.
- 1949-1953: The First Five Year Plan – centrally planned economy, focused on industrialisation of Slovakia
- Massive changes due to different international situations! – first 5year plan was focused since 1951 on militarisation due to Korean War and Cold War tensions, this period is radically different and much more calm , so this doesn’t happen, instead plan remains focused on mechanisation of agriculture, growth and development of consumer industry prioritised over the heavy industry -> this has positive effect on economy and plan is successful (this has influence down the line in 1953), economic situation is better compared to our reality, more goods to buy are available. Main target of propaganda of that era is the United Kingdom and its Imperialism, TATO, Yugoslavia and in Czechoslovakia especially Western Austria and Habsburgs, not American Imperialism. Also the infamous campaign against “the American beetle” doesn’t exist, campaign against the potato beetle yes, but it is not presented as a CIA operation to destroy Czechoslovak potatoes.
- Process with a conspiracy centre of Otto Šling and Jan Šverma – 20. January 1953
- Slánský process without Slánský. This is another major shift, the Slánský process had major antisemitic undertones and Slánský being Jew was a major factor in choosing him. This antisemitism is missing as 1952 is the year where first antisemitic campaigns only started in the USSR, instead it is focused solely on “titoists”, while other people are grouped with them. Everything was organised by Soviet “advisors''.
- Jan Šverma, who survived during the Slovak National Uprising, served as the Deputy Prime Minister (1948-1951) and Deputy General Secretary of KSČ (1945-1951), together with Otto Šling (leader of KSČ in Brno) were accused of being heads of made-up conspiracy led by Yugoslavia and the United Kingdom. They were executed. Other people persecuted (some are different): Karel Šváb, Vladimír Clementis, Osvald Závodský, Bedřich Reicin, André Simone and Josef Frank (executions), Marie Švermová, Arthur London, Vavro Hajdů, Mikuláš Landa, Jarmila Taussigová (life sentences) and others. People who were persecuted due to them being Jewish or having ties with Israel are not affected in this timeline.
- Process with bourgeois nationalists – June 1954, it was a follow-up to the process with Šverma, delayed to the period after Stalin’s death as Husák refused to confess. He was given “only” life sentence, others 20-10 years in prison. Oher follow-up “Process with regional secretaries” doesn’t take place; these people are already convicted in the main process.
- In 1953 Stalin had died, so did Klement Gottwald (14.3.1953)
Denmark 1949-1953 - Anti-communist political leader arrested in 1949: Hans Hedtoft, H. C. Hansen and others October 1949 process with members of anti-communist MI6 affiliated group “Firmaet”, however political leaders weren’t put on trial due to Larsen’s opposition to such mass trial.
- 1949: approved the first five-year plan: focus mainly on modernisation of agriculture, shipbuilding, light industry and only in minority in heavy industry and started voluntary and gradual collectivisation, all against wishes of soviet “advisors”, continuous diplomatic relations with Nordic countries (+large immigration wave to Sweden, established tough border security) -> as we establish Stalin loses trust in Larsen already in 1947 and his further opposition to Stalin’s plans and Tito-Stalin split (even if Larsen officially denounced Tito, he himself wanted to develop “Danish Way to Socialism” as campaigned before power consolidation) leads eventually to his downfall, despite pleasing Stalin with established of several Soviet military bases in Denmark and obeying all Informbyro directives.
- 15 February 1951 Central Committee of DFSP announced resignation of Larsen from all positions “due to health and personal reasons” he was replaced by Knud Jespersen as the general secretary and by Alfred Jensen as the prime minister. Several days later, Larsen was purged from the party and secretly arrested. On 12 March statement of the CC of DFSP on “Errors and Rightist Deviations under leadership of Aksel Larsen” was released, denouncing Larsen for Titoism, working also as party’s “self-critique” and devoting its leadership to upheld Marxism-Leninism. Party was purged of “Titotists”, many of them arrested. On 4 May also president Mogens Fog was forced to resign and put under house arrest, the presidency was abolished and replaced by a collective organ.
- New directives were issued regarding collectivisation, the process was “speeded up” and peasants were forced to join collective farms by economic pressure (high quotas), but still a more moderate agricultural policy based on Germany and Austria was promoted. Those in opposition were arrested. The Five Year Plan was reworked with help of Soviet experts giving primacy to construction of new metallurgy.
- Stalin wished to stage a large show trial with Larsen, as message to other leaders in socialist bloc, so between 20 to 26 April 1952 “Trial of the Anti-Party Conspiracy Revisionist Centre headed by Aksel Larsen” was held, it became shock worldwide (and paranoia to all socialist leaders) and only time past communist leader was executed, next to Larsen another 10 people were executed and 15 sentenced to long time in prison.
- By 1953 collectivisation rates increased from 15% in 1951 to 50%, targets of the 5 year plan were not met, Danish economy was however still in a relatively good shape.
Yugoslavia - Informbiro period 1948-1953 - Worse isolation and economic hardships compared to our reality, as the non-interventionist United States don’t really want to help Yugoslavia and Britain has few resources to spare.
- 1949: Andrija Hebrang, Sreten Žujović and other pro-soviet leader purged, executed, arrested or forced to flee.1948-1950 attempted coup, insurrection of anti-Titoists in several places
- Immediately after the split, Yugoslav economy suffered problems due to the Soviet embargo, and Tito moved the country towards self-sufficiency. Investments in the military. Special measures introduced in 1948 (third shifts, mobilisation of workforce and ratios) to combat problems.
- In 1948 trade between Yugoslavia and the West was restored, soon socialist bloc imports were replaced by Western ones, but at unfavourable prices. In 1949 IMF and World Bank approved loans to Yugoslavia, however due to Americans not lobbying for Tito, interest rates were unfavourable and got Yugoslavia to huge debt. Unlike OTL, desperate Tito abandoned claims on Trieste and managed to obtain British aid in 1951.
- Economic hardship forced Yugoslav leadership to seek economic reform and thus the beginning of Yugoslav socialist self-management (market socialism) was born. Introduced by Tito, Milovan Đilas and Edvard Kardelj in 1950. It led to partial stabilisation of the dire economic situation.
- Threat of possible Soviet invasion increased in 1951 with communist victory in Greece. However, unlike in our reality Yugoslavia did not turned to United States, Greece and Turkey, but to TATO as an alliance, Yugoslavia entered negotiations with TATO that resulted into singing of the Turkish-Yugoslav Agreement on 28.12.1952, in which countries pledged to defend each other against Soviet or Greek invasion and opened possibility of Yugoslav membership, it is connected with increase of relations with USA after American “New Foreign Policy Doctrine” of 1951.
- 2.-7.11. 1952 VI. Congress of Communist Party of Yugoslavia: Party renamed to League of Communists of Yugoslavia, peak of political liberalisation, decentralisation state and of party structure, separation of party and government functions, socialist self-management officially approved as economic policy, economic and political discussion promoted, emphasis of creation of socialist democracy, “democratic centralism” abolished. Changes resulted in 13.1.1953 Yugoslavia passed constitutional reforms – Yugoslavia declared “socialist, democratic, federal state of sovereign and equal nations”, a new legislative Federal People's Assembly was established, giving more power to republics. Liberalisation also brough artistic freedom.
GREECE
Hellenic People’s Republic (1951-1953) - 1951: communist consolidation of Greece, beginning of anti-communist insurgencies (active to mid-1960s). Sweeping radical socialist reforms: nationalisation of all industries, beginning of collectivisation. Repression of suspected royalist sympathisers (Campaign Against Reactionary Saboteurs), creation of soviet-modelled powerful Ministry of Public Security (November 1951) that led these repressions. Autumn 1951 mass arrests and purges in various fields. Large wave of emigration. Paranoia and fear of British invasion, start of military build-up reorganisation of DSA into the Greek People’s Army, Airforce and Navy.
- In November 1951 Zachariadis consolidated his grip over the military by purging war hero and prominent commander Markos Vafeiadis after accusations of him being Yugoslav spy and royalist, this move was unpopular for people and regular party members. Stalinism, creation of personality cult around Zachariadis. Purge of Vafeiadis’s allies.
- 6 December 1951 “Bloody Day of Saint Nicholas” execution of many prominent “bourgeois intellectuals and politicians” that supported royalists during the civil war after a show trial.
- 1952: IX. Congress of KKE (11.3.) – position of Zachariadis confirmed, toning down of repressions, election (2.6.) – only one-party ticket and “Democratic Front for National Reunification”. Campaign for international recognition (socialist states did already before 1951), Zachariadis retreats from the position of prime minister, Nikos Ploumpidis takes this position. Creation of the People's Assembly that passes the new constitution (August). Greece joins CMEA.
- Relationship with church: As majority of Greek people are religious, approach like in Poland, trying to make agreement, however persecution of many priests, who are connected with anti-communist groups.
- The most militarised (maybe after USSR…) in socialist bloc at the time, had very tense relations with TATO.
- 1953 (later about it, since it belongs more to the 1953-1956 period): Despite the death of Stalin Greek Stalinism itself continues…
Kingdom of Greece (1951-1953) - Rump British puppet state, wikibox accurate for now only everything is moved by a year
- September 1951 to March 1952 “Rhodos government period” – state is ruled basically by military, very unstable state, uprisings and rebellions mainly in Crete. White terror and repressions start against populations many suspected communists executed, massacres.
- March 1952 Papagos comes to power (officially), gains extraordinary powers (basically becomes a dictator) – in next month intensification of repression and eventual defeat of all insurgencies and opposition against exile Kingdom, stabilisation and formation of working authoritarian state apparatus. Seat of government moved to Crete.
- In December 1952 a fraudulent election was held, victory of Papagos’es Greek Rally against the Liberal Party -> it marks transition to façade democracy and limited liberalisation.
- Papagos' government continues to represent Greece in the UN.
GERMANY AND AUSTRIA Austrian Democratic Republic (1950-1953) - After its formation, several left-wing reforms were passed: nationalisation of industry, creation of a centrally planned economy (1st five-year plan 1951), moderate collectivisation of agriculture. Similar to (real and TTL) Germany, East Austria suffers problems with Republikflucht towards the Western part. In 1952 federal states were abolished and East Austria became a unitary state. General secretary and president Koplening, prime minister Franz Honner (wikibox here accurate), elected in 1951 with “National Unity Front” list.
- Fight with Catholic Church, prominent institution in Austria, seen as representation of old reactionary Empire and sympathisers with the Western part (especially after the proclamation of Archduchy). Promotion of a new Austrian identity based on the labour movement, the first Austrian republic (which DRÖ claims to be a continuation) and strongly opposed to pan-Germanism and the old Austrian Habsburg empire. East Austria presents itself as the only sole legitimate Austrian state.
- Compared to other states, political climate is lighter, there are no show trials, however in 1952 part of VSAPÖ (Vereinigte Sozialistische Arbeiterpartei Österreichs – United Socialist Workers Party of Austria – aforementioned union of SPÖ with KPÖ) is purged and catholic leaders often face persecution with many of them imprisoned
Austrian Republic and Archduchy (1950-1953) - Head of the first West Austrian government was Julius Raab, while Leopold Figl served as State-President.
- Why the hell is Austria Archduchy again you may ask? Since 1919 Habsburgs were banished from Austria, however here Winston Churchill comes to change situation, as West Austria was created under large British influence, Churchill went to propose to Raab to restore Habsburgs in order to boost public support and to continue historical line from the Habsburg Austria and to have greater legitimacy as the true successor. As the National Council was dominated by ÖVP, Raab agreed to the proposition. From August to November (1950) discussions were held between Otto and Raab on restoration of monarchy. Newly proposed changes to the constitution were discussed in the National Council. Eventually supporters of restoration prevailed and on 11 January 1951 the Habsburg Law was revoked.
- Otto von Habsburg returned to the country already in January 1950, was greeted by cheering crowds, but also with demonstrations. Monarchy is going to remain a polarising question amongst West Austrians. In the East this was greatly condemned.
- The March 1951 election resulted in another majority of ÖVP, the new National Council drafted and approved a new constitution making the country a constitutional monarchy, 26 June 1951. 3rd December 1951 Otto’s coronation ceremony, reining name as Otto II.
- Economically and politically West Austria is close with Italy and the United Kingdom, it also took an American loan in 1952.
- In 1951 Western Austria also introduced Gruber Doctrine (after foreign minister Karl Gruber), emphasising its position as the only sole legitimate Austria state, stating that Salzburg cuts relations with any country that has diplomatic relations with East-Vienna.
German Democratic Republic (1950-1952) - Last time we left, the German Democratic Republic was proclaimed in May 1950 and occupational troops started to leave the country, that wouldn’t be finished until late September. Until that time DDR could not fully project its authority outside the Soviet zone. As Germany was disarmed it had to rely on its Volkspolizei.
- Some reforms were already started by the German Economic Commission and Occupation Authority, like nationalisation of nazi and pro-nazi owned industries and expropriation of various assets. In May 1950 a major nationalisation decree (that affected all parts of Germany, excluding the UN zone) was issued by the Reiman government, together with promised land reforms and voluntary formations of collectives.
- In September Länderat was dispersed by German authorities. During October CSU was forced to join Democratic Bloc, while Bavarian Party was banned for promoting separatism, many right-wing parties for its real or imaginary connection with Nazism. By the end of the year control over the American zone was achieved, however the governments of Baden and Wurttemberg still opposed the government. In March 1951 administrative reform was passed by SED, weakening the power of opposition by merging Baden with Wurttemberg and changing the borders of Franconia. New election was declared for October 1951, both state and federal (justified by “need to take into account political and legislative changes”), despite vocal protests of many deputies Democratic Bloc, now renamed Democratic Front for National Unity (DFE) put only one united candidate with possibility of a blank ballot. Democracy ended (29 October 1951). As elections were also held in the UN zone, here the blank ballots actually won 76% of the votes as part of a large protest initiative. Before the election on 5th of May 1951 III. SED congress was held, Walter Ulbricht was elected general secretary, major reorganisation on the lines of socialist bloc mass parties.
- 1952: The First Five Year Plan was launched focused on reconstruction, collectivisation of agriculture – everything like in real life East Germany (thus also similar to East Austria). Plan set high targets, resulting in high quotas for workers. (Germany economy was still in very bad state), persecution of opposition (connected with Nazism and declared saboteurs), Stasi created and eventually by end of the year thanks to facing large exodus (similar to East Germany) inner-German border (with UN) was closed (December 1952).
- Germany internationally still appeared as a neutral state and also had relations with Yugoslavia, however, they took pro-Soviet positions all the time: recognition of PRC and Greece.
- Nazi resistance existed in very limited numbers, some soldiers hiding in the woods and fighting long-lost war, no mass nazi underground. But as German propaganda pushed that idea and it also entered popular discourse.
United Nations Mandate in Germany (1950-53) What was happening in the UN zone and what changed with the creation of Germany? It becomes more complicated. Next to the Allied Control Commission (ACC) under control of the UN Trusteeship Council and local state governments, a new position was established by the 1950 Peace Treaty – Authority of High Representative of the German Democratic Republic – so a representative sent by Berlin government, see UNMG was officially part of Germany. You will not see it on any maps. This High Representative had some powers, and he oversaw relations and implementation of common policies, elections, but the vast majority of German laws did not apply here, if these laws weren’t approved by UNMG, which they weren’t as this organisation was dysfunctional. UNMG became hub for German dissent and target of emigration, however, unlike GDR x FRG living conditions (in terms of economics, income, workers’ rights etc.) in UN zone sucked even more than in Germany proper, as it exited purely to exploit German labour, resources and industry in profit of Western companies. UNMG was the main point of German propaganda, criticised, as well what it was, Western exploitation of Germany, and strikes were organised against, it was the worst presentation capitalism can give. The 1951 election was met with protests as we mentioned above, it led to increasing opposition to the GDR government. Before 1953 it was common to travel between zones, but as the border was closed UNMG and GDR divided even more (so yes, it was part of Germany, but majority Germans cannot enter it and it is not ruled by the German government). If it is not complicated enough, it will get later in 1953.
FRANCE Important in France is that CIA involvement in the country ended in 1949 (important is that CGT-FO despite being formed doesn’t gain any support and remains very marginal, while CGT itself is pro-communist). As the Marshall Plan aid is cut, economic situation worsens and living conditions fall and as government prioritises financing of Indochina War, post-war reconstruction drags on, rations continue, people are increasingly unhappy and PCF gains more and more support, right-wing turns towards Gaullists. This period is marked with numerous strikes, protests, unrest and general chaos. Also like in Italy, France takes many IMF loans and gets into debt.
Political chaos: 26 August 1948, Ramadier replaced as prime minister by André Marie, Marie forced to resign in 11 October 1948, replaced by Henri Queuille, who was replaced by Georges Bidault who served until 20 July 1950, replaced by Henri Queuille (again) just for a month, 23 August 1950 René Pleven became prime minister, government collapsed after formation of PSIF (and effectively lost parliamentary majority) 28 June 1951, new government head by Robert Schuman that and stayed in this position to the election in 1952, but was not able to pass anything including electoral reform that helped Third Force in our reality.
Since 1950 PCF has used a “popular front strategy” and attempted to sway the left-wing faction of SFIO to support them, instead of Third Force. There are changes, instead of the pro-government group headed by Mollet being splinter, instead the splinter group is forced by anti-government sections of SFIO and Parti Radical, French Socialist Independent Party (Parti Socialiste Indépendant Français PSIF) 26 June 1951, formation of PSIF which first leader become by popular Pierre Mendès France, who vocally opposed continuation of the war in Indochina. PSIF formed the “Popular Front” with PCF.
Before 17 January 1952 election, large political polarisation. Massive “New Year Strike” in 1952 – General Strike organised by PCF, mostly as part of political campaign. There is also increasing radicalisation of anti-communist right. Government attempts a massive anti-communist campaign that ends up being unsuccessful, while Gaullists are mainly attacking the government and PCF second. Wikibox needs overhaul (actually even those before it, there are too many seats for election), election results into majority of the Popular Front, Gaullists became the second strongest party and Third Force parties ended up decimated. Maurice Thorez became French Prime Minister; communists took key ministries (21 January 1952).
Maurice Thorez government (1952-1953)
First acts are several major left-wing reforms: shortening of workday, workers’ rights, approval of massive social programs and public works to reduce unemployment. During spring and summer several major nationalisations are drafted and approved by the government. End of financing of the colonial war. Early policies of the government are popular amongst people and somehow improve the economic situation. France petitions the USSR for aid in April 1952.
Franco-Vietnamese talks February – April 1952, ceasefire is declared, delegates including Ho Chi Minh and representatives of Laos and Cambodia, but not Bao Dai, are invited to Paris (Paris Conference 5 March – 6 April). France withdraws from Vietnam and recognises Democratic Republic of Vietnam as a legitimate Vietnamese government. French troops also began to transfer authority to locals in Cambodia and Laos and leave the area completely by January of 1953. This initiates debates about the future of colonies Thorez announces that in the future France would set all colonies on the way of independence. This generates large opposition from the right, but also liberals.
PCF also works on taking control over the French security apparatus and military. As we mentioned, there was conflict between “eastern” and “western” branches of Free French Forces, 1947-1951 communist sympathisers were removed from important positions, during 1952 the opposite happened. Communist aligned officers from the French Legion in the USSR take important leadership positions in the military. As communists controlled the Interior ministry before, several pro-communist officials survived there and now were empowered or re-instated, anti-communists removed. This was attacked by opposition, however communists augmented they do the same thing as the Third Force did before.
Major fight was about SDECE, which was dominated by anti-communists and closely connected with MI6 and CIA. In late January 1953 PCF publicly attacked SDECE as an organisation controlled by “imperialist spies and reactionaries, that plot subversion against the French people'' after the “Le Havre Affair”, where many weapons were found hidden by local Gaullist political leader (30 January 1953). Another major political weapon for communists was the publication of the French war crimes in Indochina in L’Humanité by Vietnamese correspondents (September to November 1952), Thorez government announced that all perpetrators would be punished, leading to large police investigation and arrests of many officers that participated in war in Indochina including many SDECE agents, serving also a purge. Back to Le Havre Affair, after this evidence war presented by ministry of interior that SDECE agents collaborating with Britian and America were responsible, leading to SDECE being dissolved (27 February 1953) and instead new communist dominated General Directorate for Internal Security (DGSI) was formed, organisation started to investigate SDECE, military and opposition parties, DGSI started to cooperate with MGB. Thorez gets reports that there were preparations for counter-revolutionary activity. Truth is that SDECE had been collaborating with CIA and MI6 since November in preparation of what would become Salan’s Coup.
Benelux - Netherlands, Luxembourg nothing to expand. Belgium Julien Lahaut survives assassination attempt unlike OTL, there is a mistake I never realised in the wikibox, bad despite Van Acker shown correctly as candidate, wrong person is shown as elected president.
Italy - Since better result De Gasperi’s DC rules alone without coalition. This results into lesser number of left-wing policies. Cutting of the Marshall Plan has serious implications for Italy, a much worse economic situation, with living conditions falling in the early 1950s. Italy thus took large IMF loans between 1951-1952, that put country into a huge debt. These both factors result into even larger popularity of PCI. DC began to massively fall at polls. To improve its standing, electoral law was changed to gain a supermajority bonus (2/3 of seats) to party or coalition, that obtains over 50% votes, communist protests.
Ireland - The 1951 election resulted in gains for Fine Gael (even though Fianna Fáil did still win), so Costello’ Labour-FG coalition continued to govern.
Nordics - integration - First attempted customs unions from 1951 failed, but a free trade agreement (3.8.51) between Norway and Sweden was signed, this treaty also established open borders. Upon free travel was expanded in 1952 and later in 1954 with creation of Nordic Passport Union (SWE, NOR, FIN, ICE, later Faroe Islands joined too) – open borders and free movement.
- 1.7. 1951 Swedish-Norwegian Defence Treaty was signed (negotiations began already in 1949 after change of American foreign policy) – countries established a military alliance.
- 12.2.1953 Nordic Council – largest project – was created between Norway, Sweden, Finland, Iceland and Faroe Islands.
Sweden focused further on development of its military in light of American “retreat”, alliance with Norway. End of several social reforms by the Ohlin coalition government proved unpopular and election resulted in victory of Social Democrats, who also needed to form a coalition with Farmers Party (that also participated in the previous one). Tage Erlander returned to the post of prime minister, returning to previous social democratic policies. 1952 “Catalina Affair” did not occur, due to lesser Cold War tensions.
Norwegian 1949 election victory of Labour, Gerhardsen remains PM and doesn’t resign in 1951 as in our reality. Same policies, economic recovery and prosperity. Military strengthening.
Finald 1950 Paasikivi re-elected president. 1951 parliamentary election victory of Social Democrats, continuation of Kekkonen government. Increasing Nordic Cooperation. Everything as in our reality. July-August 1952 Helsinki Olympic games – last international event without major tensions
Iceland – American military withdrawal from Iceland, TATO seen as pointless. 23-24 Oct. 1949 parliamentary election results in victory of coalition government between Progressive and Social Democratic Party (government is supported by Socialists, who also see electoral success, while Independence suffers major defeat). Hermann Jónasson becomes the new prime minister. 1.8.1952 Ásgeir Ásgeirsson elected president. 1952 fishing disputes with UK: “Cod Wars”, this also contributes to that 30.8.1952 Iceland suspends its TATO membership. US bases continue to operate on Greenland as before.
In
Turkey 14.5.1950 first free multiparty election are held, victory of the Democratic Party, Adnan Menderes becomes prime minister, Celal Bayar becomes president. Pro-Islam policy, economic growth after encouraging business, strongly pro-British policy. Turkey helps with Operation Poseidon, Kingdom of Greece becomes increasingly reliant on Turkey, while relations with mainland Greece collapse. After 1951 rise of anti-Greek sentiment in Turkish society, Red Scare and suspicion towards Greeks. Investment in military strengthening, taking US loans.
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2024.05.09 05:26 B35bp7 Sarkic crazyness
So I love usernames scp jumps, they are well written, and due to the setting extremely powerful.
I decided to share a build and ask a few questions, how much better than panacea would I be , how safe am I in the MCU and how would the some of the reactions of the avengers?
Here's the build any tips tips to make it better would be appreciated.
Origin: Nälkä
Drawbacks: Anomalous no more, Stranded, Extended visit x10
Perks: The Flooded, Shaper, Klavigar, Orzimok, Wicked Witch of the Woods, and Tchnoctye.
I didnt grab any items because of stranded and because I didn't want to grab an more drawbacks.
I will be going to sleep after I post this so I will thank you in advance and I'll see you in the morning.
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2024.05.08 16:33 Economy_Tonight_2004 Dedicated Music Streaming Device Options
Hey folks--
I'm looking for a music streaming solution for my house that is not reliant on my phone. I thought a raspberry Pi might be good for this and I found someone else's build I liked on here:
https://www.reddit.com/raspberry_pi/comments/udkq2c/my_raspberry_pi_music_streame however, I'm wondering if anyone else has experience with this an had any suggestions. I'm currently using an aux cord to an iphone, so I really don't much care about HDAC support and I'm happy to keep using aux. I really just want access to pandora and spotify. Youtube for music is a plus, but not a necessity. I like the versatility of raspberry pi, but I'd love for it to look a little nicer that the build on the link and I think a wood (or even faux wood) enclosure would be pretty sweet.
Does anyone have suggestions for wood enclosures compatible with the 7 inch (or other) touchscreens? other suggestions (or alternate devices) for this build?
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2024.05.06 09:25 OpenWeb5282 Book Review - Walden by Henry David Thoreau - for those who are stuck in life
Feeling stuck is common but we don’t often do anything about it. One person who did was Henry David Thoreau, who joined his family’s pencil-making business in New Hampshire before, in his late twenties, deciding he would live a simplified life. He bought an old shed and transported it to the banks of a secluded lake called Walden Pond in the middle of a forest. Then he set about refurbishing the cabin as his new home. He fitted it out only with what was strictly necessary: a stove, a bed, a table. He lived off the land, grew beans, chopped fire wood, and spent a lot of time alone – although he did make weekly excursions to a nearby village and his mother came by once a week to do his laundry.
Overall Thoreau lived a very self-reliant life in his cabin by the idyllic lake for two years, two months and two days. It’s a symbolic length of time. He was undertaking an experiment in living, not committing himself permanently. In fact, eventually, Thoreau went back to the factory; he made important improvements in the manufacturing process and built the company into America’s leading maker of pencils. The thing was, he knew – as usually we do not – that he was entirely capable of stepping back from his conventional business life. We might at first think that the answer is to follow him: head for the woods. But that’s not really his point. The bigger goals are confidence and inner freedom, the ability to shake off conformism and appreciate simple good things. He happened to acquire these qualities in the woods around Walden Pond. But inspired by his experience we can learn them anywhere.
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2024.05.05 17:06 toptrool the toptrool collection
anyone who uses reddit knows that it is a very low quality platform that makes it difficult for users to find and organize posts and comments.
now as you already know, toptrool has made numerous posts and comments defending the unborn's right to life, undercutting the bodily rights arguments, clearing up conceptual confusions, and fighting back against disinformation campaigns run by the abortion industry. unfortunately, these posts and comments are all over the place, which makes them difficult to find. since it would be in the interest of everyone to have some of toptrool's most important posts and comments be easily accessible, this topic will serve as a central repository where you can find links much of that content, along with brief descriptions of said topics.
keep this particular page bookmarked on your browser and/or saved to your reddit account. i will be adding to this as time goes on.
someday soon, i'll make a website with all these arguments put together and include even more content. one of the benefits of a standalone website would include no longer being reliant on the reddit platform to preserve these posts and comments. but until then, this will suffice as a temporary repository.
nothing but the truth
- the experts all agree! it's a baby in the womb! the experts include physicians groups, numerous best-selling authors of pregnancy books, and as well as the authors of the standard textbooks on embryology, obstetrics, and gynecology. even women who shout their abortions use the word baby, and so do abortionists. just because abortion advocates don't think it's a baby, that simply does not make it true. if an abortion advocate has a penchant for being pedantic and refuses to acknowledge colloquial and everyday language, that's a personal problem for them to sort out by themselves.
- abortion advocates don't often believe the science, but do they believe abortionists? the fact that abortion kills a baby is something that not even abortionists deny! so where do low information debaters get the idea that abortion doesn't kill anyone from?
- on low information debaters and kill pills. one reason as to why abortion advocates might claim that abortion doesn't kill a baby is because they believe that the kill pills do not directly harm the unborn baby. but the science says this is false. the kill pills first and foremost deprive the child of oxygen and nourishment. moreover, if it's a "direct attack" that abortion advocates are seeking, then the kill pills directly attack the unborn child in more ways than one. studies show that traces of the kill pills are found within the body of the unborn child as early as 30 minutes of the woman ingesting them. the first of the kill pills inhibits the placenta, a fetal organ, from producing the essential hormones that are necessary for survival. the second of the kill pills directly damage the vasculature of the unborn child through uterine contractions.
- science confirms that an unborn baby's heart begins to beat within three weeks of conception. the abortion industry is working in tandem with the mainstream media to execute their disinformation campaigns against the "heartbeat" laws that protect life after the detection of cardiac activity. they claim that it's not really a heartbeat, but rather "electrical activity." and that it's not really a heart, but something that will become a heart. but are you going to believe the abortion industry over your own eyes and ears?
- pictures and videos of real babies in early development can help bring to light the humanity of the unborn.
- pictures of victims of abortion can also help bring to light the atrocities that are currently ongoing.
- here is a list of fetal pain reviews to keep in handy to use against low information debaters. researchers on both sides of the abortion debate agree that the baby can probably feel pain as early as 12 weeks gestation.
- abortion advocates claim that most later abortions are done for tragic reasons such as the mother's health being in danger or the unborn child has severe defects. but this is a lie. don't let abortion advocates get away with a lie. the truth is that most later abortions are done for the same selfish, convenience reasons as earlier abortions.
arguments against abortion
- the moral basis for rights: our rational nature. who said it, an 18th century slaver or a modern day abortion advocate?: "not all human beings are persons deserving of rights." i just threw up in my mouth writing that. the most powerful pro-life argument is the argument from equality: all human beings are persons deserving of rights. either we treat all human beings with equal respect, or we don't. any criteria that excludes a class of human beings from equal protections contradicts any notion of human equality. but the question as to why we value human beings is important. human beings have a rational nature, from which flow their capacities. human beings have a natural capacity for rationality and this entails a flourishing unlike any other animal. the equal opportunity to flourish is also the moral basis of equal rights. the topic also includes a takedown of the sophist's consciousness argument.
- but suppose for a moment the abortion advocate rejects the notion of human equality altogether. we can still show that unborn child has a right to life and abortion is immoral by utilizing the deprivation of a "future like ours" argument, which was made by don marquis. this argument sidesteps the question of personhood altogether. marquis correctly points out that killing us wrong isn't because of nonsensical reasons such as death being a painful experience, or because we'd suffer, or that our interests or desires would be thwarted, or because of the impact our deaths would have on others and society. instead, killing us is wrong because we are deprived of our valuable future experiences. these experiences include friendships, pursuit of various goals, aesthetic experiences, pleasures, etc. essentially, our future experiences include the things that make life worth living. so when we die or are killed, we are deprived of these opportunities and experiences. marquis' argument against abortion is quite simple and intuitive: killing you and me is immoral because we are deprived of our valuable future experiences. for the same reason, killing the baby is also immoral because he is also deprived of a valuable future like ours. hence, abortion is immoral. this topic also includes arguments against the scientific illiterate belief that we were once sperm or ova, that masturbation kills little humans, or that the use contraception would be immoral under this argument.
related:
- abortion advocates often present us with a trolley problem: do we save 10 frozen embryos or one newborn? if we choose the newborn, then, the abortion advocate reasons, we do not really see the embryos as equal to the newborn. but that is non-sequitur. just because you may choose to save one group over the other doesn't mean that the other group never were persons deserving of rights to begin with. for what reasons might someone save the single newborn over 10 frozen embryos? there are many reasons. in typical triage cases, we direct resources to the patients that have the most likelihood of survival. as it turns out, in this regard, the newborn and the embryos are not comparable at all. for this argument to work, we would have to stipulate that, like the embryos, a) the newborn would have to be unconscious and frozen in a container, b) he would have to have poor chances of survival after being thawed (ivf failure rates), c) he would then need to be attached to the body of his mother for nine months (the embryos would need to be gestated), and d) even then there's no guarantee the toddler would survive (the survival rate should be similar to the high rates of miscarriage). only under those equal conditions would it make sense to choose the embryos over the newborn. given the generally poor survival rates of embryos overall, it makes sense to choose the newborn.
- dehumanization: then and now. sometimes, it's good to hold a mirror up to the face of an abortion advocate. the same dehumanization language used by bigots of the past is now being used by abortion advocates.
- the sophist's consciousness argument often rests on metaphysical confusions. isn't it odd that abortion advocates claim to value consciousness, but not the being that is conscious? as it turns out, many of them don't believe that the unborn child is the one and the same entity that later becomes conscious. for example, they'll claim that they are a "mind" and not an organism (e.g., a human being), and that abortion isn't actually killing "someone," but rather it's just killing a clump of cells that will later become inhabited by "someone," i.e., that the body is simply a "vessel" for the person that later emerges. similarly, they argue that impairing a fetus is wrong only because it affects a future being, which they identify as the person. but these are just fairy tale beliefs that abortion advocates hold. there is no actual evidence of another being emerging at the onset of consciousness. it should not lost on us that abortion advocates want to impose their fairy tale beliefs on the unborn. nonetheless, if we are to persuade people to stop killing innocent babies, we need to clear up the conceptual confusions in matters related to personal identity. this topic also includes a debunking of the "brain death symmetry" argument in which abortion advocates try to find a symmetry between the end of life (brain death) and beginning of life, which they wrong believe happens when the brain becomes "active."
- the sophist's consciousness argument also often rests on scientific illiteracy. abortion advocates will often cite studies that purport to show that the unborn child isn't conscious at least until the late second trimester, or around 24-28 weeks gestation, when the thalamocortical connections in the brain develop. but these studies are not based on any tested conclusions, but rather unproven assumptions that a developed cerebral cortex is necessary for consciousness. we know from multiple studies of decorticate children (i.e., children born without their cerebra) that they are still conscious, albeit at a rudimentary level, and that they can feel love, pain, joy, bond with others, and have desires. the cerebrum is not the seat of consciousness, but the brainstem likely seems to be. the brainstem develops much earlier than the cerebral cortex, which has profound implications on the abortion debate.
bodily rights
abortion advocates often shout slogans such as "my body's my choice!" but sloganeering can only get you so far. judith thomson's violinist argument attempts to ground the pregnant woman's right to her body, which abortion advocates believe justifies abortion. but there are numerous problems with the violinist analogy. a pro-lifer could easily refute the argument in three different ways by showing that the unborn child has a right to his mother's body or deny the exercise of that right if it involves killing an innocent person:
- the truth is that "my body, my choice" is a child neglect argument. low information debaters claim that pregnancy is akin to forced organ donations, but this is inaccurate. there are no organ/blood/bone marrow transplants involved in pregnancy. saying pregnancy involves organ donations is no different than saying breastfeeding involves mammary gland transplants. pregnancy is the ordinary means of providing nourishment and a healthy living environment to the unborn child. this something parents are required to provide for all of their children. denying your child adequate nourishment and a healthy living environment is a form of child neglect. the unborn child has a right to be in his mother's womb given the obligations parents have towards their children. we know from several child neglect cases that women have been prosecuted for starving their children when they could have instead breastfed them. should a woman who is capable of breastfeeding be allowed to let her newborn starve if there are no other alternative sources of food? answer: no.
- on what grounds can we say we have a right to our bodies? none of us are responsible for the fact that our bodies are ours. we did not do anything to acquire our bodies in the first place. we did not choose our bodies, nor did our mothers choose our bodies or choose their own bodies. whatever gives a pregnant woman any claim to her body—a relationship to her body that she acquired through unbidden and contingent means—also gives the unborn child the same right to his mother's body since his relationship with his mother's body was also acquired through the same unbidden and contingent means. think of conjoined twins that share multiple organs—which twin has a right to what? both acquired their "bodies" through the same unbidden and contingent means, and thus neither can claim an exclusive right to the shared bodies and organs. if we have any right to our own bodies—biological equipment that a) is necessary for our flourishing and b) was only acquired through contingency and necessity—then the unborn child has a right to his mother's body for the same reason.
- lastly, even if there is a right to bodily autonomy, we can deny the exercise of that right since it would involve killing an innocent unborn child. there are no situations where one is allowed to exercise any of their rights to kill an innocent human being. if i have a right to bear arms, i cannot exercise that right to kill an innocent human being. if i have a right to property, i cannot exercise that right and expel an innocent human being off my private yacht in the middle of the ocean. if i have a right of way on the road, i cannot run over a pedestrian who might be in the way. if i have a right to religious liberty, i cannot kill an innocent human being to make a ritual sacrifice. can abortion advocates name any other scenario in which one is allowed to exercise a right if it involves the killing of an innocent human being? no. what they really want is special rights for the woman, namely the right to kill her unborn child.
for thomson's argument to succeed, abortion advocates would have to show that
all three of the arguments above are wrong.
related:
- who said it, a deadbeat dad or an abortion advocate? "i consented to the sex, i ain't consent to a child or obligations! abortion advocates often act shocked when pro-lifers tell women to take responsibility for their actions. they claim that pro-lifers want to punish women for having sex, and they want to inflict pain and suffering on women for suggesting that they be forced to care for their children. but for some reason, abortion advocates have no issues with punishing men for the same act that led to the child. they want to inflict pain and suffering on men by forcing them to support a child they did not consent to. forced labor—forcing one to work for another's benefit—is a textbook violation of bodily autonomy. worse yet, men who refuse to support their children are sent to jail—a serious violation of their liberties. and yet abortion advocates have no qualms with these violations of fundamental rights. why can't the man say "my wallet, my choice"? why does the man have responsibilities to a child he did not consent to but a pregnant woman doesn't have responsibilities to the same child because she does not consent? or consider the cases of women who abandon their newborns in the woods or in the bathrooms of hotels. they obviously do not consent to their newborns, so then why do they get charged and tried for child neglect and child abandonment? where did these responsibilities come from? parental obligations aren't based on consent (why would they be obligations?). low information debaters claim that there parental obligations are optional because you could put the child up for adoption or drop him off at a safe haven box. but this is a confused account. the fact you can transfer the obligations and responsibilities of a child to another party doesn't mean you never had obligations to that child to begin with. for how you can give up something you never had? nonetheless, this is a red herring. you can't kill the child at any point before transferring the legal obligations to the child. moreover, whether or not the unborn child is unwanted or isn't consented to is irrelevant if he has a right to be in his mother's womb.
miscellanea
memes
sometimes, memes get the messages across far more effectively than long text posts. here are some of toptrool's most popular memes:
ronald reagan meme murder meme pregnant woman meme martin luther king jr. meme slaver meme you can never lose now!
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2024.05.03 09:50 Gallerys Vibrato
Hi!
I’m a tenor and love musicals, so much so that whenever I do sing it’s a song from a musical, I’ve noticed a lot of witches in Into The Wood have a lot of vibrato throughout the shows and I was wondering if there’s any sort of tenor vibrato-reliant roles, and if not if you have any tips for controlling my vibrato
I also enjoy more playful roles like the witch - if I was able to play the witch it would certainly be my dream role but sadly that’s not possible
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2024.05.03 02:22 LostInStories222 Character Eye Color/Descriptions Compilation
Goal: Someone on the main sub asked about the various eye colors we knew of. I searched my ebook on "eyes" and still had to spot check, so could have missed some. Interestingly, "dark" eyes is used for brown, green, and blue eyes. But for the green and blue, the dark only comes with people who's eye color changes (Kvothe, Bast, Felurian, Elodin - Fae/Iax connection?). Many characters are simply said to have "dark" eyes without a color ever stated. I also included other descriptors besides color in some cases, where it seemed particularly descriptive.
Kvothe: - his eyes a shocking, vibrant green
- Then he saw Kvothe’s eyes. They had deepened to a green so dark they were nearly black.
- “It suits you,” she said. “The color brings out your eyes. Not that they need it. They’re the greenest thing I’ve seen today. Like a piece of spring.”
- But your eyes really do change color. Normally they’re bright green with a ring of gold around the inside. . . .” “I got them from my mother,” I said. “But I’ve been watching. When you broke the pump handle yesterday they went dull green, muddy. And when the swineherd made that comment about the Ruh they went dark for just a moment. I thought it was just the light, but now I can see it’s not.” “I’m surprised you noticed,” I said. “The only other person to ever point it out was an old teacher of mine. And he was an arcanist, which means it’s pretty much his job to notice things.” “Well, it’s my job to notice things about you.” She cocked her head a bit. “People probably are distracted by your hair. It’s so bright. It’s pretty . . . pretty distracting. And your face is really expressive. You’re always in control of it, even the way your eyes behave. But not the color.” She gave a faint smile. “They’re pale now. Like green frost. You must be terribly afraid.”
- Kote - There was a rhythm to it, but no music, and the innkeeper’s eyes were distant and joyless, so pale a green they almost could have passed for grey.
- His eyes were sharp and bright, green as a blade of grass.
- Mola looked at me. “They’re dark,” she said, sounding surprised. “Dark green. Like a pine bough.” Wil continued. “Don’t argue with him when his eyes go dark like that. No good comes of it.” “It’s like the noise a rattlesnake makes,” Sim said. “More like hackles on a dog,” Wilem corrected. “It shows when he’s ready to bite.” “All of you can go straight to hell,” I said. “Or you can give me a mirror so I can see what you’re talking about. I don’t care which.”
Bast: - striking blue eyes
- The eyes that watched Chronicler were still a striking ocean blue, but now they showed themselves to be all one color, like gems or deep forest pools
- Bast’s eyes were now the pale blue-white of lightning, his voice tight and fierce.
- Bast leaned closer until their faces were mere inches apart, his eyes gone white as opal, white as a full-bellied moon.
- Bast’s dark eyes were hollow and hopeless.
Laurian: - Her eyes were green with a ring of gold around the pupil.
Cinder: - Except his eyes. They were black like a goat’s but with no iris. His eyes were like his sword, and neither one reflected the light of the fire or the setting sun.
- matte-black eyes
- hollow eyes
- black eyes
- nightmare eyes
- empty eyes
- His eyes, black as beads of ink.
- pure black
- coal-black eyes
Orphan baby: - Trapis said as he put down one of the babies and picked up the other. It looked around owlishly with wide, dark eyes, but seemed unable to support its own head.
Menda: - He stood proud and tall, with coal-black hair and eyes.
Tehlu: - “Try no tricks, dark one. Speak no lies,” Tehlu said sternly, his eyes as dark and hard as the iron of the wheel.
Skarpi: - an old man with eyes like diamonds
- “Did I,” his voice rolled out slowly, like dark honey, “hear someone say Lanre?” He looked directly at me, his blue eyes clear and sharp.
- diamond-blue eyes
- bright eyes dancing
- sparkling eyes
Lanre/Haliax: - Selitos saw nothing but emptiness behind his eyes.
- “Will you kill me to cure me, old friend?” Lanre laughed again, terrible and wild. Then he looked at Selitos with sudden, desperate hope in his hollow eyes.
Selitos: - Selitos, his eyes unveiled, looked at his friend.
Andan: Justice Priest Erlus who arrests Skarpi: - He was lean, with sunken eyes that smoldered like half hidden coals.
Wil: - characteristic ruddy complexion and dark hair and eyes.
Elxa Dal: - Severe dark eyes, lean face, short black beard.
Elodin: - Elodin was younger than the others by at least a dozen years. Clean-shaven with deep eyes.
- dark eyes
- Then Elodin’s eyes changed. He stopped looking toward me and looked into me. That is the only way I can describe it. He looked deep into me, not into my eyes, but through my eyes. His gaze went into me and settled solidly in my chest, as if he had both his hands inside me, feeling the shape of my lungs, the movement of my heart, the heat of my anger, the pattern of the storm that thundered inside me.
- But that was nothing compared to when he met my eyes. For a heartbeat it was simply unsettling. Then it almost felt like the light on the stairway grew dim. Or that I was suddenly being thrust deep underwater and the pressure was keeping me from drawing a full breath.
- Elodin’s eyes were green, sharp, and mocking.
Fela: - She was strikingly beautiful with long, dark hair and clear, bright eyes.
Jamison: - A man with the body of a sparrow and the eyes of a hawk.
Arwyl: Mola: - She had green eyes that stood out in her pale face.
- striking green eyes
Kilvin: - but a grin shone in his dark eyes
Marea (Girl who doesn't win talent pipes): - I could see the clear blue of her eyes from where I sat some thirty feet away.
- the soft blue of her gown was a reflection of the deep blue of her eyes.
Denna: - Her eyes were dark. Dark as chocolate, dark as coffee, dark as the polished wood of my father’s lute.
- dark eyes
- I’d remembered the shape of her eyes, but not the weight of them. Their darkness, but not their depth.
- All except her eyes. They were dark and deep, the color of coffee and chocolate. Her eyes were dancing with amusement, full of laughter.
- deep brown of her eyes
- I looked deeply into her eyes. They were like dark pools.
Draccus: - It stopped just inside the circle of firelight. Its dark eyes shone red, and there was red on its scales. [Note: the red appears to be from the reflected fire]
Nina: - Her eyes were hollow and dark, as if she had been crying, or missing sleep, or both.
Mercenary/"skindancer": - His eyes were dark and sunken, as if he hadn’t slept in days.
Geoffrey: - She was talking to a young man who was…the best word I can think of is pretty. He had a sweet, clean-shaven face with wide, dark eyes.
Devi: - Her lips were wet, her pale blue eyes intense.
Inyssa: - young woman with bright blue eyes and honey-colored hair
Sleat: Sceop: Adem Mercenary in Denna's letter: Maer Alveron: - His eyes too, seemed to belie his age. They were clear grey, clever and piercing. They were not the eyes of an old man.
- sharp grey eyes
- eyes were hard as flint
Lady Hesua: - The woman was perhaps thirty, with dark eyes and an elegant, wicked mouth
Bredon: - As he sat there, peering at me with his lively brown eyes, he reminded me of an owl.
- curious brown
- dark eyes crinkling with amusement.
Meluan: - My eyes wandered over maddeningly familiar features. Might I have met her at the Eolian? That didn’t seem likely. I would have remembered. She was strikingly lovely, with a strong jaw and dark brown eyes.
- Her dark brown eyes were gravely serious.
Tempi: - He was fair-skinned with light hair and pale grey eyes.
Losi: - Her eyes a bright, dangerous green.
- bright emerald eyes
Ludis: - Her eyes were dark and wise, her smile was full and knowing.
Felurian: - Her closed eyelids were patterned like a butterfly’s wings, swept in whorls of deep purple and black with traceries of pale gold that blended to the color of her skin. As her eyes moved gently in sleep, the pattern shifted, as if the butterfly fanned its wings.
- Felurian slowly relaxed out of her stretch and looked at me with ancient eyes. Eyes unlike anything I had ever seen. They were a striking color … The summer dusk was in her eyes … a sort of twilight blue. They were fascinating. In fact … With lids of winged butterflies … there wasn’t any white to them at all….
- Flashing moon silver, midnight blue her eyes The lids were subtle-colored butterflies.
- Her eyes were of the bluest black Like night sky with the clouds blown back - dark eyes
- Felurian’s eyes were black in the dim light.
- her eyes began to brighten from their customary twilight purple to a deep-water blue.
- Her eyes were still changing, brightening to a bluish-white.
Iax: - “this shaper of the dark and changing eye stretched out his hand against the pure black sky. he pulled the moon, but could not make her stay. so now she moves ’twixt mortal and the fae.
Fae brown birds: Woman in Pennysworth (after Kvothe returns from the Fae): - She had a sweet face and clear blue eyes.
Shehyn: - I turned to see an older woman with the characteristic pale grey eyes of the Adem.
Vashet: - along with the pale, creamy complexion and grey eyes. Her hair was lighter than Tempi’s by a fine shade, and she wore it pulled back into a horsetail.
Celean: - Her grey eyes were huge in her tiny face.
Penthe: - They were huge in her small face, slightly darker grey than usual. They were so bright and clear that when she smiled, the sight of it almost broke my heart.
Magwyn: - Her eyes were like Elodin’s. Not in any of the details. Elodin’s eyes were green, sharp, and mocking. Magwyn’s were the familiar Adem grey, slightly watery and red around the edges. No, the similarity was in how she looked at me. Elodin was the only other person I had met who could look at you like that, as if you were a book he was idly thumbing through. When Magwyn met my eyes for the first time, I felt like all the air had been sucked out of me. For the barest of moments I thought she might be startled by what she saw, but that was probably just my anxiety. I had come to the edge of disaster too often lately, and despite how well my recent test had gone, part of me was still waiting for the other shoe to drop.
Carceret: - Her eyes were like knives.
- Those angers were pale candles compared to the forge fire burning in Carceret’s eyes.
Ellie: - but her blue eyes were wide and vacant.
Krin: - To my surprise, she opened her eyes and stared at me. Not the marble stare she had given me before, she looked at me with the dark eyes of a young Denna.
- Her eyes had gone to flint as she watched Alleg.
- serious dark eyes
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2024.05.01 06:36 283leis Dumb idea: commander(s) + 99/98 lands. But what commander(s)?
I had a terrible idea, a deck that is filled with ONLY lands, save for the commander(s). There are a fair number of commanders that can potentially helm this deck
Going through scryfall looking for legal commanders with "land" in their description provides the following commanders, and for the sake of convenience, any that are simply "X/X, where X is equal to the number of lands you control" with no other abilities are left out. I will also not take into account the lands you might have, and will assuming the only lands are basics. Obviously in practice this won't be true, but it does set a baseline.
[[Budoka Gardener]] / [[Dokai, Weaver of Life]] - Problem is it will take you 6+ turns to flip them, with no way of speeding it up or anything to do in the meantime. Plus you basically cant attack with it or you'll risk losing it. Good news is that once you hit the 10 lands once, flipping it in the future is much easier.
[[Bristly Bill, Spine Sower]] - You get one creature that gets bigger every turn, and you're guaranteed to get them out turn 2. Once turn 5 hits he's just going to get exponentially bigger (turn 5 he becomes a 10/10, turn 6 is a 22/22, turn 7 is a 46/46, and so on). He will eat so much removal once your opponents realize whats happening, and there is very little chance of you winning. If you reach the point where you can activate his ability twice in one turn...he'll probably still be stopped by a 0/1, thus ineffective. Big cactus though!
[[Bruse Tarl, Roving Rancher]] - 2/2 creatures are very small and easily dealt with, and there is zero scaling with this. Your opponents are getting bigger and better spells & creatures, while you just keep your small herd of oxen.
[[Faldorn, Dread Wolf Herald]] - Exact same issue as Bruse Tarl, but in gruul instead of boros.
[[Greensleeves, Maro-Sorcerer]] - Biggest issue right out of the gate is the inability to do ANYTHING before turn 5. However once they are out, they're a 5/5 getting bigger each turn, while getting 3/3s every turn Greensleeves is on the field.
[[Hazezon, Shaper of Sand]] - Extremely reliant on deserts, and there are only 25 deserts within his colours. Honestly, probably the worst option so far.
[[Jolrael, Empress of Beasts]] - See now this is something that actually uses the lands well. Having to discard two cards to make your lands into creatures is the biggest flaw, especially since turning your lands into creatures makes them easier to remove. You'll be going through lands pretty quickly, with little to no way of getting them back.
[[Jolrael, Voice of Zhalfir]] - An objectively better version of the previous Jolrael. Flying means its harder to kill in combat, and the X/X will almost always be 7/7 or 8/8, making the birds even harder to kill. Biggest problem is that Jolrael has zero protection, and 3 toughness is very easy to kill. However so far this is one of, if not the, best options.
[[Kamahl, Fist of Krosa]] - Biggest flaw is that it requires a whopping 6 mana to get out, which means you have nothing to do before he's out. The activated abilities only lasting until end of turn means it'll be a lot more turns until you can get a lot of 1/1s on the field before getting worth out of his second ability. Plus 3 toughness again means he's easy to kill, however his first ability being at instant speed means he has protection from spells/abilities forcing you to sacrifice a nonland permanent and/or creature. Plus all those lands you spend to actually activate his abilities cant attack. By far the slowest commander in this list so far, and by the time you can potentially get going with him, the game is over and you died like 10 rounds ago.
[[Kamahl, Heart of Krosa]] - Honestly a flat improvement over the prior Kamahl. He has a higher mana value, but partner means you can combine him with something else so you have something to do while waiting for him to come online. His former card's second ability was baked into him as a passive, leaving you with more lands left untapped. The lands he turns into creatures are also invincible and vigilant, so the lands cant be destroyed in combat, and can still be used as lands afterwards. So far potentially one of the top commanders on the list, depending on who you partner him with.
[[Maja, Bretagard Protector]] - Same problem as all "expensive" commanders, you're left doing nothing before you can cast them. The creatures they create aren't worth mentioning, even with Maja's passive +1/+1 to your other creatures. 3 toughness again means they're easy to squash. Somehow still not the worst on this list, but definitely near the bottom.
[[Meloku the Clouded Mirror]] - Only real benefit this one has compared to the other commanders that make tiny creatures, is that everything has flying. 4 toughness is also SLIGHTLY harder to deal with, but not by much. Same "expensive" problem as half the commanders on this list.
[[Nissa, Vastwood Seer]] - You need to wait until turn 7 to flip Nissa, and even then you're still not doing anything but land drops and passing. Even after she's flipped, she needs to stay on the field for another 4 turns before you can use her ultimate, or 5 turns if you dont want it to kill her. Thats a minimum of 11 turns just to do anything, and lets be real she's not staying on the field that long. Her -2 making a legendary token means its barely worth using, since you cant make multiple, and even if you could each time its used delays her ultimate an extra 2 turns.
[[Ob Nixilis, the Fallen]] - Oooh a mono black commander is definitely something different. He has the same "expensive mana cost" and starting 3 toughness problems as many other commanders, however his landfall ability means the second problem is quickly solved and you're doing a flat 3 damage to an opponent every turn he's on the field, while he becomes more dangerous in combat. I don't know if he's the best commander, but hey mono black is definitely something different!
[[Obuun, Mul Daya Ancestor]] - Its another land-creature commander, but this time both the commander and creature scale every turn. In the top half of commanders with similar abilities, and the land getting trample means if Obuun lives long enough the lands will get harder and harder to block. Not the best, but still good.
[[Omnath, Locus of Rage]] - He's 7 mana. Thats it. As good as his abilities look, they dont matter before he's on the field, and he takes 7 turns to get out. Can't make more elementals until turn 8. You might as well not even play the game if you choose him, because the game will probably be over before he's even out.
[[Phabine, Boss's Confidant]] - [insert 5 mana comment here]. Her parley ability guarantees you at least 1 creature every turn, because you'll always reveal a land. 6 toughness makes her a bit harder to deal with when it comes to cards that do damage, but there are other means of removal to deal with her. How good she ends up being pretty much comes down to what your opponents reveal, and her usefulness drops as people get eliminated.
[[Phylath, World Sculptor]] - At 6 mana they're very expensive, and you won't even get that much worth out of them on cast. Then once your tokens are gone, its a sitting duck with an inability to get more tokens until Pylath re-enters the battlefield by whatever means.
[[Radha, Heart of Keld]] - Between being cast and hitting your 5 mana, Radha has nothing of note to offer. The lack of trample also means they're easily stopped by blockers, and the buff means they're essentially defenceless between your turns. As such they're worse than all of the commanders that get +1/+1 counters from lands, and arguably worse than the "x/x where x is equal to the number of lands you control".
[[Skeleton Ship]] - Look its a fun idea, problem is you will never deal any actual damage. I'm mostly including them as a joke, because in practice I dont see this working.
[[Slogurk, the Overslime]] - Requires sac lands to even function, but at least you get some of the sac lands refunded when Slogurk dies. Your luck in card draws will make or break this deck, as its nothing more than a 3/3 without lands going to the graveyard.
[[Soramaro, First to Dream]] - 6 mana is already expensive, but a flying 7/7 isnt TERRIBLE. The issue is actually getting them out on the field. It also wont go above 7/7 longer than a turn unless you have a [[reliquary tower]], and it falls to any opponents that force you to discard. Not worth trying.
[[Soul of Windgrace]] - The indestructible is by far the best feature, especially considering its at instant speed and you dont need to tap him to use it. Still falls to exiling effects or cards that reduce toughness, but is one of the harder to remove commanders once he hits the field.
[[Tatyova, Steward of Tides]] - You need to wait until turn 7 to get them going, but at least the land elementals dont revert at the end of the turn. Slow with little benefit.
[[The Gitrog Monster]] - Its a 6/6 with deathtouch for 5, and thats it. No scaling, and takes too long to get out.
[[The Wise Mothman]] - Once its out, the rad counters do all the work. If your opponents only mill land cards you gain zero benefit, besides potentially slowing them down. Not a terrible commander, but too heavily reliant on luck to make work consistently.
[[Titania, Protector of Argoth]] - Another commander reliant on sac lands, only refunding 1 sac land when she enters the battlefield. In all likelihood you won't gain much out of her, and isnt worth the wait it takes to cast her.
[[Titania, Voice of Gaea]] / [[Titania, Gaea Incarnate]] - She requires [[Argoth, Sanctum of Nature]], and it not being a forest makes it harder to tutor out. Not impossible mind you, but extremely hard. Then even if you do manage to meld her, if she dies you probably wont get the chance to meld her again as her front has no way of getting lands out of the graveyard or exile.
[[Toggo, Goblin Weaponsmith]] - An average commander brought down by the artifacts being equipment. To get the most worth out of him, you would likely need to partner him with something that makes creature tokens to help ensure you have creatures to active the rocks. 2 toughness means he will get deleted pretty quickly with just about any damaging spell, and the commander tax makes him less and less worth the cost.
[[Uurg, Spawn of Turg]] - Finally a commander that both cares about lands in the graveyard while also helping to put them there! 3 mana is relatively cheap, while the 5 toughness affords him a decent amount of protection from damage. His scaling power also makes him stronger every turn, but that does make him more of a target. Good news is that once he gets back onto the battlefield, he's just as strong as when he left it. His ability to sacrifice lands also helps with your longevity. By far the best graveyard commander on this list purely because he doesnt need to worry about luck. Sac lands only make him stronger, but he doesnt rely on them.
[[Yuma, Proud Protector]] - Alas, the potentially most expensive commander on the list is also our last commander. If you get lucky with sac lands his mana cost does come down, but if you're unlucky he remains at 8 mana. The good news is that once he's on the field he does become cheaper, and you can even reduce or remove potential commander tax. However his high base cost is simply too high to worth the risk of not getting any sac lands before you can cast him.
So unless I missed any, thats the entire list of potential commanders for a "lands only" deck. 31 commanders is honestly more than I was expecting, but most of them also are not worth using. Out of all of them, the only ones potentially worth using are "Bristly Bill", "Jolrael, Voice of Zhalfir", "Uurg, Spawn of Turg", "Soul of Windgrace", "Obuun, Mul Daya Ancestor", and "Kamahl, Heart of Krosa" if you get him a good partner.
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2024.04.27 18:21 cutememe I stumbled into what I can only describe as a fairy portal in the woods
What happened was so strange, so bizarre, and so much like fiction that I wouldn't blame anyone for not believing a word of it. However, I will just tell it bluntly as it is.
It was 2017, and I had been dealing with some difficult issues that had left me depressed. By this time, I was feeling better because the issues were resolving, but a lingering depression remained even after the tough times had passed.
I had this idea that I wanted to take a trip to Virginia, specifically to see the Blue Ridge mountains and take a break from my usual surroundings. I also had some friends living there, so I wanted to catch up with them.
A buddy of mine lived in a wooded area south of Roanoke. He had a guest house where I could stay for a couple of days. We had fun reminiscing, playing video games, and having a few drinks. You know just the usual stuff.
The cool thing about his location was that it was quite secluded, and especially lush and beautiful in the late spring when I was there. During my stay, I took some hikes through the woods, simply choosing a direction and following where I felt drawn. I only hiked during the day.
Now, I'm going to start describing the experience, and I must say, there are many aspects that are hard to describe. I am doing my best to put into words something that was utterly alien and bizarre.
On the second day at my buddy's house, I decided to take another walk through the woods, just as I had done before. It was a serene, almost meditative experience, allowing me to let go of my thoughts and focus on my surroundings.
At one point during my walk, I had an intense sensation of crossing some kind of boundary. It was like waking up from a dream, though I was clearly not asleep. I wasn’t really paying attention to anything specific, but after this shift, I felt almost jolted and looked around. Nothing was the same. The trees were still trees, but they looked different. The first thing I noticed was the branches, covered in fuzzy black things that moved like “electrical” or energy wisps. For whatever reason, I sensed these were creatures, not inanimate objects.
Then I started noticing the sounds. There was a distant, deep, vibrating noise that undulated back and forth. It wasn’t musical, but it constantly changed, somewhat like a person talking, though it wasn’t speech at all. That's the best way I can explain it.
So there I was, focused on these creatures zooming around a tree branch, hearing this noise. I didn’t feel like I was unable to move, but for some reason, I didn’t move. It was extremely weird because I had no idea when I had stopped walking. I was walking, and then suddenly, I was standing still, observing and experiencing these phenomena. Then, for the first time, I shifted my gaze to what was in front of me, and I saw what looked like a geometric pattern in the woods. It was like those fractal patterns, except the forest and everything around me looked like a pattern, yet everything remained distinct at the same time.
As this was happening, I felt several things: it had become much colder, like standing in front of an open fridge, yet there was no wind. However, I felt a warmth coming from behind me, like the sun or a large heat lamp shining on my back. I could also see this light coming around into the corners of my eyes. Then, an idea popped into my mind that I wasn’t seeing the real world, but rather looking at a giant screen. As soon as I had that thought, everything returned to normal instantly.
After this experience, to say that I was freaked out would be an understatement. However, I have some skills in maintaining self-control under pressure, so I decided to walk back to the house as calmly as I could. I tried to convince myself that I was having a vivid daydream, recalling how I used to run around and imagine things in my childhood. After some time and distance from the event, I’ve become less reliant on self-defense mechanisms like lying to myself. I know whatever that was, it wasn’t just a daydream. I still have no idea what happened, and nothing like that has ever happened to me before or since that day.
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2024.04.26 08:21 voldigoldsmith New Beginner Player Guide Part 2 - What to prioritise in this game
| Since my part 1 guide ended up being long af. I'll put a quick info here first about shifted stars currency (gacha currency) on a weekly basis farm without including events or achievements. Dailies : 280 stars (7 days x 40 stars) Weeklies : 1000 stars Recurring Dream : 400 stars at last difficulty Weekly login : 100 stars each week Dimensional Variable : 1600 per season (8 weeks ÷ 1600 = 200 per week) Total 1980 stars per week (NOT including achievements/events or any one-time claimable stars) So as stated here are the main priority of game modes u need to do on a weekly basis. As a new player, the 1st step to do after completing tutorials is....have fun, play the game. That's it. Do whatever you want, try multiple different characters and so on. But once you reach Admin Level 45, that's where the grind starts or that's where you focus on building your units. As in 1st Phase, get 5-star sigils and so on. Because lv45 is required to unlock the last stage in sigil farm. 1 swig = 1 Admin level exp (so use the stamina/energy/swigs on stages that consume it will give you Admin level exp) This guide will talk about the dailies/weeklies tasks, the game modes that you need to do for your shifted stars income alongside certain events. DAILIES Will give 40 stars every day, to auto complete daily quest just go to a material farming stage and do a x4 run twice, to burn 240 swigs. Then you instantly complete dailies and get 40 stars, do this every day hence 1 week = 280 stars. Very straightforward easy to do. WEEKLIES As the name states it, this are the weekly quest you need to clear, since the main stars income of this is from the quest itself not the game modes, this makes it less meta reliant as opposed to other games that are walled behind game modes that includes ranks in which if you perform inconsistently you'll risk of being demoted. You don't need to worry about that in Aether Gazer because most of your stars income is from just by participating and not how well you participate in something. 9.9 pulls a week isn't bad, essentially 10 pulls a week. If you are a new player in this gacha genre game, don't compare this game with other gacha games that gives like maybe 30 pulls a week but the catch is you need like 30 copies of the unit to make them useful. That's a totally different method than this. So 10 pulls a week is quite generous. The main point of weeklies are : - Login for 5 days - Clear 4 Hazard Zone stages - Clear 3 Recurring Dream stages - Spend 1000 swigs - Clear any stage 30 times Do this and you're done 1000 stars gain in 5 days. Also note that you can repeat the same Hazard zone or recurring dream stage 4 and 3 times, it will count towards progress. RECURRING DREAM As new player you'll be placed by default in the Lost Level Regular Dreams difficulty. In this difficulty it will divide the difficulty based on Admin Level. I don't remember the exact level suggestion but like lv1~lv49 i think then lv50~59 and so on. To get to higher level you need to level up your Admin Level before the next reset occurs which is every Thursday. If you are in lv59 on Thursday so Recurring Dream have reset and on Friday you are lv60, you won't change difficulty suddenly. You need to wait next Thursday for it to reflect on the difficulty. Thus, some people like me, back when the game launched, try to speed leveling the Admin Level so we can get Recurring Dream higher difficulty rewards on next reset. I think it was game launched in Tuesday or something, since Thursday is reset, had to speedrun bfr the reset to minmax get more rewards than others. One of the reasons was to get more orange rocks for obtaining Jinei, do this lets you get Jinei 1 week faster than others who weren't aware of that. But regardless, if you want to minmax getting more rewards then get higher Admin Level as fast as you can by burning swigs a lot. After you reach Admin Level 80 which takes some time to reach there, you will gain the ability to change difficulty upon reset. Outphase Level Regular Dreams. This is the challenging part as a new player because your units must not die and you need to clear within time to get max rewards on that difficulty or gain enuf stars. There will be 3 bosses in this difficulty. Thus the parameter to clear this difficulty is having units at 2nd Phase being built like i mentioned before. 18k CP, there are strats being made before in which, if you haven't build enough units for 3 teams, you can choose to solo clear 1 or 2 bosses and let the 3rd main dps that isn't build enuf to be accompanied by teammates. That's why i wouldn't suggest building units in the Yellow category from previous post. Because at this point, as new players, none of your units can reach 3rd Phase yet, because you dont have enuf matz. Naturally stronger units will be the carriers that can solo or help other units perform. After you clear this 2nd difficulty that's when things are easier and less grindy because each boss will now consist of 1 stage in the next difficulty and time clearance is no longer an issue because they removed it and u got 10 minutes to clear instead of 3 minute objective. HAZARD ZONE One thing about this game mode is that it have buffs and debuffs rotated each cycle. It cycles twice a week. Just need 1 team for hazard zone rank 1 until 13 or 12 if im not mistaken. With 2nd Phase you can clear up to rank 12 or even 13 IF your units are meta. At this point it would be preffered to play according to buffs if you are lacking meta units. People may have forgotten but there are plenty of veteran players that couldn't clear even rank 9 with 2nd Phase of being built, and they are using teams like buzenbo + shinri. Especially if the debuff is against them. Hades was the carrier or in other words them having unlisted S ranks from my part 1 guide picture before was the reason they pushed through. Hazard Zone used to be only up to Rank 9 or 10 iirc, and so that was kinda considered the highest difficulty for 2nd phase build. 3rd Phase was introduced later, so this means hazard zone 12, 13, and Omega Hazard Zone or Variant Hazard Zone is suggested for 3rd Phase units. So if a unit being suggested like Buzenbo + Shinri can have an issue to clear it, how come those units that i placed on yellow category can achieve better result? This is not a rant, but an explanation to tell new players that the game is not as easy as veteran people say it. They just forgot many did struggle in the past and these other S ranks unit made the job easier along with S Hera and hades to forge the path to Omega Hazard Zone which lets you farm the mats for 3rd Phase upgrades, hence makes your other units that previously couldn't clear this, but suddenly can say HZ is just a joke. As new player, with only A ranks and B ranks to rely on you will experience what the veteran players forgot. Thus, the advice here is, built good units first before going based on what you like. You're lacking critical units so you need critical planning and decision making. DIMENSIONAL VARIABLE Everyone hates DV. Well almost everyone. But it gives stars and currencies to buy 5-star Genzone functors. So do it even if you hate it. It also allows you to buy important patchgated materials, yes patch long being gated. Very limited materials for AKS system. So just do DV. Here's a cheat method to gain fastest exp for all the rewards legally. For new players however you have to do the grind first in order to make use of this cheat method. Im going to tell about what new players should do first before talking about the cheat method. For new players, it's going to take 4 weeks to get your preparations ready. One reason is due to the characters in DV can only be unlocked 1 by 1 each week. To get 5 characters unlock u need 4 weeks. 1st time entering DV will unlock B vert, but u have a ticket to unlock another character of your choice. Also note if you don't have the listed character, you can't unlock them. So it may not be 4 weeks if you don't got enuf characters. You want 5 different characters to unlock "Lone Wolf" beacon which is a buff that gives massive dmg and hp but removes the option to acquire teammates during the run. The requirements to unlock Lone Wolf beacon is completing DV runs with 5 different characters. So in the meantime I advice you to grind DV even if you hate it, to upgrade the passive buffs to max and potentially unlock all other available beacons. So for new players you just need to sit hours completing multiple DV runs. Just see the beacons requirements and play by the requirements to unlock each one of them. So now for the cheat method: Before doing the cheat, you need to do Starting Tasks: -Look at the missions tab of DV, try to complete as many tasks as you can in one run, usually would take 3 or 4 minimum full runs to complete every easy tasks. Once you done this, the rewards should be at around level 30 so you just need to grind 10 more levels or less. That's when you'll apply the cheat method. -Step 1: Use B Surefire Zenkibo Tengu -Step 2: Pick the highest difficulty you can pick, preffered difficulty 20 -Step 3: Pick cowboy-skull-looking beacon and Lone Wolf beacon and anything else up to choice. -Step 4: Pick the Gold Buff "When sniper shot hit enemies, gives 1 Trace" -Step 5 : For those who dont know how to use B Zenkibo, use skill 1 or 2 to gain Trace, then Skill 3 to enter Sniper mode, spam that Skill 3 button. With lone wolf, max passive buff upgrade, you can one shot or two shot an enemy. Without lone wolf you may need 4~5 shots for an enemy. -Step 6 : Clear until 4th stage, or anywhere but before the boss stage, then exit and calculate results. You'll get around 190 exp or something around that as compared to doing a full run which can take 40 damn minutes or even an hour that only give 250 exp or so. You save time this way. But do this after doing tasks, so still need to do a few full run before it but u can fasten certain runs by just doin difficulty 5 twice and difficulty 20 once for the tasks. For the Zenkibo quit in 4th stage run, do difficulty 20 because the exp multiplier is a lot along with Cowboy Skull beacon. So for new players grind DV first for the passive buffs upgrade before doing this. SPIRIT CAPTURE I forgot to screenshot that game mode, unlike Perilous Chasm and Past Grudges which are purposely left out because they are just challenge modes that's not included in the daily/weekly grind for new players. Do past grudges and casuality survey at your own pace. Those are one time rewards, whilst Perilous Chasm is for endgame stuffs. Spirit Capture however, i don't remember what level requirement you need to unlock it. But as soon as you unlock it, you gotta do it daily. Without gengchen it can be hard, not because the enemy are tough, well that too, but you lacking gather which slows your clearance if mobs are spreaded. If you get 1k points today, and 2k points tomorrow, your current total point is 3k. The rewards are given based on total points. With maximum around 28k points i think for max rewards. It gives mats to limit break sigils to lv50 and lv60. So 3rd Phase stuff. So you may be walled until your admin level is enuf. The game mode doesn't give stars but it's a mode that you gotta do daily especially if you're new player lacking good units that follows the theme buff of that stage. Resets once every week. But u can also get this matz from the farming event shop. So bare in mind, once you've reached the requirements, this is one of the mode you're gonna do on a daily/weekly basis along with HZ and RD. And that should be it for the weeklies/dailies/game modes, did i miss anything? I think not. So moving to: FARMING EVENTS As new players you would ask, when should I start to do events since it also uses swigs? Clear main story chapter 8, and do DV difficulty 5 and you should unlock every basic thing u need. So once you completed main story chapter 8, you should be Admin Level 30, which is the requirement to enter events. Use your swigs for this farming event. It's among the picture i put here. "Whispers in the Woods", this is a farming event where you repeatedly do the same stage to get currencies to spend on the event shop to buy matz. The shop is shimogyou groceries button. What to buy? Just buy everything. There are some people who made guides of which item is worth to buy based on swigs cost ratio against normal farming stage in the game. But i don't bother with such difference, that is if u want to minmax, just visit in the official discord server someone usually calculated the values. The shop also offers warp matz which is valuable since as new players you can't clear omega HZ difficulty 20 yet. But enuf about the shop, this farming event got 2 tabs, you see "Rustling" and "Whispering". Rustling is the stage that consumes swigs for a run. While Whispering consumes tokens for a run. To get tokens for Whispering, just do the missions it have on the main screen of this Whispers in the woods event, the daily quest is just same like the game dailies burn 240 swigs. So what you gotta do once u clear chapter 8 mainstory, and reach level 30, you go to this event for your dailies and burn 240 swigs. Then claim the tokens so that you can then do Whispering. Rustling consumes swigs and gives more event currency than Whispering. But whispering consumes token and have a chance to give the featured limited 5-star sigil + other matz or + event currency or both. It good to do both Rustling and Whispering anyway, the featured limited sigil for this patch is limited so means can't farm like other sigils. So best to get 3 full sets of this sigil to keep, so the excess 5-star sigil you can sell it from your inventory to become sigil core, so u can buy 5 star sigil by choice in the game sigil shop. A bit of minmax but u get the idea. This event is considered permanent to keep rerunning with different enemies and different limited sigil. So next patch in Izanami's patch, it's going to have this same format of farming event again. Plus in izanami patch it should have a rerun for past limited sigils as well to RNG farm. But that's likely where most of your swigs gonna be used. Oh and almost forgot there's also trial character to be use, use kuramitsuha + nuadha + kingu or A poseidon. Use A poseidon if you die. The enemies in this farming event is suited for lv80, they were previously lv50 or lv30 back when the game launched but now it's fixed lv80 to fix with veteran players progress. But as beginner it shouldn't be a problem with these trial units helping you. The nightmare part of this farming event, just ignore it. That's for veterans fun dps checks with no rewards. Even veterans can struggle against it. LIMITED TRAINING Lastly, in the part 1 guide previously someone asked about the limited training, which asked you to build characters to get rewards. To get full rewards u need to complete all quest for 3 character minimum, and get the daily mission rating to further get the rest of the full rewards. You can do this even if the units are not advised to be built bcs the rewards includes timegated matz that is valuable. Plus the mission are just unit lv70, skill lv total of 150 that means lv30 each and weapon lv50. Unit lv70 doesn't require a lot of matz and skill lvl matz are easy to farm, but weapon lvl is quite horrid to farm from base game if there's no farming event. So bare that in mind. Weapon exp matz are used in big quantities. So that's it for this guide, pretty much sums about what you need to do if u just started: -Admin lv30 to enter events -Admin lv45 to start building units -Clear mainstory chapter 8 -Clear Dimensional Variable difficulty 5 -Farm mats from farming event -Dailies burn 240 swigs -Do spirit capture for 3rd Phase matz (when possible) -Weeklies HZ 4x/ RD 3x/ and other stuffs -Perilous Chasm, if u new, ignore that, that's endgame stuff -Build your units and progress the game as usual. Doing the other events, and other unmentioned game modes mostly for free stars and usually doesn't cost swigs. My mainstory/Past Grudges/Casuality surveys/hard mode chapters and so on are mostly stuck without progress, not bcs i couldn't clear them but i saved them for emergency stars if i ever need it and if luck doesn't play out well in my pulls, plus i play the game from release day. So no need to rush complete everything, just clear the important ones first and things that need you to unlock some basic mechanics in the game. submitted by voldigoldsmith to AetherGazer [link] [comments] |
2024.04.25 00:22 SafetySnowman What happens when two beholds look at each other? Nothing. Except I wrote a short story.
Backstory on why I wrote this - it was meant to be a character backstory for Mika, my druid. One of my group mentioned how terrifying beholders are, and wondered what would happen if two looked at each other. The answer is absolutely nothing. They're born of magic but nothing happens. I felt pretty bad about that so I wrote a way to make it work.
It's rushed. I spent a few weeks on it but not actively. The first couple parts were one day, then I brainstormed and finished the rest over the past few days. I didn't proof it, I read it out loud so I know there ARE a few mistakes. And there's things I want to go back through later and add on to.
I just wanted this to be short enough to read it before we started playing. So here it is. Oh and I didn't edit do much to the layout, it looks better in the word format I wrote it in.
Birth
"NO! NO NO YOU ARE WEAK AND DISGUSTING AND FILTHY YOU LITTLE COWARD YOU FOUL MISCREATION!!", the booming voice in the void seemed to echo eternally.
The blinding orb of light darting around the void reeked of holiness.
"WHY!? WHY ARE YOU HERE??", the great and magnificent being demanded.
"No. Something is wrong. Someone else is here, coming for me. YOU DAMNED WRETCHED WARNING BELL-AAAAARGLLLL", the voice rang out and was cut off, coming back to the material plane with a sloppy growl that flung slimy saliva around it.
What it didn't realize is in those very last moments of dream, the orb of light popped out of existence. It wouldn't have cared, not immediately, not with the sound of light, measured, steps nearing, and the reeking smell of powerful holy magic. The magnificent beholder could not care for some trifling minor being, all light and annoying speed.
"YOU FOOOOOOLS!! TURN BACK NOW AND I MAY ALLOW YOUR INTRUSION TO GO UNPUNIIIIISHED!", the beholder screamed telepathically. The footsteps did not falter, and indeed seemed to increase in speed. They could not know what they face, how can they be so reckless?
They weren't. The sheer amount of holy power radiating from the party, that's what crept into the dream, defiled the void. These interlopers would prove troubling. But they were not perfect beings. They would fall.
Out of the Depths of Madness
The sounds of wet roars and growls, of metal clanging, magics flying, bows thwanging, echoed from down the small tunnel the creature had found itself in.
The being knew it was born from the monstrosity that lay behind, from the sounds of it, meeting its foul end. But it also knew it was like the being. It could feel the hate for all things, and yet as it travel along the tunnel, it spied many small beings, and found only appreciation.
It saw, with the many eyestalks, and main eye, that it inherited from its parent, the ecosystem all around. All things lived and died in a cycle. So brief was the experience, mere minutes since birth and yet this truth was obvious.
Somehow it knew this knowledge was in opposition to its parent, who saw all things as lesser, and put an infinite worth on its own self.
There was a feeling of freshness from ahead, the tunnel narrowing greatly, forcing the creature to push and squeeze, lest it go back and risk retribution for the circumstances of its birth.
It knew one thing for certain: I am not a creature of evil, of hate, of disgust.
It pushed and pushed and squeeeezed its way through and finally, with a soft plopping sound, was in a cave, with light spilling through a nearby opening.
To See and Learn of All Things
All is green as far as the eyes can see. A virdant sea, gently waving back and forth.
The being found itself above the sea, and could spot with other eyes trees up, and all around the cliff it popped out of.
So wonderous and beautiful!
Excited, the being dove down, further and further, faster and faster! Leaves slapping it harmlessly, effortlessly gliding between branches, and coming to a soundless rest on a carpet of moss between many trees.
All sounds had ceased. All creatures silent in antipation, wary of the being they innately knew was danger.
But the danger never came.
The being closed its large eye, the rest scanning the world around, seeing and learning by observation. And it slept. And as it slept, and saw, and learned, it grew.
Hours became days, days became weeks, weeks became months, and before the young creature realized it, a dozen years had passed.
The Artificers Brilliance
Nibbins was a gnomish artifcer of little renown and even less drive to gain more. But brilliant and driven in creating wonderous devices. He lived in a large and isolated workshop in the woods outside Mosstone.
And his shipment from a wizard friend just arrived, the final piece in a puzzle that needn't be solved, yet Nibbins absolutely would for the fun of it.
The shipment was a fantastic magnifying glass, 12 feet in diameter, and with the power to amplify magical abilities. The engineer's work was creating the perfect cut of glass, which was no small feat in itself.
Nibbins had never known such excitement! He quickly donned his protective gear, grabbed his favorite firebolt wand, took aim at the enchanted glass, carefully aiming through it, outside the large double doors the shipment had arrived at, and fired!
A ball of flame flew from the wand and as it reached the glass seemed to be drawn in and amplified, firing in a single concentrated beam of fire on the other side!
"Hmmm..." Nibbins hmm'd, going over and turning the large glass around, so the other side faced the large door. "YEEEEAH!!!" he yelled, firing again, this time the flames exited the other side in a wide cone, singeing the door, the frame, section of wall.
"Wonderful! Marvelous! Fantstical!!"
Rogues Gallery
Flames erupted from the opening to the workshop. The gnomish artificer was alone, though not as alone as he had thought, a group of cut throat thieves were lurking nearby, tipped off about the delivery of the powerful artifact.
Kushala grinned, the Drow fighter seeing nothing but easy profit. She motioned to Teemo, the short Harengon rogue to get into position; gone in a flash, silently climbing the workshop.
Kushala looked at Rany, the only other Drow in the group, and a procient wizard, as she crept up to the rear of the building.
Grudgingly, she motioned her fingers twice to the final to members of their merry band, Mick and Mal, twin Duergar barbarians. With a sharp, soft, whistle, she caught their attention before they had gone far, "We need the artificer and any creations, do not act unless someone sneaks up on us! Think. Of. The. Money."
The twins both nodded. They weren't dull but had a tendency to lose themselves in battle. They rushed louded to the door, Kushala following close behind.
What followed was a short confrontation, leading to the Gnomes capture, and his precious workshop being completely ransacked.
A Rude Awakening
The being had been somewhat aware of the bipedal folk who clasped metal around each eye stalk.
It had also been aware of many other beings through the years. Of angry bipedals, calling themselves 'Tel-Quessir', elves. They meant ill at first, and gradually came to see the being as something close to friend. They named it Ammuraerister, the Cloud Teacher.
Many words were given. Of families, communities, languages, gods and devils, small towns and fantastic cities born of magic. There was also what Amy, for this is the name she chose for herself, and realizing also she is not it, but she, and there was what Amy found most interesting: knowledge of nature.
There came also druids and clerics and people of countless other professions, and they shared what they knew with the slumbering Beholder.
As she dreamed of wonderous things, Amy brought new life into the world. Not Beholders but magical plants and animals, all beneficial. What had been a mere clearing in the woods became a sacred grove due to Amy's influence.
One night, as Amy was dreaming of distant worlds and stars, the grove empty of all visitors and most protectors, in a rare event, a group came and made war on the groves guardians, and put metal around Amy's eyestalks, and hauled her off on a long journey.
Kind Kro
He had been lost, taken from his homeland in an accident during a fishing trip. His home an island continent, hidden by powerful magics.
Kro was a hero in his land, a rarity among his kind, a bugbear. Lost in a foreign land, he met a group who promised they knew a wizzaad, a kind one like his ally, the Ancient Dalav, who could navigate the hidden path to the ancient hidden land he called home.
The leader of the group pretended to be cruel at first, and then showed herself to be kind. She is the only person Kro lets call by his big name, not even the big eye spider lady and the little shaper were allowed to call him that, he didn't like his big name.
It was Kros job to do whatever he was told. Taught to activate the movey thingy the two spider eyes cages were connected to.
He liked the one spider eye was kind, the other? The other, Kro wanted to squishy, like he did the evil red wizzaad and his cruel dragon friend all those years ago.
The movey thingies are on metal, they move back and forth and forth and back and all you have to do it push and pull. Easy job.
He did have to move the big covered thingy though. Not a bad job, easy work, soon be home. Soon be home.
Teacher Amy, Savior Amy
"Little one,", Amy said softly to young Changeling girl in the cage next to her, "you are progressing wonderfully!".
Mika bobbed in joy, her wings buzzing lightly. She returned to the flower she was working on, gathering pollen, learning first hand what the day in the life of the mighty bee must be like.
Mika was allowed her freedom but her cage had become her safe place after Teacher Amy arrived. Teacher Amy would sleep very often and as she did, life flourish, just appearing, magically growing in the blink of an eye.
All sorts of plants and small animals lived around Amy's cage.
In front of her was a large object, covered by a fabric. On the other side was another Beholder, though a typical one, cruel, waiting for the day it would be free to destroy all.
"Pull the lever! PULL THE LEVER KRONK!!!", Kushala suddenly demanded of Kind Kro. The twins, Mick and Mal, were off to the side, holding on to a rope connected to the cloth covering the large object.
Kro, or Kronk, as cruel Kushala enjoyed calling him, pulled the lever, the cages of the two beholders moved foward, toward each other, on opposite sides of the large object.
Mika screamed out in anguish, knowing something was different and wrong this time, not just weakening the beneficial powers of Amy using the other behold, the cruel, vile, slobbering, monster.
"Pull the sheet.", Kushala said, her voice cold and dripping in malice.
And so the twins pulled the sheet.
It happened all at once for the observers, but for the beholders it lasted an eternity. They each saw the anti-magic energies being drawn into the large glass in front of them, never reaching each other, swirling, and being expelled.
For the cruel beholder, it looked like a needle of energy, slicing through the air, cutting apart the ambient fibers of magic as went along. It felt the energy pass into it, and a disintegration that somehow caused no harm, just made it not be. No pain. No fear. Not even the ever present anger and disgust. Just . . . could this be peace?
It turned to dust, it felt itself turning to dust, going from being to just . . . nothing.
Amy on the other hand felt absolute pain. Pain that seemed to last an eternity. She felt the pain of loss. Cold. Sorrow. She felt the energies washing over her, dispering out behind her in a wide cone. She felt herself shrinking, hardening, losing her warmth.
And worst of all, she felt her connections being severed. She felt as dream conjured plants and animals that happened to be near enough the cone of energy were unmade, just as the cruel beholder was.
Amy hit the floor. Hard! She clattered to rest. Still aware. Always aware. So much pain. So much sorrow. Her poor friends. She let them down and all it took was an instant.
She tried to enter her dreams and found it wasn't possible.
"It worked! It actually worked!", Kushala exclaimed, half in triumph, half in shock.
"Noooo-aaaaaawwwwk!!!", Mika screamed as she changed to a magnificent raptor and flew through the bars. She made directly for the cage in front of her and to the right, dove in, barely slowing as she grabbed up the shrunken, stoney, Amy, and dove out, toward a large opening out of the crime organizations mountainy hideout.
"NOO! DAMMIT NO! We need that artifact! It's rarity is unmatched! Oh. That's fine. We still have the . . . no.", Kushala looked at the glass as it began to crumble to dust.
Kushala turned, deathly anger written on her face, "Bring the artificer to me. We can make a new one."
In an act of pure spite, she turned to Teemo and attacked. It happened too fast to react. Then, the bard turned rogue was gone. For no reason.
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2024.04.24 20:30 RVA_Factotum Why would plugging in a tool while off trip the breaker?
| I have a 2nd hand wood shaper that I haven't used yet. First time plugging it in and I heard a buzz from the breaker (the switch on the machine was off) so I immediately unplugged it and sparks and smoke came out of the plug. The breaker did not trip but I assume it would have if I waited a couple seconds. For more info, I was plugging it into an extension cord that was already nearby instead of an outlet. The breaker and wiring is rated for 20 amps. The motor was already wired for 115V with a standard 3 prong plug. The motor draws 14 amps when wired for 115V. The switch was off. The forward/reverse switch on the motor was in Forward position. I have not tested anything yet (need to find my multimeter). I have not tried flipping the on/off or forev switches and plugging it back in as I don't want to cause any damage to the motor or breaker panel. The question is, why would the breakecord be pulling current if the motor was off? I'm thinking the on/off switch is bad or that the last owner wired it wrong. submitted by RVA_Factotum to DIY [link] [comments] |
2024.04.24 07:10 Loucuca Something important, precious and dangerous.
I want to talk about the thrice-locked chest. There are many questions surrounding it and I can't really answer all of them, but there are some things worth discussing. Mainly about what it is and its purpose.
To understand where I'm going with this theory we need to dive a bit into the myth of Pandora's box and its symbolism in KKC.
According to Wikipedia:
“Pandora opened a jar left in her care containing sickness, death and many other unspecified evils which were then released into the world. Though she hastened to close the container, only one thing was left behind – usually translated as Hope, though it could also have the pessimistic meaning of "deceptive expectation". [...] Pandora's box is a metaphor for something that brings about great troubles or misfortune, but also holds hope. In Greek mythology, Pandora's box was a gift from the gods to Pandora, the first woman on Earth. It contained all the evils of the world, which were released when Pandora opened the box. However, it also contained hope, which remained inside the box. Symbolically, the box represents the curiosity and desire for knowledge that can lead to both negative consequences and positive outcomes. The evils inside the box can be seen as the challenges and difficulties of life, while the hope represents the optimism and resilience to overcome those challenges.”
There's a clear similarity between this myth and what is happening in the frame story. Basically, Kvothe is the same as Pandora and, because of him,
“the whole world is burning down”. As for Pandora's box, you could say there are three of them in KKC: the doors of stone, the lockless box, and the thrice-locked chest.
First we have the doors of stone, which I believe is also the Lackless door. I know some people think that the Greystones can also be those doors, and while I also think that might be the case when referring to the title of book 3. I think that, in the story, when people talk about the doors of stone, they are referring to one specific door.
When Felurian is telling the story of the stealing of the moon, she talks about the shaper that stole the moon and is now
“shut beyond the doors of stone”. The way she says it implies that he can't leave that place, as opposed to the fae where anyone can come and go, as long as they know how. Skarpi also mentions the doors when telling his story of Lanre:
“After the battle was finished and the enemy was set beyond the doors of stone”
This enemy could be interpreted as the evils inside Pandora's box.
Second we have the lockless box, which is also the reason why I think the doors of stone and Lackless doors are the same. Let's analyze the conversation between Kvothe, Meluan and the Maer:
“What’s inside it?” [...] “Something precious,” Alveron said. [...] “Who can say?” “But you lock up precious things,” Alveron pointed out. “Precisely.” I held up the box, displaying its smooth face. “This isn’t locked up. In fact, it might be locked away. It may be something dangerous.” “Why would you say that?” Alveron asked curiously. “Why go through this trouble?” Meluan protested. “Why save something dangerous? If something is dangerous, you destroy it.” She seemed to answer her own question as soon as she had voiced it. “Unless it was precious as well as dangerous.” “Perhaps it was too useful to destroy,” Alveron suggested. “Perhaps it couldn’t be destroyed,” I said.
While the content of the box itself might not be dangerous, I believe it's one of the keys to open the Lackless doors, and that's a connection that even Kvothe himself made during the conversation:
In a box, no lid or locks/ Lackless keeps her husband’s rocks. The child’s skipping rhyme ran madly through my head.
Assuming that's true, then the “something dangerous” could be what's beyond the doors of stone.
Lastly, there's the chest. I've seen a lot of people on this sub theorizing that it's made from the same wood as the box, but I believe it isn't. I think that it is Kvothe’s version of the box, similarly to what the Bloodless is to Kilvin’s warding stones.
The wood of the box, while heavy and dark like the roah wood, has a deep red grain that hints at iron and copper, and the smell resembles the Cthaeh's tree. The chest, on the other hand, is described as dark and without the deep red grain. Aside from that, they also seem to work differently.
The box has no hinges, no lid or locks, and seems to have Yllish knots on it. My guess is that it was shaped, either from the Cthaeh's tree or they were both shaped from the same thing. To open it, I believe you need to know it's name. It won't be something like the name of wood, since it was shaped, it probably has its own name. Just like the old man from Jax's story listened to the knot to open it, you need to listen to its name to open it. The iron and copper might also serve to prevent Fae and regular namers from opening it.
The chest is different. It doesn't seem to be shaped, it doesn’t have any hinges that we can see, but it does have a very thin lid and three locks: one iron, one copper and one unseen. The iron and copper are obviously to prevent Fae and namers, and the wood's weight and resistance prevent someone from moving and damaging it. Also, there are hints that Kvothe might have made it even more resistant either with some sort of Bloodless 2.0 mechanism or maybe by binding it to a greystone, although I don't how he would do that.
Now we're getting to the bones of the theory, but we're also stepping more into the realm of speculation. The third lock is unseen, and I believe you open it with magic. I thought of three different possibilities, but there's not much evidence to back it up.
The first is a name, just like the box, which isn't likely, since the chest doesn't seem to be shaped. The second is some magic related to music, which is not confirmed but is hinted to exist in the story, and seems like something Kvothe would be able to learn. The third would be some magic related to dreaming, like in the Lackless rhyme, since the chest is close to the bed and Kvothe has trouble sleeping. The main point is that the key to opening the third lock is some sort of magic that Kvothe will learn in book 3.
Another assumption most people make is that Kvothe keeps his lute, cloak, talent pipes, his name or any other important thing that he already has in his chest. I thought this at first too, but then I realized it's not necessarily something he already has. It is something important, precious and dangerous.
We know that Kvothe is really good at untying knots and opening locks. I think that, just like Pandora, he will, in his folly, open the lockless box and, consequently, the lackless door,
“looking for his heart's desire”. He will unleash and/or cause many problems in the world, and he will find this “something”. Since it's important and dangerous there will be people after it, but it is also precious, so Kvothe will build the chest to keep it safe and only he will be able to open it. At some point, Kvothe will lose his magic, or part of it, and won't be able to open the chest anymore. That's where we're at in the frame story. Kvothe is hiding, with something important, precious and dangerous, his own key, coin and candle.
Just like in Pandora's myth, his hope is inside the chest. He's still trying to open it, in my opinion, even though he doesn't think he can. Maybe he was trying to use the writing magic Denna talked about to get his powers back, but it didn't work and now he's trying with the Chronicler writing instead of him. If he'll be able to do it is something only Pat knows.
Anyway, that was my theory, I'd love to hear your thoughts about it. Feel free to poke any holes at it or patch anything that needs patching.
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