Tundra currency

Aljamilan Mythology: All Deities[51]

2024.05.11 17:53 sulalaila Aljamilan Mythology: All Deities[51]

Aljamilan Gods[Name Meanings]: Rejudeus[Royal God], Airøüxꙷe[Aerated], A͑ləćoute[Foreign], A͑lədzẽ[Native], Âləſy[Lazy], Amîq̇øüxꙷe[Friendly], Amôri[Love], Arkhêon[Start], Շorrore[Horror], Baliwah[Ridiculous], Bêtøüxꙷe[Protective], Bhirkhen[Virgin], Cãtøüxꙷe[Melodious], Chitatꙷa[Read], Ciya͑høüxꙷe[Dark], Clanꙷøüxꙷe[Disgusting], Côkhus[Cook], Cowaɼdəs[Coward], Ćsyetək[Flower], Dhiq͑al[Manacle], Ephkêrꙷia[Chance], Ənſətꙷə[Lie], Əyah[Parent], Feukh[Wealth], Grãdhümnøüxꙷe[Old], Gønelon[Soul], Hêշøüxꙷe[Fragile], Jênos[Create], Jivhîz[Resurrect], Khartiça[Map], Lånq̇ue[Language], Logammah[Metal], Malmêhhêk[Stink], Mîmər[Water], Moq̇htus[Dead], Nâkhtia[Night], Namari[Direction], Ngayai[Day], Nûnəs[Snake], Perdonâra[Forgive], Phirøüxꙷe[Fiery], Shinkaatꙷ[Decompose], Silente[Quiet], Solos[Alone], Stɨalꙷdza[Star], Tꙷikꙷi͑ə[Earth], Unꙷizon[Below], Vhishaâç[Believe], Yeløüxꙷe[Cold] and Zəldîs[Fast].
The Aljamilan Pantheon: All Gods[51]
—------------------------------------------------
1: Rejudeus - God of Heaven, Royalty, Kingship, Monarchies, Sacrality, Supremacy and Rule.
2: Airøüxꙷe - God of the Skies, Winds, Storms, Lightning, Air, Gas, Aeration, Rain and Clouds.
3: A͑ləćoute - God of Foreigners, Outsiders, Barbarians, Unfamiliarity and Oppression.
4: A͑lədzẽ - God of Natives, Insiders, Familiarity, Territories, Boundaries, Architecture and Home.
5: Âləſy - God of Laziness, Gluttony, Sloth, Idleness, Indolence, Obesity, Apathy and Passivity.
6: Amîq̇øüxꙷe - Goddess of Friendliness, Kindness, Welcome, Affability, Geniality and Amity.
7: Amôri - Goddess of Love, Beauty, Interest, Pleasure, Desire, Fertility, Youth and Passion.
8: Arkhêon - God of Beginnings, Endings, Startings, Arrivals, Creation, Initiation and Entrances.
9: Շorrore - God of Fear, Horror, Terror, Flight, Panic, Dread, Rout, Alarm, Anxiety and Fright.
10: Baliwah - God of Insanity, Craziness, Ridiculousness, Absurdity, Humor and Madness.
11: Bêtøüxꙷe - Goddess of Protection, Safety, Salvation, Defense, Preservation and Refugees.
12: Bhirkhen - Goddess of Virginity, Purity, Clarity, Sterility, Innocence, Modesty and Virtue.
13: Cãtøüxꙷe - God of Music, Voice, Sound, Songs, Poetry, Dancing, Parties and Festivals.
14: Chitatꙷa - God of Reading, Intelligence, Knowledge, Teaching, Wisdom, Acuity and Truth.
15: Ciya͑høüxꙷe - God of the Void, Abyss, Darkness, Shadows, Stealth, Blindness and Gloom.
16: Clanꙷøüxꙷe - God of Disgust, Hatred, Anger, Rage, Fury, Loathing, Hostility and Resentment.
17: Côkhus - Goddess of Cooking, Preparation, Food, Harvest, Farming, Baking and Warmth.
18: Cowaɼdəs - God of Cowardice, Shame, Humility, Timidity, Weakness and Embarassment.
19: Ćsyetək - Goddess of Nature, Flowers, Wilderness, Forests, Woods, Fields and Pastures.
20: Dâltøüxꙷe - God of the Seas, Waters, Oceans, Tempests, Hurricanes, Storms and Floods.
21: Dhiq͑al - God of Imprisonment, Manacles, Chains, Slaves, Punishment, Torture and Pain.
22: Ephkêrꙷia - Goddess of Chance, Probability, Fortune, Luck, Opportunity, Favor and Potential.
23: Ənſətꙷə - God of Lies, Trickery, Cunning, Deception, Craftiness, Treachery and Guile.
24: Əyah - God of Parenthood, Fatherhood, Motherhood, Childbirth, Love, Family and Nurturing.
25: Feukh - God of Greed, Wealth, Quantity, Money, Currency, Gambling, Riches and Gold.
26: Grãdhümnøüxꙷe - God of Age, Maturity, Elders, Time, Mortality, Years, Hours and Eons.
27: Gønelon - God of the Spirit, Soul, Ghosts, Phantoms, Psyches, Essence and Wraiths.
28: Hêշøüxꙷe - God of Fragility, Delicacy, Transparency, Reflections, Mirrors and Dimensions.
29: Jênos - God of Creation, Making, Inspiration, Artists, Talent, Skill, Painting and Literature.
30: Jivhîz - God of Resurrection, Rebirth, Regeneration, Revival, Life, Undeath and Renewal.
31: Khartiça - God of Cartography, Mapping, Pathways, Geography, Science and Scenery.
32: Lånq̇ue - God of Language, Speech, Communication, Conversations, Words and Oration.
33: Logammah - God of Blacksmithing, Metalworking, Coal, Welding, Metallurgy, Iron and Metal.
34: Malmêhhêk - God of the Nose, Smell, Foulness, Pollution, Stink, Odor, Scent and Stench.
35: Mîmər - God of Rivers, Freshwater, Lakes, Pools, Fountains, Springs, Fishing and Ponds.
36: Moq̇htus - God of the Afterlife, Death, Sacrifice, Graveyards, Paradise, Hell and Immortality.
37: Nâkhtia - Goddess of the Moon, Night, Sleep, Dreams, Stars, Evening, Light and Twilight.
38: Namari - God of Travellers, Paths, Directions, Traders, Merchants, Crossroads and Hiking.
39: Ngayai - God of the Sun, Skies, Daytime, Aether, Light, Sight, Radiance and Godrays.
40: Nûnəs - Goddess of Snakes, Serpents, Pythons, Beasts, Monsters, Chaos and Destruction.
41: Perdonâra - Goddess of Forgiveness, Mercy, Compassion, Pity, Redemption and Atoning.
42: Phirøüxꙷe - God of Fires, Volcanoes, Magma, Lava, Warmth, Temperature and Eruptions.
43: Shinkaatꙷ - God of Disease, Rot, Infection, Decay, Decomposition, Putrefaction and Plague.
44: Silente - God of Silence, Quietness, Secrets, Confidentiality, Secrecy and Mysteries.
45: Solos - Goddess of Sorrow, Misery, Depression, Regret, Grief, Misfortune and Sadness.
46: Stɨalꙷdza - Goddess of the Stars, Cosmos, Universe, Planets, Astrology, Space and Void.
47: Tꙷikꙷi͑ə - Goddess of the Earth, Nature, Fertility, Gardens, Spring, Abundance and Flora.
48: Unꙷizon - God of Caverns, Grottos, Ravines, Darkness, Tunnels, Mining and Quarries.
49: Vhishaâç - Goddess of Belief, Trust, Honesty, Oaths, Faith, Unity, Loyalty, Joy and Devotion.
50: Yeløüxꙷe - God of Winter, Ice, Snow, Cold, Hail, Blizzards, Tundras, Winds and Frost.
51: Zəldîs - God of Speed, Racing, Flight, Swiftness, Messengers, Heraldry, Agility and Games.
submitted by sulalaila to toasttoast [link] [comments]


2024.04.24 19:35 Conscious-Mud-9243 Beginner's Guide - Start Here!

Witch Tower: Flash is a pixelart tower defence game with a unique twist of RPG and Roguelike features, bringing you an interesting challenge defence strategy.
Getting Started Guide: This is a min/max type game where you just try to get more and better witches, level them up, and progress through harder and harder stages. There are currently 50 dungeons to defeat.
Each dungeon has 3 “stages” (ie, 1-1, 1-2, and 1-3), each stage is slightly harder that the last stage, with more enemies and bosses that spawn. Defeating all 3 stages in one dungeon gives you rewards and unlocks the next dungeon.
Witch rarity: Gray (Level 10) - Below common, no buffs Combine 3 to get Green (Level 20) – 1st tier buff unlocks (click on the witch to see what buff it gets) Combine 3 green to get Blue (Level 30) - 2nd tier buff unlocked Combine 3 blue to get Purple (Level 40) - 3rd tier unlocked Combine 3 to get Purple + (Level 50) (you will see little wings and a tiny diamond on the witch's portrait border to indicate this is + witch) Combine 3 to get Gold (Level 60): 4th tier buff unlocked Combine 1 duplicate Gold+ to get Gold + (Level 70) Combine 3 to get Red (Level 80): 5th tier buff unlocked Combines 1 duplicate red+ to get Red + (Level 90) Combines 1 duplicate red+ to get White (Jumps to Level 120): Tier 6 buff unlocked (MAX LEVEL)
S TIER WITCH: Special rare drops, they do extra and cool move sets.
UR WITCH: Ultra rares. These are even more powerful than the S TIER and can only be grabbed from events and timed covenants.
You need to use Emeralds, Topaz, Rubies, Amethyst, and Sapphires to level up witches when you equip them to fight. You collect these gemstones as you play, buy them for gold, or run events like the Gem Challenge to get them.
On the main screen after logging in, there are 5 main areas you can click on to get to different areas of play.
From left to right they are: Shop / Character / Stage / Territory / Challenge
Shop: Timed covenants (Basically ways to spend items and gems get more and better witches) You need to collect blue and gold shards (artifacts) or use gems to draw from this pool.
Generally there is some mini event going on here which allows you to collect very specific rare and ultra rare witches. This will rotate every 7 days, so if you miss out or get bad draws, don't worry, the witch you want will come back into rotation. A nice feature they added was a destiny button. Pick a witch you want, and if you don't get it when you pull an ultra rare witch, your next witch is guaranteed to drop what you want. Beware, this resets every 7 days.
Also, you can draw 1 witch for 300 gems or 10 for 2900 gems. There is a amount of witches you can hit during the event that will guarantee a UR drop. I think it is 100.
Silver chest: Draw gray or green level witches You can open these with silver keys, which you get from many events and running duneons. These are easy to get and give you a fast path to high level witches of the more common variety. Easy to get 100 or more per day.
Golden Chest: Use golden keys to draw green, blue, purple, OR S tier witches. Harder to get, can get from completing missions in dungeons. Probably wont get more than 10-20 a day.
Discount shop: Buy cool stuff, DO NOT SPEND ALL YOUR GEMS HERE. Just gold. Easy place to grab those rubies and emeralds, etc here you need to level up witches. One caveat is to always buy X-challenge tickets if you see them, even if they cost gems. You will need them for events and they are very rare.
Diamond supply: Buy diamonds for real money (Never had to do this, but you can if you want) Gold supply: Buy gold for real money (I never had to do this, I had enough through game play)
Character: This is where you equip new witches, commanders, gear, Sealed Artifacts, and pets. Witch: You entire witch pool. Just equip the strongest ones until you get some S tier and UR witches which you can build your team around. You can combine them on this screen to make them stronger. Also, you can return them to lower levels to earn tickets that can be used instead of witches to evolve other witches you want.
Commander:
The most powerful witches. They come in B rank, A rank and S Rank. S Rank witches are grabbed in events and are very hard to find/level up. Don't miss the yellow BOND button here, this allows you to upgrade all witches when your commanders hit certain level milestones. Commanders can be upgraded using the upgrade button (From level 1 to 10) using destiny stars which are a drop during events. You need 10 stars per level, 100 total for a fully upgraded commander.
Under the upgrade button is an Attire button. Some but not all witches have different outfits you can wear. They provide good bonuses so I suggest always wearing an outfit. Friendliness is another way to upgrade Commanders. You can go from level 1 to level 80 and have to use Sweet Candy, Yummy donuts, and Fancy cake to upgrade them. You will hit certain point where you can no longer upgrade their friendliness until you collect mana potions to unlock the next tier of friendship. You will need to buy mana potion 1s, mana potion 2s, and mana potion 3s. These can be bought in the x-shop and hunting shop with currency you get from events called challeges.
Gear:
Your commanders can equip gear that is dropped from dungeon runs and from events. You can equip a weapon, a book, a ring, a helm, armor, and footwear. These can all be upgraded as you get duplicates, similar to witches. There are armor “sets” like the Poseidon Set and the Zeus set you can get from events that stack bonuses per piece of gear you are wearing.
Sealed artifacts: Artifacts are really cool. They provide tons of variations on how to create a build. You will get a few “shards” per day for free and then can earn more in events and by using gems to buy them. These can be used to unlock more powerful bonuses that an artifact can do. There are C tier, B tier, A tier, and S tier artifacts. They require a certain amount of wit to wear. The higher the tier the more wit is required. They can each be leveled up to a max level of 50 each with shards of the same type as the artifact. Every 5 levels, the artifact unlocks a new skill. Getting the shards to unlock the -1 wit is key to being able to wear multiple high tier artifacts. This unlocks around level 20.
Pet: This is brand new, and I like it so far. You get eggs by buying them in the store or they drop sometimes. You hatch them and then can do a few things: Level them up: Use bacon, tuna, and ham to up their level. Unlock new skills: Use pet ability books to teach them new skills Evolve them: You can use 3 of the same kind (I think) to up their rarity color and add talents. I think you can refine the talents to your liking. The higher the tier of pet the more talents it can have. I haven't played with it too much but seems to be fairly basic.
STAGE: This is where you run dungeons and collect items and gear and gold. There are a ton of ways to spend real money here, and every day you'll get a few freebies. I would suggest buying the eternal covenant to avoid ads. Saves tons of time.
Big events will be to the left of the dungeon select window in the middle. This is how you will get super rare gear and commanders/outfits. Do the missions, collect the items to unlock pulls, and cross your fingers for good luck. Some let you team up with other players and some are solo events. Usually there is a shop with unique items you can spend “event cash” at to buy cool items and witches.
To the right of the dungeon select screen is your bag to hold all your items, a daily quest log (just play the game and you'll earn tons of items and gold), and a timed for money offer. Harsh transition: As you unlock new dungeons on the main screen, you can do these quests for extra items for your first clear of these special dungeons.
Elite trials are simply the regular dungeons but with harsh rules and limitations to complete them. These are worth doing because they unlock Magic Crystals that up you collection of XP and items while idling.
Basic Dungeons:
Green Plains Annilated Mountains (they spelled it wrong not me)
Desert Hills
Fort of Decay
Volcano Land
Dark Realm
Castle Ruins
Barren Waste
Sea of Silence
Rimefrost
Summit Frozen
Tundra
Sakura Warzone
Forgotten Snowland
Rotting Swamp
The Lost River
White Glacier
Toxic Mushroom Ground
Beach of Calamity
Frontier Sea
Xenomorphic Region
Test Site
Abandoned Site
Gem Vein
Basketball Game (what the...)
Space War
After dungeon 25 you begin the Nightmare dungeons... these really ramp up the difficulty and even with maxed witches, you will struggle with each new level. Entering a dungeon uses 5 vitality. You will start with 1 upgrade event where you can choose your preferred witch. You can reroll twice if you dont get one you want. Your spells (from equipped gear) will be on the bottom right, use when you need them. XP will drop from dead enemies and you will tap the screen to collect them and earn more upgrades. Try to get witches from 1 star to 3 stars to unlock their super abilities. Sometimes rare upgrade events will pop up and this allows you to super charge your commander or your witches overall power (like allowing them to attack twice or do more crit damage)
You can adjust your settings and view your damage output in the pause menu. Getting enough kills with certain types of witches unlocks permanent boosts that can drop as upgrade events in a dungeon.
Kill all the regular enemies and a boss will pop up. 1 in dugeon stage 1, 3 in dungeon stage 2, and 5 in dungeon stage 3. Each boss will get harder and harder to fight. Each boss has different abilities. Some put up shields, some imprison your witches, some heal, and some shoot back at you. The shooting ones are the worst, and you will need spells to block damage and be ready to defend yourself else your run could end prematurely. You can move your witches around on the battle field at will by dragging them to open spots.
Territory:
This is an interesting screen where you pick up your rewards for idle play. There are a few things to do here:
Guild: Not available yet, ignore for now.
Relic Dungeon: Here you can tap tiles and search for mechanisms (gears). The top 3 tiny tiles are hints at the layout of the gears. Use them to find all the gears and you will get Dungeon points you can spend in the store and seal artifact shards. There are floors in the relic dungeon and completing floors can give you different rewards. If you unlock the most floors during the day, you win the daily relic dungeon and get a TON of artifact shards. Worth doing! Anyone can win this.
Illustrations: Just a list of the witches and artifacts and spells you have unlocked. Get some gems when you collect them. Also tells you how close you are to unlocking something new. Devil Trial: Super fun dungeon where you just get to do as much damage as you can to a huge demon. The person with the most damage (in one run, they don't add up) wins 1 S Tier artifact and an A tier artifact and 40 shards. Very cool. Potion: Potion is a way to level up globally. Like all damage / base HP, and gold you get during combat. You get 10 potions per level. Save some because your daily quest required you to use a potion, and if you don't have any you cant complete this quest. Spend you magic crystals here to make your idle play more lucrative.
Supply: Supply is just a ton of free items. XP, gold, keys, and luck gems. Always grab everything you can here.
Challenge:
Challenge gives you daily and weekly dungeons to run for extra rewards if you place high enough.
Elvish Hunt: Shoot arrows at bad guys and don't kill the innocent cacti. If you get 1st place you get an S TIER COMMANDER and 20 gold keys plus more! Worth getting, even if you have to spend gems for more tries.
X-Challenge: Fight as long as you can in a dungeon. Push yourself to your limit and whoever gets the most kills in one run wins cakes, keys, and x-points that can be used to buy stuff in the x-shop.
Gold robber: Fight increasingly harder scarecrows that drop coins.
Gem Challenge: Fight for gem drops, a good way to get rubies, and emeralds, etc for leveling up witches.
-------------------------------------------------------------------------------------------------------------------------
FAQ:
What happens when I have a level 10 commander and I get a duplicate? You get gems. For an S tier commander, you get 5k gems. For an A tier you get 1k gems. A quick way to get a ton of gems!
What should I spend my gems on? Special events and attempts to get witches you want. Buy x-challenge tickets if they aren't too expensive from the daily shop, you'll need them. I try to keep 10-15 in reserve. The reason you need them is some special events require you to play the x-challenge many times and the tickets help a lot.
Buy extra vitality (you only have 30 max) and it goes fast. You can spend vitality for more attempts at challenges.
If there is a really high level piece of gear in the shop and it is heavily discounted buy it if you want.
But... save most gems for the huge events. You'll need 30k per event if you want to earn the best stuff (ie, 30k will get you 100 pulls and guarantee an S TIER item or commander will drop). Everything you do earns gems, so save them up!!
What do I do with all the extra witches I get once that particular witch is maxed at level 120?
Do not know, I have a ton of extras I just ignore. I wish they would drop as gems instead of getting my inventory clogged with extra witches I won't ever need.
I am lost.
Just click stuff, the explanations are badly translated, but mostly explain everything you need to know. It can be vague though.
Please send them feedback, they listen! It's a button on the title screen and it lets you ask for things and improvements. I want a room where I can just attack a statue and test out different builds.
What is the best build?
At higher levels the enemies are thick and fast. Damage won't keep up so I try to use Demon Banes to instakill enemies and frost witches to slow them down/freeze them. Anything that slows and/or instakills is good. The commander doesn't seem to affect it too much so use your favorite!
What spells should I use? I use spells that freeze, push back, or stun the enemies. I don't care about healing my base because I use an artifact that does it for me. Also, spells that make your base immune to damage are key when a bad guy can one shot you from long range.
During an event, I can't seem to add more than 1 person!
You can't add more than one, just post your player ID number here and other will add you.


Have fun!
submitted by Conscious-Mud-9243 to witchTowerFlash [link] [comments]


2024.04.24 00:56 jtjumper Help! Misaligned poses and killing animation

I've been have a problem with followers sitting halfway on seats, and dragon killing animations where, instead of straddling the dragon, my leg is in the dragons head like I've been shifted to the side.
Mod List:
*Unofficial Skyrim Special Edition Patch.esp
*unofficial skyrim creation club content patch.esl
*LegacyoftheDragonborn.esm
*3DNPC.esp
*Lightened Skyrim - merged.esp
*Skyrim Extended Cut - Saints and Seducers.esp
*KhajiitWillFollow.esp
*DA_Skyship.esm
*arnima.esm
*Midwood Isle.esp
*BSAssets.esm
*BSHeartland.esm
*BS_DLC_patch.esp
*HammetDungeon01.esm
*Campfire.esm
*TheBawbsWardenOfTheCoast.esp
*DBM_CC_HallOfWonders.esp
*Gray Fox Cowl.esm
*Glenmoril.esm
*Vigilant.esm
*WheelsOfLull.esp
*Wyrmstooth.esp
*MzarkWonders.esp
*Vominheim.esm
*Darenis Spells - Merchants.esp
*Experience.esl
*Lightpower.esl
*evgSIRENROOT.esm
*wraithguardvaultfixer.esp
*SurvivalControlPanel.esp
*Sentinel - Distribution Framework.esp
*DynDOLOD.esm
*SkyUI_SE.esp
*GQJ_DG_vampireamuletfix.esp
*ICNs_ImmersiveCollegeNPCs.esp
*QuestsAreInSkyrimUSSEP.esp
*VanillaPlusWritingPurityPatch.esp
*Summermyst - Enchantments of Skyrim.esp
*Immersive Jewelry.esp
*Coins of Tamriel V2 SSE Edition.esp
*Cutting Room Floor.esp
*OCW_Obscure's_CollegeofWinterhold.esp
*MysticismMagic.esp
*Helgen Reborn.esp
*SeranaDialogAddon.esp
*Reliquary of Myth.esp
*OCW_ICNs_OE_FEPatch.esp
*GA88.esp
*MoonAndStar_MAS.esp
*Tools of Kagrenac.esp
*DBM_TOK_Patch.esp
*DBM_CC_SunderWraithguardToKPatch.esp
*BetalillesHammerfellQuestBundle.esp
*Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp
*KWFPatch_Vigilant.esp
*Betterfoodeffects.esp
*Stendarr Rising.esp
*ezPG.esp
*Clockwork.esp
*PrvtI_HeavyArmory.esp
*0Kaidan.esp
*BWB - Kaidan 2 Extra Dialogue.esp
*Kaidan - Immersive Features.esp
*BPUFXelzazFollower.esp
*DBM_3DNPC_Patch.esp
*Meridia.esp
*SkyrimSewers.esp
Populated Dungeons Caves Ruins Reborn.esp
*Dwarfsphere.esp
*FloatingSwordFollower.esp
*Cloaks.esp
*ImprovedCompanionsBoogaloo.esp
*MilkSSE.esp
*TreasureHunter.esp
*DBM_HelgenReborn_Patch.esp
*DBM_CC_DivineCrusaderHOWPatch.esp
Populated Forts Towers Places Reborn.esp
*HLIORemi.esp
*Populated Lands Roads Paths Reborn.esp
*CrossbowIntegration.esp
*Arcanum.esp
*SPERG-SSE.esp
*Tonal Architect.esp
*Cosmic Spells.esp
*Andromeda - Unique Standing Stones of Skyrim.esp
*Adamant.esp
*Tomebound.esp
*BGCollectables.esp
Populated Cities Towns Villages Reborn.esp
*BS Bruma - CC Goblins Patch.esp
*mihailscamp.esp
*DBM_BGCollectables_Patch.esp
*DBM_AHO_Patch.esp
*DBM_Vigilant_Patch.esp
*Gabby.esp
*DBM_CC_RareCuriosHOWPatch.esp
*DBM_CC_SaintsSeducersHOWPatch.esp
*DBM_CC_SaS_ECSSAddon.esp
*OCW_CRF_FEPatch.esp
*DBM_CC_FishingHOWPatch.esp
*Triple Triad Skyrim.esp
*Aniya Follower.esp
*Disnel.esp
*ECSS - Staff of Sheogorath Patch.esp
*DBM_CC_GhostsoftheTribunalHOWPatch.esp
*DBM_CC_TheCausePatch.esp
*Glamoril.esp
*quest_pitfighter.esp
*Darkstorm.esp
*TheGiftofSaturalia.esp
*00Taliesin.esp
*Natura.esp
*DBM_CC_TheContestPatch.esp
*DBM_CC_DuskDawnHOWPatch.esp
*Triumvirate - Mage Archetypes.esp
*The Halls of Rielle.esp
*Fyr Manor Merged.esp
*SL99Exchanger.esp
*DBM_CRF_Patch.esp
*ECSS - Shadowrend Patch.esp
*PaarthurnaxQuestExpansion.esp
*notice board.esp
*ijewhack.esp.esp
*LeftHandRings.esp
*RingSwap.esp
*RingSwap - Immersive Jewelry.esp
*DBM_ImmersiveJewelry_Patch.esp
*DBM_TreasureHunter_Patch.esp
*DBM_MAS_Patch.esp
*College Of Winterhold - Quest Expansion.esp
*MilkSSEUSSEPPatch - Be A Milk Drinker with USSEP.esp
*blackreachrailroadnew.esp
*SunHelmSurvival.esp
*waterpatch.esp
*MVC Sweet Doll Follower.esp
*Merentif.esp
*HLIIRemiLOTD.esp
*Sneak Tools.esp
*mihailsnowwhales.esp
*DBM_CC_GallowsHallPatch.esp
*3DNPC - MAS.esp
*sm_mageforlakehouse.esp
*DBM_TheGrayCowlofNocturnal_Patch.esp
*DBM_CC_GrayCowlReturnsPatchMGTGCoNPatch.esp
*DBM_CC_LordsMailPatchV2.esp
*DBM_CC_GoldbrandHOWPatch.esp
*DBM_NoticeBoard_Patch.esp
*Headhunter - Bounties Redone.esp
*DBM_ROM_Patch.esp
*DBM_BeyondReach_Patch.esp
*DBM_CloaksofSkyrim_Patch.esp
*Merlin.esp
*RoM - Fishing Patch.esp
*RoM - Ghosts of the Tribunal Patch.esp
*RoM - Staff of Sheogorath Patch.esp
*RoM - ECSS + Staff of Sheogorath Patch.esp
*ECSS - Merlin Patch.esp
*RoM - The Cause Patch.esp
*evgSIRENROOTthecausepatch.esp
*BPUFXelzazFollowerSirenroot.esp
*JELWyrmstoothCausePatch.esp
*JELWyrmstoothCuriosPatch.esp
*DBM_Wyrmstooth_Patch.esp
*Haem Projects Goblands.esp
*DBM_WheelsofLull_Patch.esp
*DBM_CC_Cause_CuriosAddon.esp
*DBM_CC_AADragonplateHOWPatch.esp
*DBM_CC_DeadMansDreadHOWPatch.esp
*DBM_CC_Fish_ToKSynergy.esp
*DBM_CC_NetchLeatherArmorHOWPatch.esp
*Kaidan - Alternate Start Quest.esp
*DBM_CC_StendarrsHammerHOWPatch.esp
*DBM_CC_StaffOfHasedokiHOWPatch.esp
*Abyss.esp
*DBM_DevAvezaAirship_Patch.esp
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Warmth mod.esp
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*Midwood Isle ICH Patch.esp
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*RoM - LHRM Patch.esp
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*RoM - Staff of Hasedoki Patch.esp
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*RoM - Tonal Architect Patch.esp
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*SPERG_USSEPPatch.esp
*Scribe.esp
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*ECSS - Book Covers Skyrim Patch.esp
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Sneak Tools Vanilla Hoods.esp
Sneak Tools Vanilla Masks.esp
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*DBM_CC_SpellKnightArmorHOWPatch.esp
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*DBM_CC_NchuanthumzPatch.esp
*DBM_CC_NecromanticGrimoireHOWPatch.esp
*DBM_CC_NordicJewelryHOWPatch.esp
*DBM_CC_RuinsEdgePatchV2.esp
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*DBM_CC_StavesHOWPatch.esp
*DBM_CC_VigilEnforcerArmorHOWPatch.esp
*DBM_CC_Wilds02WildHorsesHOWPatch.esp
*DBM_CC_Wilds04PetsHOWPatch.esp
*DBM_CC_Wilds05SaturaliaHOWPatch.esp
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*Sentinel - Imperial Crafting.esp
*Sentinel - Unique Guard Meshes.esp
*Sentinel - Unique Skyforge Meshes.esp
*Sentinel - Unique Stormcloak Meshes.esp
*Immersive Citizens - AI Overhaul.esp
*Winterhold Restored.esp
*OCW_WR2_FEPatch.esp
*PathOfSorcery.esp
*PoS_Apo_CC_Patch.esp
*Path of Sorcery - Tomebound Patch.esp
*Vokrii - Minimalistic Perks of Skyrim.esp
*Apocalypse - Vokrii Compatibility Patch.esp
*Mysticism - Vokrii Compatibility Patch.esp
*Ordinator - Perks of Skyrim.esp
*Apocalypse - Ordinator Compatibility Patch.esp
*Forgotten Magic - Ordinator Compatibility Patch - Restoration Tweak.esp
*Ordinator - Combat Styles.esp
*Ordinator - Apply Spell Conditions Fix.esp
*Vokriinator Black.esp
*Immersive Enchanting Vanilla Ranks for Ordinator.esp
*Vokriinator Black - Apocalypse patch.esp
*nwsFollowerFramework.esp
*SDA NFF Patch.esp
*OCW_CellSettings.esp
*A Clear Map of Skyrim.esp
*ACMOS - Beyond Reach.esp
*ACMOS - Bruma.esp
*ACMOS - Midwood Isle.esp
*ACMOS - Vominheim.esp
*ACMOS - Wyrmstooth.esp
*DynDOLOD.esp
*Occlusion.esp
submitted by jtjumper to skyrimmods [link] [comments]


2024.04.15 00:24 AlexisTheArgentinian Wendell, The Ice-Beard [UPDATE]

Name: Wendell [LV4] [18/28]
~
Race: Iceborne Human
~
Class: Barbarian
~
Age: 35
~.
Appearance: https://www.artstation.com/artwork/oOQeAm
~
Personality:
Loud, Kind, Enthusiast, Boastful, Simple-Minded, Foul-mouthed, seeks companionship.
~
Armor: Cryosteel-Rathian Armorset
Head: Cryosteel-Rathian Helmet
Arms: Cryosteel-Rathian Bracers
Torso: Cryosteel-Rathian Chestplate
Legs: Cryosteel-Rathian Coil Belt
Feet: Cryosteel-Rathian Greaves
Gear Clarifications:
Cryosteel Rathian Armour: A set of armour consisting of a Helmet, Chestplate, Bracers, Coil belt and Greaves, which was built by a guild of Monster Hunters, now infused with Cryosteel. The armour grants a +2 to block rolls against normal foes, and a +4 against large monsters or cold related enemies. The armour set also provides 10% damage reduction from physical attacks made by normal foes, and 25% damage reduction from all attacks made by large monsters or cold related enemies. The wearer also gains a 50% resistance against cold related attacks, and deal an additional 20% damage with cold attacks. Infusion made by using the Rathian Armour and the Cryosteel Bars, brought by 75k Gold in Martin's Store
• Gear Enchantment : Cold Shoulder : Upon the wearer being hit by an attack, the attacker is Chilled for two rounds. • Chilled : The target is inflicted by an intense coldness, slightly slowing their actions and bodily functions; the target has halved passive regeneration and a [-1] to movement and dodge rolls for the duration.
-Frostbite: a pair of legendary gauntlets of the Zero Legion, worn by once leader Klangu “Wooly” Davash, known for being one of ten Mammoth kin left alive after the Storm wars, these gauntlets promise an eternal cold storm for the world to see
+2 to strength, con, wisdom
Unarmed attacks deal 2d8+ strength or wisdom bludgeoning/ cold damage
Cold Weapons and spells used with these gauntlets deal 50% more damage
Can be used as a spell focus
20ft sphere around the user deals 1d10+wis cold damage per turn
Sheer cold- after a windup of 5 rounds this attack can be used, unleashing the full force of the storm within launch a 50ft radius cold front around the user enemies must make a dc str+wis con save or take 8d10 cold damage and be frozen in place (unable to move, next attack will deal 3/4s more damage and free them from the ice) this has a recharge of 10 rounds
Brought by 180k G ~~
Description: [Other information that does not fall into any other category]
~
##[Abilities (21/23) [LV3]]##
HP: 370 (+5 Regen)
STRENGTH: +6 (+1)
CONSTITUTION: +6 (+1)
DEXTERITY: +0
WISDOM: +7
INTELLIGENCE: -2 (DISADVANTAGE)
CHARISMA: +0
[19/19]
Proficiencies (Optional)
[What your character is good at]
~~

[TRAITS]

Born of Ice: +1 CON, and 50% Resistence to Ice Damage.
Northman: Immune to Icy Enviromental Effects and or Ice-Related Effects.
Muscle-Head: -2 INT, +1 STR. Can wield Heavyweapons.
~~

[PASSIVES]

Strongman: Advantage at Blocks & Athletics.
[3 SLOTS]
Close Fighter: Advantage at Melee Attacks.
[3 SLOTS]
Fast Healing: He can heal +[5] HP per Turn.
[1 SLOTS]
True Ice: Wendell's Ice Creations cannot be melt by the majority of Fires or Heat, not even magical. Acid can melt it through.
[3 SLOTS]
"Wendell's a tough guy!": Wendell is pretty strong and resistant. He has +200% HP.
[4 SLOTS]
Cold Aura: Wendell exudes an strong Icy Aura. Ice Damage does x2 Damage.
[4 SLOTS]
"You can say Wendell has an Icy Touch": His body operates at very low temperatures, anyone who comes in direct contact with him gets abit chill. Unnarmed Physical Attacks from him deals with Ice Damage, when an Enemy uses Unnarmed Physical Attacks on him they'll recieve Ice Damage. Additional [6] Frost Damage.
[1 SLOTS]

[ACTIVES]

(Q) "Freeze!": Wendell conjures an AOE Ice Blast to attack the enemies./Single-Enemy Ice Shard. Deals [10+WIS] Frost Damage. Uses WIS
[1 SLOTS]
(E) "Wendell's technique is Flawless!": Wendell covers his arms in ice, to gain stronger Fist Attacks. Wendell's Cold Fiscuffs has an added damage from both Ice Damage and Physical Damage. Uses both SPI or STR to Attack. Last for 3 Turns, with Cooldown of 5 Turns after it finish. Deals [8+WIS+STR]% Frost/Bludgeon Damage. USES WIS.
[2 SLOTS]
(W) "Wendell bends True Ice like Clay!": Wendell can create weapons out of True Ice, this weapons are very simple however. Ex: Hammers, Swords, etc. But no ammo-need weapons like Crossbows. Deals [10+WIS] Frost/Physical Damage. The weapon will exist only for 3 Round before breaking up, has a 3 Round Cooldown once the weapon breaks. Uses WIS.
[2 SLOTS]

[WEAKNESSES]

Elemental Weakness: Takes x2 Damage from Fire.
Dumbmuscle: Disadvantage at INT.
[-3]
~~

[INVENTORY]

Character Inventory:
Frost Gauntlets: Gautlet made with materials out of The Freljord. Does [12+STR]% Budgeon Dmg/Piercin Dmg and Ice Dmg, and double as hand armor. Can be better into Frozen Fists. +1 in Fist Attacks.
2 Healing Potions: Heals +10% HP.
Burning Soul: this large great sword burns with the passion of 100 warriors, it’s warm to the touch; +2 to attacks, +1 to dodge and block, Deals [10+STR] fire/aether damage. On hit, it drains [4] of the damage as life for the welder. Every 4 Rounds the user can attack 3 times instead of one. Got in One Epic Adventure
Subzero Front: This massive hammer releases a primordial cold around it, sending chills in its enemy’s bodies, however to its welders it is warm and comfortable. +3 to attack, +2 to block, +5% Regen, Deals above average [12+STR] Physical/Cold damage, Every 3 attacks attack with a shockwave (AOE attack), Every 4 rounds you can attack 3 times in one turn -Shiver storm- charging up the hammer the user can send a massive storm around them, around the user in a 20 ft radius any enemy within will take 3% damage and will have to make perception checks time they attack or dodge, (dc 13) being auto fail on a failure this lasts 3 rounds and has a recharge of 7 rounds. Given by Axi in Pet Questboard
Lantern Of Frostfire • Thin Ice's Reward: A darkblue cryosteel lantern held by a chain and handle containing an everlasting frostflame inside, it burns a bright light-blue; it can fire a burst of frostfire as an attack. • Has a [+2] to attacking rolls, deals [5] cold damage, and inflicts Frostburn on hit for two rounds. • Buff Ability : Searing Cold : On activation, the lantern makes all the user's weapons and ammunition inflict Frostburn on hit for three rounds [on hitting a target, the Frostburn lasts for one round] • Frostburn : The target is set alight with cold light-blue flames, taking [2] damage per round [double damage if the target has a vulnerability to cold] for the duration. Obtained in Dungeon Dive: Season Zero, Room 5 Basic Attack Changes : The user uses their [CASTING STAT] modifier when attacking with this weapon, deals [6] AoE cold damage in a five foot cone, and inflicts Frostburn on hit for two rounds.
Glacial Axe: has a +3 to hit. As a action, make a sweeping blizard strike. This attack hits up to 3 foes and makes them all roll a dc 14 constitution saving throw. If failed, be frozen and unable to make actions for a turn. Has a 6 turn windup and a 8 turn cooldown. Brought by [200k G] in The Merchant's Market 3
Onigopike: This pike deals [24+STR]% Frost Damage and Piercing Damage, the user is immune to Cold Temperatures and Frost Damage and to be Stunned. If Frost Damage hits the User, they Heal instead about Half of the damage that should made the attack. Brought by 220k gold in Liz's Shop.
Crystaline (Crystal Sword): Deals High Damage but shatters if blocked, Regenerates after 3 turns. Obtained in The Sometimely Questboard.
Frostroar: An axe used by the Zero legion, the cold warriors of the Arctic these axes are used by their berserkers and are said to chill to the very bone.
+3 to attack deals [3d8+STR] Slashing/Cold damage, unleashes cold waves in a 15ft cone
Causes [Frostbite] ([-3] per turn, -1 to dex throws stacks up to 3 times, a stack can be taken off with spending an action near heat or an active heal)
Subzero tempest- using this a cold storm brews around the user extending their cold waves to 30ft radius around them and increasing the damage by 50% this lasts 3 rounds and has a 6 round recharge time after it ends
Brought by 25k Gold in The S-MART Mega Store
[10/10]

[HSD]

Never-Melt-Ice: Ice that… well never melts, with this on your person you gain the following 25% bonus resistance to fire and cold damage +2 to block In cold environments, you can regen 5% every turn and don’t take damage from cold weather. Given by Axi in Pet Questboard
8k G for saving the trollfaces from The Krampus
Frost Core: A frozen magic core made of enchanted ice, can be used to craft weapons, armor, and golem-making [worth 10k gold]. Obtained in Dungeon Dive: Season Zero, Room 3
Health Potion [++] : A red colored liquid, when drank, the user heals [25%] health. Obtained in Dungeon Dive: Season Zero, Room 4
Yeti Horn : An keritan horn from a tundra yeti, it is said that the larger the yeti's horns, the more powerful it was; can be used in crafting gear [worth 15k per horn]. Obtained in Dungeon Dive: Season Zero, Room 5
Yeti Hide: The snow-white hide of a tundra yeti, it is prized from its incredible heat retension abilities; an be used in crafting gear [worth 20k gold per hide]. Obtained in Dungeon Dive: Season Zero, Room 5
Robe of the frost assassin: a robe that can be worn over armour. When worn: +1 to defense rolls. All ice related rolls get a +1. Gain ice sleeve blades, which deal slashing and ice damage. Brought in The Merchant's Market at 110k Gold
5 Abyssal dragonscales
2 Archdemon Backshells
3 Archdemon Wingtalons
1 Archdemon Doomhorn
~
~

[BACKSTORY]

Wendell comes from a very far away land, frozen in ice and surrender by conflicts. Wendell was raised with a great admiration for a folklore hero due the stories his parents told him. Wendell grew up to be a kind, through very loud and simple-minded, man with an innate love for protection others and an amazing feeling of companionship and loyalty for whomst he consider his friends/family. Through, Wendell tried to become a better hero and inspire legends by himself, he did a very unwise act of very dumb bravery that end up with him on Fim. This noble and kind dumb man will make a name for himself in this strangeland while looking for a way home; He is an Ice Mage, He is an Iceborn, He is a Gentle Giant, He is Wendell The Ice-Beard!

[CURRENCY]

102.100 Gold.
submitted by AlexisTheArgentinian to TheOakShack [link] [comments]


2024.04.08 23:20 KleptomaniaCrow Mods won’t show up? (Xbox, ASA)

Mods won’t show up? (Xbox, ASA)
Wanted to add some mods but for some reason they don’t show up? I checked all my settings but still nothing. It’s been like this since release day, any ideas how to fix it?
submitted by KleptomaniaCrow to ARK [link] [comments]


2024.04.02 06:57 robtwp A Historical Document about an alien empire in a different galaxy

Empires rise and fall. But the Thostren empire is unique. They claimed their liege to the first age. Not only that, they even claimed to be the direct descendants of the very first empire in recorded history. Which to be honest is not very likely because of lack of records. And don't get me started on the logistics of that. But there is some truth to it. The Thostren empire is an idea that has been going strong since the dawn of civilizations old and new. The idea is unity. To have all unite together under one cause.
No interfighting or politics involved. One nation together strong as eon iron and as sturdy as neo flame. That's the one thing I like about the Thostren empire. They get things done. If they said they are going to do something. They will do it with much haste. That is what makes them dangerous and trustworthy. I believe that is the reason why not many people despise them when they take over. Compared to other governments. They would most likely get reforms and decisions done. And it helps that the tax rate is low. But to understand the Thostren empire we must look into the past.
First, let's discuss how we record dates and times. We use an age system. We split our history in 4 ages. Each of these ages talk about certain events in them. Let's begin with the first age. Not much is known about this age. Only that it ended with the beginning of the lizer’dien race. We also know that there was an empire that was galactic in scale. This empire was around when the lizer’dien race was born. because some artifacts we managed to get were dated 4 million cycles ago. Some theorize that we unnaturally formed. And that this old empire somehow made us for a purpose unknown. We call this time period the old age or the unknown age because of what little we know about this time period.
Next up, let's talk about the second age. This age begins when the lizer’dien race began its civilization phase. This age is marked with wars and infighting. One of the first groups to rise up was the Inun civilization. They first appeared around 1 million to 800 thousand cycles ago on the crescent river in present day biron. This was a primitive group and the first recorded using tools and art. We found cave paintings depicting hunting and other day to day activities. But this civilization was destroyed. Most likely they got conquered by another tribe. These groups were dubbed the cal’rell. The tribe formed around the same time as the Inun. But they were from the gull desert in modern day Fonion. Back then the desert was a cold tundra. It must have been a difficult place to live but the cal’rell survived . They even managed to migrate to the crescent river where they came in contact with the In”un tribe. But factors like food and resources drove the two civilizations to conflit. In one of the earliest records of conflict, the Inun and cal’rell fought. In this conflict, technology improved. We discovered iron axes and leather armor dated back to this time period. This conflict ended with an Inun loss and assimilation. We know this because of a cave painting we found depicting what looks like a cal’rellion shaman beheaded an Inun dressed up like a ruling figure at that time. Skipping ahead thousands of years (we could talk more about more primitive tribes and such but they will take a long time.)
We are now looking at the Tul empire dated 80,000 cycles ago. A lot has changed since the Cal’rell rose up and conquered. For one, city architecture has improved. And the colonization of nearby planets and systems had been going on for centuries. The Tul empire started from the planet Yiu’l. They were locked in a cold war with another empire. But after a century of heavy military spending, the value of their currency was shattered. While they were recovering from an economic depression, the Tul empire was conquered by another empire. This empire was named the Balen empire. This empire was started around 78,000 cycles ago, on the home planet of Ta’rell. This empire lasted for 2,000 cycles before getting conquered by forces within. Another empire at this time period was the Moxal empire. This empire was unique because it was a matriarchy. In which a woman ruled the empire as empress and the males served as advisors. This empire was the first to found and build the Transport Gates. A more primitive way of traveling faster than light. But still importing regardless.
This was 50,000 cycles ago. This empire lasted for 2,500 cycles before they fell into petty infighting and civil wars. The galaxy itself was divided back then. Most people who colonized were left to fend for themselves since communication was lacking due to the wars. A few thousand cycles later a new empire was on the rise. It was named the Tymox republic later to become an empire. This republic was founded on the homeworld of Ta’rell in 20,000 CI. This is going to be the main focus of this section. This republic started small, only a few provinces to their name. But after 100 cycles of conversion, annexation and dealmaking, they manage to conquer the entire planet. After that, they began to spread out and conquered more planets. At first since their military was lacking in troops and ships, they had to be more political in their dealings. A backroom deal here, some black mail there. It was unethical but very effective. After a while, the military side of this republic became stronger and went to declare open war. Many of the tactics and military doctrines are used by the Thostren empire to this very day. By the year 10,000 CI, the Tymox republic had the majority of the galaxy in their control. A feat not seen since the first age. But trouble was stirring. The council that made up its government was becoming more complacent and soon corruption and infighting infected the republic to its very core. Soon a civil war the size of a galaxy swept up the republic in a violent torrent. But first let's talk about a general who formed the Tymox empire and who is by what the Thostren empire considered the greatest lizerndien that ever walked among the race. His name was Neo”plattive Thostren. Was born around 10,030 CI. he grew up in the higher courts, his father a great general did not get to see his son a lot because of his job. But when he got the chance he would spend all his free time training and teaching neo”plattive about how to rule and war. From all accounts, he was smart and eager to learn. He quickly rose through the ranks. He was promoted to planetary governor by age 19.
A highly respected role at the time. He was not alone however his brother Leo”plattive Thostren, the first born of the family was rising through the ranks in the military. Soon he was promoted to field marshal by age 24, the second highest rank in the army. A few years later, Neo”plattive went into the army at the request of his father and brother. He too rose through the ranks as fast. By age 23, Neo”plattive was a general like his father before him, and his brother as his right hand and his friend, Kio”Topaz as his left hand. While Neo”plattive was born and raised, the republic was becoming less and less powerful, corruption was as rampant as a fire in a fuel drenched forest. The council of Fr”u was in shambles, all but a few members were either bought, bribed, or assassinated their way into the council. A member of the council named lato’plattive schemed with raul’plattive, a general in the army to take control of the rest of the empire, after a few years, he managed to take control of the entire council. But before he could expand. He had to get rid of a rival named Kull dulce.
Kull was no better than Lato but Kull was amassing troops and power and a threat of a civil war made Lato concerned. So he called on Neo”plattive to head to the planet of Hedron, planet to overthrow kull, who was the planetary governor. Lato was a close friend of Neo, and he was an uncle to Neo, having tutor him since he was age 10. So Neo accepted the favor, not knowing he was a pawn in a game of power. He spent two months on the planet taking control of key cities and having a few skirmishes with Kull’s forces. Neo”plattive was joined with forces of the Ruhen order. These Order of monks started as peaceful and humetrion. They were there to help the sick and to stop Kull at the request of lato. Soon Neo’s forces were in the capital. And before they could capture
Kull, he jumped out a window of the capital building and died. After kull’s death, Neo found out he got betrayed. The new governor annotated by Lato celebrated his new office by planning to execute a girl who he claimed was a traitor but by all other accounts she simply declined his advances on her. The new governor ordered Neo to execute the women for all to see. Before she was put to death, Leo found out she was innocent and he figured out that Lato was using him to get rid of rivals and people that challenged his rule. He decided to turn his back on Lato. he then killed the governor and soon his troops fought lato’s forces and the Tuhen order. Neo”plattive soon left the planet, having destroyed the city with world shakers, a vehicle much like a Dimitry m777 but 5 times as big. He went to the planet of Gileaia and vowed to fight no longer. He told his troops to go and meet up with Kio”topaz and fight against Lato without him. His soldiers were unsure at first but they left their general to let him live in solemn peace. But after 3 months, he got captured. The group that captured Neo, were personally chosen by Lato, they were killers, the leader named the butcher of malar was the worst of them. Before his capture, Neo got a message from kio’ topaz warning him of the men that were sent by Lato. When the gang arrived at Neo's house and gave him an ultimatum, surrender now or they would execute his aid. After a few seconds, Neo allows himself to be captured, and true to their word, they let her go. They took him to Thelea, a planet near Ta’rell. The gang of killers paraded him around the city, beating him up on the transport raft . He got taken to the middle of the city, it was the capital named po’luca. The gang strapped him to a chair, above that chair was a compactor.
A device for crushing trash and plant material use for fertilizer. It would have been a slow and painful death. And Lato was there by hologram. But before they could kill him, he got saved by some of his troops that disobeyed his orders and secretly stayed around to wait. They knew that Lato would send forces to capture and kill their general. And went to the planet and waited until Neo got captured and taken to be killed. The reason they waited at the planet is that no one in his legion knew where his house was. Only a small group including Lato knew where the location was. After being set free, Neo”plattive found and fought the butcher. It ended with the butcher getting killed. Reinforcements for Ne”plattive arrived and cleaned up what was left of lato’s forces on the planet. Neo”plattive went on the capital ship named pul’chra atitsui ( translated to fair justice). Here is a snippet of what he said taken directly from a scribe whose name is unknown: “soldiers of the republic, hear my words. Our leaders have failed thee, thye have chosen to turn towards the delusion of power and wealth, thye have let the mighty republic fell into a hole full of strife and deacy. The republic’s days are over, we shall make the new form of government in accordance of Ko’nda law, it shall be named the Tymox empire, let us destroy all who oppose us, and reclaim what is ours”. After this speech, civil war broke out. And thus marking the end of the second age and into the 3rd age. An age of unity and destruction and the start of the first great civil war.
The third age begins with war, after a 3 years of ships battles, ground invasions and assassinations, Neo”plattive with his troops, began to invade Ta”rell, the captial planet, one of the last bastions of the Tymox republic. A government e waiting to die. All of the council members were hold up in the city of dula”rr, which is modern day Ur’b. When neo’s forces got into 10 miles from the city, they stopped. There sat on the ope’ll bridge was a lone figure. It was a female who Neo”plattive once loved. She was wearing a guo”ll, clothing used by the Ruhen order. Neo”plattive was in the back of the army, talking to his advisors about how to capture and how to rule an empire. When he got word that his old lover was blocking the bridge going into the city, he went to see for himself. Who knows what those two exchanged, perhaps memories of the past, maybe of the future. No one knows. But after that exchange. They began to fight. The battle lasted 5 michrons. Neo”plattive, sword in hand raised it up in a way which looked like he would kill the old lover, whose was on the ground. But instead he pointed at the city and the world shakers began to fire upon, the city was soon in flames, the troops began to march, their footsteps echoing as if they were world shakers themselves. In a way they were, shaking the foundation so that a new life begins.
Neo”plattive thostren went to the council chamber, of all the members were there, including Lato”plattive thostren. The members pleaded and begged which fell on deaf ears. While the troops round up prisoners of war and citizens. Neo went out to the balcony and raised his right arm. In his hand was lato’s head. Seeing that Neo won, the troops began to chant love live the general. The tymox empire was considered the golden age of lizerden race. There were few wars and peace that lasted a thousand years. But it would fell into infighting and strife. Around 7,000 cycles ago, signs began to show signs of decline. Neo split the government in two, the military core and the government core. Each core had different duties for the emperor. The military would conquer and patrol the empire while the government would pass laws and keep the peace. But a general named Plaz dull gathered power and troops. He planned on taking over the government core and taking over the empire. But other generals found out and stopped him. They took him to the hall of judges, a place where the government core holds court and passes laws. The grand judge named full’om resided over the trial. After the trial, and execution of Plaz, full’om proposed a new form of government. A 10 party system made up of guilds and people with like minded ideas of government. There would be an emperor who would get elected by the people. There would be checks and balances in the form of two councils, one run by the military and the other run by the government. In theory, since there are so many parties with different ideas but the same goal of keeping the empire alive and running, then corruption would be rare. This form of government lasted around 6,000 cycles until the end of the 3rd age. which ended in the galaxy engulfed in flames and the rise of the Thostren empire. Around 1000 cycles ago, a bunch of parties vie for control of the empire. The main two were the ku’ll party and the Cataracta party.
Ku’ll believed in an oligarchic society while the Cataracta party believed in a more people's choice form of a government. These two parties soon engage in what is widely known as the second great civil war. This war quickly turned nuclear. Both parties turned to planet busters after 2 cycles of fighting for reasons known only to them. They bombed the majority of the planets in the empire and around 80% of the total population died. A lot of historical and important records would have been destroyed if not for the efforts of Gilga”mesh who saved most of the documents before the bombs and missiles fell. The bombing has a different name. The silent death. After this event, 2 powers rose up. One was the group that started the Thostren empire while the other group fled and started what is today the Unitatem empire. And thus ends the 3rd age and begins the 4th age, the modern age.
The 4th age is the age of the Thostren empire. They rose from the ashes of the silent death. They have been for the last thousand years conquering and retaking planets that were once lost. Their goal is widely known; to conquer, and take control of the whole galaxy just like empires in the past. But there is opposition. Many other governments rose up along with the Thostren empire. And they have no interest in getting conquered. In a few years I might write about the feats of the Thostren empire but for now, the most noteworthy thing they have done was the conquering of the ahura senate, who managed to defeat the Thostren empire around 30 cycles ago. Let us see what the fallout of that will be.
The end.
Jull lampo, a historian of the library of Cert’iorem.
1400 DE
Cites: The Early History Of The lizerdien Race, Gull”lopa fren.
The Life And Times Of Neo”plattive Thostren, Freud’ian Hull.
The Accounts Of The Third Age, Dull”po bell.
The Reformation in 7,000 CI, Carlow ven.
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2024.03.11 14:34 IndieRex The Wild Beyond the Witchlight: Reimagined - Part XXII: Yon (The Trial and Lost Things)

The Wild Beyond the Witchlight: Reimagined - Part XXII: Yon (The Trial and Lost Things)
Welcome to Part 22 of The Wild Beyond the Witchlight: Reimagined, an expansion and alternative take on the The Wild Beyond the Witchlight campaign.
If you'd prefer to read with full formatting, see my blog at IndieRex.com.
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Introduction

With the fomorian king Malabog slain the party is now faced with a difficult truth - Zybilna tried to have them killed through The League of Malevolence and consorted with the monstrous fomorians to overthrow Queen Mab . If they hadn't figured it out during the murder investigation, it is likely now clear that Zybilna is also behind the death of Lord Albert Frostwood. There is now only one left thing to do, return back to Arctis Tor and bring all of this to light.

A Triumphant Return?

Unexpectedly, the party will quickly find themselves on trial
Through King Malabog's fortress of Mag Tureah, there should be an easy route for the players back out of the Feydark. The party's sleds and winter wolves will be ready and waiting and can take the characters back the palace without issue.
However, when the party returns they will find themselves confronted by Kaltar Starlight, the leader of the Selenian Guard, and a large contingent of guards. Kaltar will explain he is placing the party under arrest as agents of The Summer Court and for the murder of Lord Frostwood. Astrid Frostwood will also be present and beg the players to not resist and that she will meet them in the prison help them to clear up this misunderstanding.
  • When the League of Malevolence failed to kill the party, Zybilna put in place a Plan B to deal with the characters by arranging to have them framed for Lord Frostwood's murder
  • It's very important to try and avoid the players resisting the arrest. Emphasize the overwhelming force of guards that have come here. Have Astrid push hard for them to not fight back and her confidence that she can help them.
    • If necessary, consider having winter eladrin present to help knock the party out with a sleep spell or something similar
    • Kaltar is completely loyal to the court and cannot be convinced to not arrest the characters
  • If the characters ask what will happen next, Kaltar or Astrid explain there will be a trial where they can profess their innocence and put forward their own case
  • As the players are arrested, Astrid will convince Kaltar to allow the party to keep their items
Preparing for Court
The characters will be imprisoned in a shared cell within the depths of the winter palace which is heavily guarded by the Selenian Guard. The prison is covered by a permanent antimagic field that has been attuned to let through only one other spell - arcane lock, which has been cast on all of the cell doors.
After a short while, Astrid Frostwood will come to visit. She will explain a trial for Lord Frostwood's murder has been fast tracked for the next day and that this whole thing smells of a conspiracy. Nonetheless, she advises against trying to escape as it will be seen as the party being guilty and lead to a death sentence. If the party suggests that Zybilna is behind all of this, she will remark that it's entirely possible, though the Nightwalkers are also a possibility.
Astrid explains that having a defense planned out, including any evidence to present or witnesses to call, will be very important and suggests they talk through this together (you may want to encourage your players to take notes here). Have Astrid ask leading questions if the players have trouble thinking up items to raise during their defense. She will also share that they will need to represent themselves during the proceedings and that casting spells during the trial is illegal.
Most of this information can be found in Part 20, but in summary, potential items to have ready for court (if they have been discovered) include but are not limited to:
  • Anything learned by engaging / capturing the assassin Nephalex in Lord Frostwood's chambers
  • The letters in Lord Frostwood's chamber don't match his handwriting (if compared to other of pieces of his writing, such as the poem found on his body). His family has also been very clear he is anti-war and certainly not an ally of the Summer Court
  • A witness (Urmas from the Selenian Guard) saw a different nurse visit Lord Frostwood the day of his death – a red tiefling which is a rarity in Yon. Nephalex, the assassin, is a red tiefling
  • Coins on the body of the assassin in Lord Frostwood’s Chamber are from the land of Oerth. Zybilna is the only member of the court with Oerth currency in her palace account
  • An autopsy shows Albert was killed by shatterheart poison – the key ingredient for which is Inferno Tongue (a piece of which may have been found in Zybilna’s quarters)
  • Balen Heartstone may have admitted that Zybilna ordered him to delay Lord Frostwood’s autopsy
  • There is no direct evidence of the party's involvement with the Summer Court and they have no motive. Meanwhile, the party learned that Zybilna directly dealt with King Malabog based on their travels in the Feydark and has been seeking to free the fomorians
    • While this is technically heresay, knowledge of recent fomorian sightings is common knowledge at this point
  • Zybilna has a direct motive (how much of this the party uncovered will differ campaign by campaign)
    • Zybilna had been working to stoke tensions between the Winter and Summer Courts. Zybilna’s goal in this was to convince Queen Mab to provide Zybilna with the resources for magical research she needed to accomplish her own true motive to grow her own power
    • Eliminating Lord Frostwood not only took out Queen Mab’s closest other confidant, but also killed one of the most vocal anti-war proponents (and one of the nobles who was the most suspicious of Zybilna)
    • This also had a side benefit of distracting the court while Zybilna arranged to free the monstrous fomorians from their prison in the Feydark. She struck a deal with their king to give them the winter court in exchange for serving her. To delay things further, Zybilna had Balen (the grand steward) temporarily block an autopsy

The Trial

With the next morning it is time. The Selenian Guards will escort the party to the courtroom. I used the Court of Justice (blue variant) map by Czepuku to represent the courtroom.
You are led into a grand courtroom, with high ceilings and large windows letting in streams of light. The room is packed with spectators who whisper and murmur amongst themselves, but your eyes are drawn to the figures that seem as if they will be overseeing the proceedings. At the center on a raised platform is a harengon dressed in finery, and on either side of him are various members of the Winter Court.
  • The harengon is judge named Hopwell Carrotsworth who will manage the trial. The court specifically has non-eladrin serve as judges as a form of impartiality, though it is still the nobles themselves who cast judgement
  • The members seated as the "jury" of sorts are Rian Coldmoon, Astrid Frostwood, Gwen Frostwood, Zybilna, Lysander Coldmoon, and Lord Yeth
    • You can adjust who you would like to have there though you need to keep Zybilna
  • Members of the Winter's Legion are present to keep guard, though Kaltar Starlight, the leader of the Selenian Guard, is also present
  • A number of members of the public watch from the audience, including the Witchlight Carnival owners, Mister Witch and Mister Light
  • The players should situate themselves at the defense table and will be responsible for defending themselves. Sven Nightwalker will represent the case for the prosecution (his son Toren will be with him as co-counsel of sorts)
  • Queen Mab and Isolde are not present
To start the proceedings Kaltar will interrupt any chatter and announce loudly. "Court is now in session. The honorable judge Hopwell Carrotsworth presiding." From there the judge will make opening remarks. Unfortunately for the party, the judge is quite insane.
"Yes – yes! Lettuce proceed. By the twitch of my whiskers, I call this court to order!" Hopewell points down at the defense table as he continues.
"You there, yes you, you stand accused don't you? Of offing our good Lord Albert Frostwood? And as if that weren't enough! Conspiring with the Summer Court – you say? What's the punishment for this... let's see let's see –HAA! oh yes... I say death!"
The honorable Judge Hopwell Carrotsworth
The way the trial will work is we will use a concept from another game (Blades in the Dark) known as a clock.
  • Draw a circle with 8 segments on a piece of paper or screen. If the party makes an argument that seems convincing to the majority of the jury during the trial, fill a segment of the circle. Similarly, if the plaintiffs do then erase a segment.
    • If something is especially convincing – feel free to make this 2 segments instead. The circle should be public as the party can discern from watching the nobles how they are feeling.
  • For arguments you may choose to call for Persuasion, Deception, or other checks as appropriate (or have no check at all). If the players have made friends or enemies with members of the nobles overseeing the trial, they might get advantage or disadvantage on certain arguments
  • At the end of the trial if the circle is full then the party is found not guilty. If 6 or more segments are filled they are found not guilty but certain nobles are not happy about it. Otherwise they are found guilty
The trial itself is split into the following phases. The judge will announce as the trial moves from phase to phase.
  • Opening Statements: The plaintiff (Sven) and then the defense (players) make opening statements (free-form arguments with no interruption by the other side)
  • Present Cases: The plaintiff and then the defense call witnesses and provide evidence. Every witness can be cross-examined by the other side
    • Most NPCs can be called as witnesses, except members of the jury and Queen Mab; if it's not feasible for someone to be called due to distance then they would also be ineligible (i.e., a NPC from the Fields of Spring or Murkendraw)
  • Closing Arguments: The players can make a free-form closing argument if they wish
  • Verdict: The nobles reach a verdict (guilty or not guilty) and the judge will announce it
Presenting Cases
Sven's arguments during the "present cases" phase will include the following. Feel free to add any examples specific to your campaign as well (e.g., if players were caught breaking in somewhere, doing or saying something that could be misinterpreted).
  • The characters being a group of outsiders who arrive just before Lord Frostwood dies is quite a coincidence!
  • If the party fought Toren Nightwalker at the ball, Sven will highlight how they attacked his son (and potentially killed his guards)
  • Witnesses:
    • If the players let Erik Coldhollow go in Part 15, he will unfortunately be captured and called up to the stand to show that players let a summer court spy go free - clearly a sign they are summer agents themselves
    • If the players did not kill Endelyn, she may be called up to the stand if the party caused any commotion at Motherhorn
    • If the players break into Zybilna's quarters and are caught by Toren Nightwalker, Toren might be called up to testify as to their actions
As mentioned, Judge Hopwell Carrotsworth will oversee the proceedings who is a bit of a character.
  • The judge is forgetful and easily distracted, frequently losing track of his train of thought and hopping between unrelated topics during the trial
  • The judge has an insatiable appetite for carrots and snacks throughout the trial, occasionally offering one to participants
  • The judge is also partial to puns and sayings. Some that you could consider using include:
    • "I must say, your argument seems a hare off the mark."
    • "Let's burrow down to the heart of the matter."
    • "This is quite a hare-raising trial!"
The Verdict
Once both sides have finished presenting cases it's time to move on to the verdict. Read the following as the judge addresses the courtroom.
"The court has heard all of the evidence, all the testimonies, haven't they? The time is upon us, my dear carrots and cabbages, time to hop to the finish line! Time to reach... a verdict!"
Based on the progress of the circle laid out previously, the judge will read a guilty or not guilty verdict.
  • If the party is found not guilty:
    • Give everyone a point of inspiration for successfully navigating the trial
    • If you would like your party to have a exciting combat to close out Yon then Lord Sven Nightwalker will demand a trial by combat, eliciting gasps from the room. The judge will explain that any noble has the right to call a trial by combat for a verdict they don't agree with. If the party wins then their innocence will hold.
      • Otherwise feel free to skip to the "Enter Isolde" section below
  • If found guilty
    • The judge will gleefully call out: "Off with their heads!"
    • Lord Sven Nightwalker will chirp up. "I will take pleasure in this – let me do it myself!"

The Confrontation

Lord Nightwalker will fight the players inside the courtroom (see below for his stat block). If the players were found not guilty he fights alone as per the rules of trial by combat, but if he is executing a guilty verdict then two knights of the winter court will help him (see Part 19). If the combat is going south for him he will ask his son Toren to help him. Toren's relationship with his father is strained though, and he can potentially be convinced to stay out of it.
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Enter Isolde
When Nightwalker is almost defeated, or the party is not doing well and you want to toss out a lifeline, Isolde will throw open the doors of the courtroom and step inside, her sword Nepenthe drawn, interrupting the melee. She uses her stat block from Van Richten’s Guide to Ravenloft. This section plays out a bit like a cutscene, but feel free to adjust to your needs.
The heavy courtroom doors burst open with a resonant clang. All eyes snap towards the entrance as Isolde strides in, the determined clack of her boots echoing off the stone floors. In her grip, she wields a glowing red blade.
With a swift, deliberate motion, Isolde extends the sword forward, pointing its tip directly at Zybilna in silent accusation. "The witch killed Lord Frostwood. She's behind everything."
Mister Witch and Mister Light will gasp and moan from the audience as Isolde enters, as them all being together may potentially break the fey bargain that gave them ownership of the Witchlight Carnival (see Part A of The Witchlight Carnival if you need a refresher). Isolde will stride past them towards the bench - "Enough squeaking mice. No one cares if you lose your carnival."
Zybilna stands up from her place amongst the nobles, her stoic face breaking into a smirk. "Oh dear, whatever happened to courtroom decorum?"
She pauses for a moment and then lightly claps her hands. "Well, I suppose you're right. I did have our dear Albert killed." The unseelie nobles gasp and the guards in the room put their hands at their weapons.
Zybilna chuckles in response, "How quaint, don't all be so taken aback. Was he any more important than any other? I have witnessed the rise and fall of empires. Do you think any of you are more than my little puppets?"
Isolde grimaces and then charges forward. "Enough of this. Face me you devil!"
At this point start a new combat. This will only last one round (or two if you're feeling spicy) but the intent is to showcase the danger and power Zybilna possesses. It's crucial that Zybilna is not killed or disabled. Remember she has negate spell and legendary resistances/actions. Don't be shy about using them given it is only one round, or even fudging rolls if needed.
  • Include Isolde and any other members of the court who you think would help fight in the initiative order as allies
  • Use the winter eladrin stat block (MotM) for nobles who don't have one
  • For Zybilna use the Iggwilv stat block from the campaign. If you're using a VTT like Roll20, make sure the stat block is named Zybilna (and not Iggwilv) so a roll doesn't give away her identity
  • It's fine if Zybilna kills anyone in the winter court – if anything it is a good show of her power.
At the end of the round the air grows cold as the radiant form of Queen Mab floats into the room. She will yell out "Enough!" and fire a blast of cold energy that causes Zybilna to be slammed backwards against a wall.
"That's my cue, until we meet again!" With a wicked grin, Zybilna disappears in a flash of magical energy (note: using her amulet of the planes), leaving the courtroom in shock and disbelief.
  • Isolde disappears soon after, seemingly giving chase using her plane shift ability
    • If the players never broke into Isolde's quarters you can have her accidentally drop her pack when she disappears. Inside are the items they would have been found in her room from Part 20.
    • If Zybilna happened to kill any party members, I would recommend having Mab resurrect them
  • The events of the courtroom make it clear to everyone that Zybilna is the true guilty party here. Even if the players were found guilty during the trial they will now be absolved
  • Feel free to have the players talk with whomever inside the courtroom, but at some point they should be approached by Queen Mab who will state: "We have made a grave error and you have my apologies. There is much to speak on but for now I think it best if you retire to your quarters while I address this."
  • Once the players have settled back in their rooms have Astrid pay a short visit:
    • She will share that the queen has arranged to collect and return their Lost Things as well see them through a fey crossing back to the Material Plane. They will all meet in the morning at the fey crossing outside the palace
    • She will thank the party for all of their help with investigating her father's murder. While it's unfortunate that Zybilna got away, at least she knows the truth and has closure
    • The rest of the court is still reeling from the revelation about Zybilna
    • Note: The players will be returning to the Feywild later in the campaign. However, if you don't want the players to leave the Feywild (or don't think they will want to) there is an option for handling this that I'll cover in the next entry but will involve skipping content. In that case the portal in the next section should likely go to Vale Crossing instead

Departures and Leavetaking

https://preview.redd.it/r9oqhw0hjpnc1.jpg?width=1024&format=pjpg&auto=webp&s=c48d5d0bde136deee7cb9172392d82cc601328d2
In the morning Kaltar Starlight will escort the players to a ridge outside the palace where a fey crossing is located. He will apologize for any mistreatment on his part and for having them arrested. I used the Fey Village (night gate variant) map by Czepuku for this scene, though a map isn't strictly needed here.
  • Have any key NPCs from Yon waiting on the ridge when the players arrive to say their goodbyes. I would recommend Astrid and Luca at minimum, but anyone the party had a good connection to would be a safe bet. Mister Witch and Mister Light, still recovering from the encounter with Isolde could also be here - if so, you should decide whether or not they've lost ownership of their carnival
    • Give the players a chance to speak with everyone
  • Once they're ready, Queen Mab will be waiting by the fey crossing to speak with the party
    • She will finally bequeath the party their Lost Things!
    • She will also provide a few updates:
      • After the confrontation at the courtroom she personally checked the seals on the Feydark. Luckily the entrance the players used was the only one currently down, and she restored it
      • A large host of fomorians was amassed near the main entrance of the Feydark, as if expecting to be let out of their underground prison soon. It seems they were just in time in stopping Zybilna from having them let free to attack the palace
      • While this part of Zybilna's plan was stopped, the fact that she admitted to Lord Frostwood's murder, likely means she likely succeeded in some of her other machinations. Mab promises to be vigilant
    • Once the party has finished, Queen Mab will activate the fey crossing back to the Material Plane and bid the characters farewell and good luck

Resources

I have highlighted some of the resources I used for this portion of the campaign below.
Music
What’s Next?
Our travels in Yon have come to an end. While this may seem like a happy ending of sorts, the characters finally reunited with their Lost Things, Zybilna has now solidly placed herself as a serious threat to be dealt with. Will our characters be able to enjoy the fruits of their labor, or they will be called back up to deal with this menace?
As always, please don’t hesitate to reach out with any comments, questions, or suggestions and…see you in the Feywild!
submitted by IndieRex to wildbeyondwitchlight [link] [comments]


2024.02.27 14:35 Gunele Sami——From Terra:a journey

Ancient you, peaceful you, you in the mountains of the north!
I come for you, the most lovely land!
——Lyrics of the Sami Tourism advertising song, created by Columbian Caravan International Travel Agency
Many readers who live in nomadic cities in Victoria and Columbia will have heard this song. In the past period of time, TV channels and intercity networks have launched rounds of Sami tourism promotion campaigns. Many people even heard the word "Sami" for the first time in these advertisements. The ads were apparently so successful that advertisers now no longer need them - come summer, travelers naturally sign up in droves to board shuttles to the resort town of Chapatt or several other well-known northern attractions. These people are willing to spend a lot of money and spend more than a week on the bumpy road to experience (or re-experience) the charm of the "most lovely land".
I went too. Indeed, that trip was a great experience.
But the purpose of this article is not, after all, to discuss the quality of today’s Sami group travel experiences. Let me tell the reader frankly that long before the first stake of the first wooden house in Chapat-Gavri was brought to the shores of Lake Chuaviali, long before it even received that name(meaning "horned beast") I had visited Sami before. Although that visit was not entirely my intention, now it seems that I was a "blessing in disguise" to a certain extent——
It was the insights I gained at that time that allowed me to truly complete this article and introduce readers to a real Sami outside the scenic area.
Overview
Sami, the end of the land, the territory of forests and tundra. To the average person, it is a faraway tourist destination, the home of saunas. Beyond the light of the bonfires in the resort camp, it is probably the most unique "country" in Terra's system, and it also has a unique model of coexistence between man and nature in Terra. Here, our common sense must humbly recognize its limitations and give way to Sami’s common sense.
History
History of discovery
For those of us outside of Sami (especially those in academia), the history of Sami is really the history of its discovery.
Although the name "Sami" appeared very early, for most of history, this name represented only a group of unworthy primitive tribes in a small corner of northern Terra. If people look up some literature and materials before the crystallization ahe, they will basically come to the following conclusion:In the days when Sargon's lions fought for supremacy in the desert, the Sami lived a savage life, kissing bark and mud;In the days when Nightzmora Khan conquered the land, the Sami lived a savage life, kissing bark and mud;In the era when the Iberians and Leithaniens successively captured Bolivar, the Sami people still lived a savage life, kissing bark and mud. In such records, there may be some stories and fairy tales about giant feathered beast-like monsters with long legs, and the Elafia girl holding a crystal feathered beast egg, but other than that there is nothing much to tell——Even in Ursus, which is adjacent to Sami, no more detailed and serious material can be found.
Kal'tsit: Obviously, for Ursus, the need to cover up the truth about the Sami is actually greater. For a long time, in Ursus, the Sami people have only been portrayed as sporadic alien tribesmen who engage in petty theft. Fedot Dezhnev's expedition was completely unexpected by the Ursus court, and Ursus' subsequent invasion and annexation of the territories of the Sami tribes was probably a show of helplessness.
In the common sense of the era, nothing would need to go into Sami and nothing would want to come out of there. Of course, we know today that this was not the case. The Sami people have never lived an isolated life. Various evidences show that the Sami are the main birthplace of the Elafia ethnic group, and they can now be found all over Terra——But this is ultimately a deduction conducted under modern scientific standards. Sami was so far away that people at the time didn't care much about its actual condition. People who walked out of Sami in the past may have had various personal reasons, and they did not leave us any unique records.
It is generally accepted by academic circles that detailed written records of the Sami region began with Fedot Semyonovich Dezhnev's four northern expeditions. This explorer, who is a household name in Ursus, has stayed in Sami intermittently for more than ten years, truly pioneering systematic research on Sami. Unfortunately, the hand of the Emperor of Ursus also followed. During a short period of time in the middle of the ninth century, due to the discovery of Originium deposits and the need for the Kazimierz war, Ursus quickly ceded large tracts of land that once belonged to the Sami tribes through military invasion and economic acquisition. This is how the northwestern boundary of Ursus, as commonly understood today, was formed.
Fedot Semyonovich Dezhnev
Fedot Semyonovich Dezhnev (803-879) was a renowned explorer, cartographer and orbital planner of Ursus. He entered Sami four times between 838 and 851. He and his team members may also be the first Terran people to successfully return after penetrating into the Infy Icifield. At the same time, it was Dezhnev who discovered the Kolossal Prime Vein in what was then Sami land. He perfected the reading of the Sami alphabet, summarized the two major models of the Sami language, introduced the Sami tribal composition, natural religious culture and Snowpriests conference system to the southern society, and recorded the Sami people for the first time. The use of their unique spell (generally known today as "Furda's Secret Art"). In protest against Ursus' "arrogant, barbaric and unjust oppression" of the Sami region, he retired early in 852 at the age of forty-nine and refused to serve Emperor Ursus for the rest of his life. There used to be a town of Dezhnevsk in the far north of Ursus, named after his surname, but it was later abandoned.
His wife was an Elafia from Sami. The couple had a son, Asmundir Fedotovich Dezhnev, who later became the rector of Deity Grypherburg Ushinsky Pedagogical University.
In recent years, a challenger to dominance has emerged in the Sami region: Columbia. Unlike most other countries, Columbia has always shown great interest in Sami. Since the 1960s, groups of Columbians have entered Sami with the support of their country or various domestic NGOs. Unlike the country's pioneering movement in the western wilderness, Columbia's interest in the Sami seems to be scientific, and the people who entered the Sami from Columbia were mainly scientific researchers at that time. These Columbians used modern technology to resurvey the range of swamps, black forests and snowy mountains, claiming to have established a stable route to Fjal Vetrtonn. They also rediscovered the isolated Cyclops, a Sarkaz Royal Court tribal, in the rolling mountains, and established an incredible connection with them.
Kal'tsit: This is probably because the Cyclops made prophecies about this, and those prophecies be forced to come out to warn these Columbians, lest the latter break into something they should never break into.
The biggest change occurred recently: Columbian investors apparently managed to win the favor of some southern Sami tribes. They cooperated with these tribes and began to develop tourism in the Sami wetlands, and achieved considerable results. Several large-scale tourist towns have been built in the area (such as the well-known Chapat-Ghafri town mentioned earlier) as well as a large number of resort facilities. There are even rumors that the first nomadic city will soon appear in Sami, under the auspices of a certain Columbian "conglomerate".
Sami and Ursus
It should be noted that there was no "war" between Ursus and Sami - in both parties' perceptions. What actually happened often was that Ursus exchanged goods such as crops for a Sami tribe to move, ceded the land, and used force to expel another tribe. For Ursus, it is not related to the Sami as a whole, but deals with the affairs between itself and each tribe bordering it independently; and the same is true for the various tribes of the Sami. The tribes in the core Sami area do not care how the peripheral tribes get along with Ursus, and the Snowpriests Congress has obviously never regarded Ursus as a threat to the unity of the Sami tribes. For more than two hundred years after the initial large-scale operation, Ursus seemed to have adhered to a certain bottom line, controlled the intensity of friction with the tribes, and did not continue to annex Sami lands on a larger scale. (Kal'tsit: This is the boundary drawn by the Holy Fool. Thanks to his knowledge, the Ursus people have always clearly understood that the barrier between them and the ice sheet is more important than the territory.)
Recently, perhaps due to the influence of the culture of southern countries, there have been some attacks on Ursus border settlements in the name of "Sami people", leading to retaliatory actions by the Ursus side. Ursus officials have repeatedly accused the Columbian authorities of being the masterminds, and the latter has naturally denied all accusations.
Beyond the land
I have promised the reader in the introduction to introduce "Sami outside the scenic area". In this section, I will keep this promise and first introduce "history outside the scenic area". This part of the content is more like folktales than history. They will mainly come from what I have seen and heard with my own eyes. But few outside of Sami can verify this, and my memory is obviously subject to error, so I leave the final judgment to the reader.
Our history often focuses on recording people's actions and commemorating the rise and fall of countries. People living in the Sami tribe are not interested in this. The Sami's memories of the past have always revolved around tribal migrations, which were directed by a magical ritual. For the Sami people, this magic ritual and the ensuing migration held by each tribe are collectively known as "Sohati" or "O-Friedl", which is the "Great Battle". The "Great Battle" is their own history in the eyes and mouths of the Sami people.
When I first visited Sami, I migrated with a Sami tribe (please allow me to withhold its name). The summary of the story included below is derived from the records I made at this time. It is difficult to say whether "Sami" as a place name originated from stories related to the "Great Battle" or whether it was the opposite. After a long period of written adaptation and oral transmission, this kind of story has produced many versions, some of which have been spread to the south and evolved into the stories we have heard before. Among the Sami tribe, such stories usually contain several elements, such as a misunderstanding between two or more mythical creatures, the sudden appearance of strange enemies, the Sami people's eternal battle for Terra, etc.
It is worth mentioning that the "Father of the Ancestral Spirits", in addition to "Sami", is more commonly known as "Sami Takhto" (Mode A) or "Samivili" (Mode B). These two words have a very precise Victorian translation, which is "Sami's Will". Some snow priests have made it clear that "divination is listening to Sami's will." We can argue that such stories actually record the events that marked the beginning of Sami history. Considering the grand changes in the world described in the story, Sami is very close to the main mineral vein of Kolossal, and Catastrophs occur frequently, we can infer that the battle between mythical creatures in the story is very likely to actually be a very violent natural disaster in ancient times. .
Sohati
Ten thousand years ago, when humans first arrived at the end of the land, the giant feathered beast Valushita that roamed the sky laid a scorching egg. The egg could not withstand the high temperature it released and shattered into many pieces in the sky, making a huge sound and dazzling light, awakening Sami, the father of the ancestral spirits on the land. At the same time, Valushita lowered her head to check her egg, but was blinded by the light as she looked directly at it. It knew that its egg had broken, but mistakenly thought it was Sami who did it. Valushita let out a shrill scream and angrily accused Sami. It lost all reason, flapped its wings, raised up a violent storm that covered the world, and scattered huge feathers as sharp as steel knives, trying to hurt Sami.
The father of the ancestral spirits, Sami, was protected by the land and did not want to pay attention to the unreasonable troubles of the feathered beast. But Valushita is blind, and the resentment it spreads indiscriminately is flying everywhere, and it is about to cross the agreed ancient boundaries and kill innocent humans. The Father of Ancestral Spirits then made a compassionate decision. He stretched out his body and withstood all disasters for mankind. But at this time, the fragments of the egg laid by Valushita fell from the sky, and Sami's body was exposed outside the shelter, and was burned as if by twenty suns. The father of the ancestral spirit was caught off guard and was severely injured, and had to quickly return to the land.
Later, Valushita regained her sight and regained consciousness. Heartbroken by the lost egg and filled with regret for hurting the father of the ancestor spirits, it left Terra without looking back. But the fragments of the eggs remained on the ground, attracting evil spirits. Sami had no way to leave the shelter of the land for a while, so he had to ask for help from humans. But the merciful ancestral spirit father will never allow humans to try to remove those fragments, because such a method does not exist on land. Sami only gave instructions to humans, asking them to work hard to resist the evil spirits and not let them cross the black forest. He also assured mankind that one day He would be able to gain the recognition of the land again. Then He will be able to end His rest and solve the problems posed by Valushita forever; then the battles of mankind will surely end.
Ammatalu
The father of the ancestral spirits, Sami, cast his last glance at the forests and swamps before he rested. This glance seemed to be frozen in time and lasted for thousands of years. The ancestral spirits Matmonin and the ancestral spirits amma were born. Among the twins, Matmonin's appearance is more like that of a human being, so He feels close to human beings and wants to travel on the land and see all human beings;Amma's appearance is not like that of a human being at all, but she has the compassionate character of the father of ancestral spirits. She decided to stay in the land where Sami rested, and guide the vegetation and animals on the land to help humans complete their mission together.
amma has no human form and cannot understand human speech, so she cannot directly show her body and communicate with people. But it was she who, by using the hints of snow and fire, made people understand the principles of divination and trained the first generation of snow priests. She also used the suggestion of animal horns to guide the Dietan women who had just arrived in Sami, so that they could get help from the Sami tribe and avoid starving to death. Out of gratitude, the Dietan woman cut off a few pieces of bark and taught the Sami people how to write words that can drive many things.
Until now, Amma is still wandering in the black forest. Occasionally, the Sami people can pick up pieces of pure white snow that will not melt, which means that Amma has seen him and wishes him good luck. A Sami who picks up such a piece of snow usually encounters good things, but he must always pay attention to his surroundings so as not to miss Amma's hints.
Due to the coexistence of two typical models of the Sami language, the authenticity of the "Amma Talu" (i.e. "Amma's thing") story is easier to verify than other stories. There are many versions (all very, very long) of the story of the twin ancestral spirits Matmonin and Amma. In these versions, sometimes the human form of Matmonin appears to help humans, and sometimes the animal form or invisible Amma secretly guides humans. But there are always fixed parts in the development of the story: the first generation of snow priests will always be born among the Sami people; the "Dietan women" will always come to the Sami people and teach the Sami people how to write secret texts. If we peel off the skin of the story, the meaning of the word "Dietan" is also very clear, that is, "prophet". There is reason to believe that this refers to the Cyclops of Sarkaz. It is probably because the Cyclops taught the Sami people how to write Furda's cipher text that the Sami language has two completely different vocabularies and lexical patterns, but they are completely interoperable.
Occasionally, the "Dietan women" will split into two groups in the story, one of which will enter the mountains, while the other will go all the way north, "looking for the wound in the land." This may suggest that the Cyclops actually split into two groups, or that another ancient race that we don't yet know about also stopped in Sami.
Sami’s other stories will not be repeated here. If readers are willing to believe that these stories have their basis in reality, then we can roughly summarize the development history of the Sami tribe like this:Thousands to 10,000 years ago, a Catastrophe of unprecedented scale swept through the Sami, leaving an indelible collective mark on the region. After the natural disaster, the surviving people awakened to a common Originium Arts. This Originium Arts is likely to belong to the category of telepathic perception spells, which allows the user to obtain some kind of precognitive information. Over the next thousands of years, Sami society was gradually shaped by this Originium Arts, forming a tradition of tribal migration to escape the Catastrophe. Later, the Cyclops moved from Kazdare to the Sami and introduced Secret Art, allowing the Sami to control their huge sacred trees and golems. After these three events, the social form of the Sami people was completely shaped and showed what it is today.
Kal'tsit: The Sami people have always demonstrated an amazing collective memory, and this section is actually very informative. For the study of Sami, the starting angle of legendary stories is undoubtedly the right one. For the convenience of explanation, I clarify here that the so-called "Father of the Ancestral Spirits" or "Sami's Will" refer to the same Feranmut. But I also feel that revealing the whole truth about Sami here may not be a choice I am willing to make now. This is also in view of the recent experiences of the Sami joint scientific expedition team. Please understand.
Geography
Kal'tsit: The prerequisite for discussing Sami geography is to recognize the essence of Sami - this is the place where Feranmut, who survived the ancient war, lies. The size of this Feranmut's body may be the only one in Terra today. It can even be said that a considerable part of everything that is discussed today in Sami happened on the creature's riddled back. But it has never recovered from the scars of war, and is unlikely to. It has always resisted the influence of demons infiltrating Terra. The elf's healing abilities have their limits, and as it continues to weaken, it is likely that in the near future it will need all the help the land can offer.
Northern staircase
Sami is the northernmost country of Terra, located northwest of Ursus where the Kolossal Prime Vein meets Lake Kolossal. Continuing north from Sami, you will enter the Infy Icifield with harsh conditions and no settlement.
In the Sami land, the landform changes always follow a simple four-level pattern: swamps in the south, forests in the sub-south, snowy mountains in the sub-north, and tundra in the extreme north. This change in landforms seems to have been artificially designed: to enter the tundra, travelers must cross the snowy mountains; if they want to return from the snowy mountains to the swamps in the south, there is no way around the black forest. During Dezhnev’s third expedition, the Ursus expedition tried to advance along the edge of the Black Forest from Haradriga Point in an attempt to measure the boundary of the Black Forest——They finally walked all the way to the Yevrenov Research Station in Ursus (today's Yevrenisk), and there was no forest there. According to Dezhnev, the topography of Sami is not static, the forest seems to walk when no one is looking, the ice and snow decide every day where it wants to cover, and even the rivers secretly change their course. Of course, the reality is probably not so fantastic. In Sami, the landscape in most areas is monotonous and lacks change. Even under the guidance of modern scientific instruments, people who are unfamiliar with the terrain still often get lost. Dezhnev was probably lost, and the black forest he saw was probably a spell cast on him by the local Sami people. At least, modern surveys have confirmed that it is possible to bypass the Black Forest and enter the ice sheet directly. However, this road must pass through the military-controlled area of Ursus and has been closed to traffic for a long time, so it has little practical significance.
Aurora
Nights are generally longer in Sami than elsewhere in Terra. Here, people often observe a luminous phenomenon in the sky at night, which looks like shining strips of light hanging in the sky, which is spectacular. This luminous phenomenon is called "Bolia" by the Sami and Ussans, and because it only occurs in the far north, it is also called "Aurora" by people in other parts of Terra.
The color of the aurora changes frequently, being predominantly green, but also often appearing as red, blue or purple. Its brightness and density are also changing all the time. For the Sami people, the aurora is the tears shed by the huge feathered beast Valushita in the sky;For the rest of us, auroras are likely the result of intense collisions between material from the Sun and the atmosphere. But no matter what the explanation is, it does not affect people's appreciation of its beauty.
Politics and military
government
There is no central government in any sense in Sami. The basic unit of this "country" is the tribes that self-identify as "Sami people". Some of these tribes will give themselves a name, and some will not. There are at least hundreds of such tribes in the Sami.
The core of the tribe is usually a religious leader, called the "Snow Priest". The Snow Priest is the tribe's most powerful shaman and magician, able to use Sami's unique Originium Arts, and keeps the driving spells of the tribe's sacred tree. All general tribal affairs are managed by the Snow Priest and his group of shamanic advisors. Of all the responsibilities of a snow priest, the most important is divination. The Snow Priest can communicate with "Sami's Will" through divination and obtain enlightenment. This kind of revelation is the biggest basis for Snow Priest to lead the tribe to migrate to avoid Catastroph. According to the existing records, this kind of revelation rarely fails.
Kal'tsit: "Sami's will" is Feranmut, but this Feranmut can only utter weak murmurs, so there are many snow priests who don't really know whose words they are listening to.
Sometimes multiple snow priests from multiple tribes would receive the same revelation, a sort of "encyclical". A snow ritual meeting of unprecedented scale will begin at an extremely fast speed, and hundreds of Snow Priest from almost the entire Sami will rush to the venue quickly. This type of meeting has never been open to outsiders, and I don’t know the specific content of the discussions. But in my personal experience, such meetings are often followed by some sort of mass migration of the tribe as a whole (usually southward en masse). It can be speculated that the purpose of this conference may be to discuss a plan for collective migration to avoid large-scale severe weather or dense Catastrophs. This assembly is also the closest institution to a state body in the Sami region.
It is worth noting that, based on the information released by Columbia, in the recent period, there has been no record of a large-scale return north of the Sami tribe after a large-scale migration southward. A reasonable speculation is that they were accustomed to the modern technological achievements brought by Columbia and thus were more willing to settle in the south. If this is the case, then we are undoubtedly standing at an important turning point in Sami history.
Military
Sami does not have a unified government, and naturally there is no unified army. But there is no shortage of strong warriors and skilled Casters in every tribe. The former is not only good at ordinary swords, but also good at using huge pole weapons;
The reputation of the latter's iconic snow-storming arts has long spread beyond Sami. Conceptually, these people constitute an armed force that maintains internal security and order in Sami. Disputes within the Sami tribe will basically not evolve into armed conflicts. In the confrontation with Ursus, as mentioned above, each tribe basically fights on its own.
But that is actually an appearance. For the Sami, their bravest tribes and best warriors had to enter the "Soatwiaka" (meaning "Legion"). This team is said to be numerous and always guards the boundaries of the Infy Icifield in the fortress at the foot of the mountain. The enemy they fight is said to be not human, but a terrifying enemy called "Andskotarnir". I have never seen the fortress of the legion, nor have I come into contact with the soldiers of the legion, but readers should remember that the Sami people collectively refer to the snow divination and tribal migration as the "Great Battle"——According to my observations, the migration of the Sami tribes is indeed proceeding along the lines of some kind of military mobilization. In the seemingly aimless march, one tribe can actually "encounter" many other tribes who are also migrating——This shows that the migration route of the tribe was planned like a waterway, or at least it was open to all tribes like road information. Furthermore, I found that the proportion of warriors was significantly higher among the tribes heading north. When tribes migrated and met, some warriors would even leave their original tribe and join the tribe heading north. Undoubtedly, the purpose of these people is to join the legion.
Kal'tsit: Andskotarnir is a subspace Collapsal infiltration entity. Columbia calls it "Collapsal body" or "Collapsal creature", and is generally called "Demons".
In these teams, I have seen fully armed rockhorn beasts marching in formation. Under the control of their drivers, they moved more uniformly than a human army. This was also the first time I witnessed the huge war golems of the Sami people. Those structures composed of entire giant trees, large pieces of rattan and hard rock seemed to be completely capable of defeating any war machine of the same size. Some golems are even covered in cipher text, and their abilities have obviously been further enhanced through arts. What exactly the Sami who brought such a force to war would encounter in the north, I can only imagine, cannot say.
Economy
For a long time, the Sami tribes were largely self-sufficient, with the land providing more than they needed. The Sami people can make all the necessities of life with their hands, and barter can meet the needs of both within and between tribes. Therefore, the Sami people do not need currency.
But Columbia has changed this situation. People from out of town can now use Columbian gold coupons to spend money in resorts in southern Sami. Many resorts and entertainment venues employ local tribesmen as laborers and waiters. These people receive Columbian coins and buy industrial products produced in Columbia——The Sami seem to enjoy this, and I choose to leave it to the reader to comment on this all-too-familiar process.
Travel
Traditionally, there were two routes into the Sami: one through the vast wastelands of northern Columbia, and the other from Ursus, heading west along the shores of Lake Kolossal. Foreigners who want to enter Sami from Ursus need to go through several relatively cumbersome approval processes. This will take some time, but it is not as impossible as the outside world spreads. In addition, although there are rumors that Columbia plans to build a national highway connecting Columbia's mainland and Sami and set up formal checkpoints, there is currently no strict border control between the two places.(It is worth noting that if travelers follow a convoy departing from a large nomadic city to Sami, there is still a high probability that their travel documents will need to be submitted for inspection before departure).
In 1099, there were three main caravan routes leading to the tourist areas of Sami:
The traditional route from Trimounts, Columbia is the shortest and has the lowest fares;The route departing from Mercyside County in Victoria has more luxurious service facilities. Because this route passes through Kjerag, you can view the magnificent Karlan Snow Mountains from a distance;The route starting from Montelupe in Siracusa was opened for the first time and is the longest, but it undoubtedly provides more choices for the residents of Leithanien, Siracusa and even Laterano.
Culture and society
Although there are personal preferences, the Sami people are basically able to switch between the two modes of Sami language. In addition, although most Sami people are literate, the use of spoken language in daily life should still account for the absolute majority. Poetry, literature, and other forms of written language also existed, but they were far from numerous. Letters are delivered between tribes by people who are engaged in similar professions as messengers, but there are only very few letters between each tribe and the outside world of Sami.
Nature
--What's this?
——It's soda.
——I don't like this "soda", it tastes unnatural.
On the intercity network, the Sami people “don’t like soda” because it “has an unnatural taste.”
The Sami people respect the laws of nature and believe that everything has its time and should not be disturbed. They take from nature what they need, but never more. Their "cultural temperament" is famous in the south, and the stereotyped image of the "Sami people" comes from this. In literature, film and television, the love story between the South and the Sami people with culture shock elements has become a template and has a fixed fan base. However, after all, these works have been modified and processed by romantic imagination, and "it's soda" obviously cannot represent the real situation.
A reminder
However, different Sami people can have huge differences in their interpretation of this rule. I will omit the specific examples here, so readers are aware of this:
When Sami mentions "all things", he is indeed referring to everything he knows - and all of this is part of the "eternal hunt".
The universal way everything works in Sami is the cycle of prey and prey. Through the act of "preying", the spirituality of all things can be exchanged and circulated. Therefore, this act should not be interfered with by human emotions or morality. Generally speaking, understanding and agreeing with this rule is a prerequisite for being called a "Sami". Due to this rule, their attitude towards nature is more pragmatic, and they do not prefer certain trees or beasts as imagined in literature. They do not generally have feelings for non-human things similar to those for people, nor do they have any preferences when using these things.
Tribal migration
Depending on the tribal culture, a tribe may not stay in the same location for very long, or quite the opposite. But the snow priests of all tribes perform divination at least once a month. If they are warned in the divination, migration will begin. Whether it is the result of divination or some kind of pre-existing knowledge, the migration route and destination are determined from the beginning.
In the tribe's settlement, all living facilities are set up around one or more huge tree golems. These tree golems are called "family trees," and the largest and most important of them is called the "master tree." These trees can walk, take root, and help the tribe carry any heavy objects under the control of the Snow Priest.
The Sami people have developed a strict sense of cooperation during this long-term migration life. They were extremely efficient, not only in their work but also in preparing for the move. They have an ancient document called the "Tree Book", which is passed down from generation to generation in the tribe and serves as a guideline for this kind of migration. According to my observation records, under the guidance of the "Tree Book", from the end of the divination ceremony to the departure of the tribe as a whole, it may only take half an hour. It can even be said that the efficiency is higher than that of ordinary nomadic platform switching lines. .
Conclusion: The branches are cold and the stream is quiet
For readers interested in traveling to Sami, I wish you a perfect trip. Although I don't know if it is the "loveliest land", it is indeed a lovely enough land. Please be sure to abide by the resort's rules and do not leave the resort's boundaries. Sami may end up being a remote exotic place or a spectacular tourist destination, and there's nothing wrong with that. The introduction of the internal situation of Sami in this article is indeed to enhance readers’ understanding of the real situation of Sami, but it is not intended to further encourage readers to go to Sami and experience Sami for themselves. Based on personal experience, my attitude towards Sami is very complicated and difficult to explain. But I am convinced that Sami should not be disturbed too much by the outside world. There may be secrets there that are not suitable to be revealed now.

submitted by Gunele to arknights [link] [comments]


2024.02.21 16:55 Killsoverzealouscows Fantasy Lit-rpg second chance apocalyse

The book follows the main character, through a lit-rpg type system, where all the members of humanity have been gathered and go through trials. The main character has been betrayed and this is his second time through (time travel shenanigans).
He assembles a team of all the people he wants, defeats a dragon, gets another of those box storages and wins with a snowflake crystal that lets him see 24hrs into the future. These are the most defining detailed I can easily recall lmao but if you ask questions I'll answer
Edit with more detail: Humans are taken from earth and put in another dimension. This dimension is safe, with a town and inn. Each human is put in their own "instance" of these, but periodically 10 humans are taken and put together into a realm with a boss and objectives. They have a set period to defeat as many enemies as possible and gain what rewards there are. There are two currencies: one "black coin" gained by defeating enemies, and "white coin" obtained from a secret shop in the... Second book I think. There's a "killer" system that marks people as killers within a realm, and there's three realms I remember vividly.
1: grave mansion - a massive mansion filled with floors of different monsters. Our MC jumps to the top and works down, before finding a secret room, and then fighting the secret boss, a headless horseman.
2: icy tundra. Our hero has obtained orbs that let him jump between instances, and hunts "killers", one of whom has a mind control ability and fights the MCs companion.
3: magma cave - MC joins with 19 others to venture through and defeat the boss of the inside of a volcano with a dragon, and draws blood on the skin of the dragons mother when she confronts him, gaining a prized ring in reward.
submitted by Killsoverzealouscows to whatsthatbook [link] [comments]


2024.02.20 11:53 Killsoverzealouscows [TOMT] [Book] [Fantasy, Recent]

The book follows the main character, through a lit-rpg type system, where all the members of humanity have been gathered and go through trials. The main character has been betrayed and this is his second time through (time travel shenanigans).
He assembles a team of all the people he wants, defeats a dragon, gets another of those box storages and wins with a snowflake crystal that lets him see 24hrs into the future. These are the most defining detailed I can easily recall lmao but if you ask questions I'll answer
Edit with more detail: Humans are taken from earth and put in another dimension. This dimension is safe, with a town and inn. Each human is put in their own "instance" of these, but periodically 10 humans are taken and put together into a realm with a boss and objectives. They have a set period to defeat as many enemies as possible and gain what rewards there are. There are two currencies: one "black coin" gained by defeating enemies, and "white coin" obtained from a secret shop in the... Second book I think. There's a "killer" system that marks people as killers within a realm, and there's three realms I remember vividly.
1: grave mansion - a massive mansion filled with floors of different monsters. Our MC jumps to the top and works down, before finding a secret room, and then fighting the secret boss, a headless horseman.
2: icy tundra. Our hero has obtained orbs that let him jump between instances, and hunts "killers", one of whom has a mind control ability and fights the MCs companion.
3: magma cave - MC joins with 19 others to venture through and defeat the boss of the inside of a volcano with a dragon, and draws blood on the skin of the dragons mother when she confronts him, gaining a prized ring in reward.
submitted by Killsoverzealouscows to tipofmytongue [link] [comments]


2024.02.08 03:04 paladinofthelantern Is a Nvidia 1080ti a Powerful Enough GPU to Run a Heavily Modded Game?

As the title says, I tend to use a large number of mods, both plugins and things like retextures. I am currently using a Nvidia 2080, but due to a variety of reasons unrelated to Skyrim, I need to switch over to an older computer of mine with a Nvidia 1080ti. I am a bit worried, though, that I might not be able to use very many mods at all. I am unsure whether it's SE's engine that affects how many mods I can use (some of the mods, such as patches, are flagged as ESLs), my GPU, or some of both. I have listed my modlist below.
Edit: It turns out my other computer has a 1080 and not a 1080ti. Hopefully, it will still be able to handle a heavily modded game. Thank you all so much for your feedback!
Rudy ENB
SKSE
Address Library For SKSE Plugins
SSE Engine Fixes
PowerOfThree's Tweaks
PowerOfThree's Papyrus Extender
Base Object Swapper
ENB Helper SE
Enhanced Volumetric Lighting + Undersite Optional File
Particle Patch for ENB
ENB Light
Bright Waterfall Fix for ENB
Less Distracting Blowing Snow Effects for ENB Particle Patch
Unofficial Skyrim Special Edition Patch
Sky UI
Dear Diary (Paper SkyUI Menus Replaceer SE)
Sanguis (An Oblivion Font)
Book Covers Skyrim
Book Covers Skyrim (Lost Library)
Unread Books Glow SSE
Unlimited Bookshelves
Dragon Whisperer Main Menu Replacer
Immersive HUD (iHud Special Edition)
Jaxonz Renamer
A Matter Of Time (A HUD Clock Widget)
A Quality World Map
Wintersun (Faiths Of Skyrim)
Realistic Ragdolls And Force
Elsopa HD Briar Heart
Elsopa HD Safe and Stronbox
Wearable Lanterns
SMIM
Ruins Clutter Improved
High Quality Food And Ingredients SE
Mammoth Cheese Retexture
Honey Pot Special Edition
HD Meshes And Textures For Animal And Creature Drops
Rustic Clutter Collection
Elsopa HD (Meadbarrel And Spigot SE)
HD Reworked Baskets
Elsopa (HD Keys SE)
Rudy HQ (Hay SE)
Rally's Jurgen Windcaller Tomb
Ancient Pottery
JS Dragon Claws SE
Authentic Civil War Followers
Ordinator (Perks Of Skyrim)
Skyrim Skill Interface Retexture
Apachii Sky Hair (female and full)
Improved Eyes Skyrim
UNP Female Body Renewal (A Female Face And Body Replacer)
Skysight Skins (Ultra HD 4K 2k Male Texture And Real Feet Meshes)
Rustic Clothing
Winter Is Coming SSE
Cloaks Of Skyrim
Winter Is Coming SSE/Cloaks Of Skyrim Patch
Immersive Jewelry SSE
Gemling Queen Jewelry SE
Amulets Of Skyrim SSE
Elsopa HD (Akatosh Amulet SE)
Quaint Raven Rock SE
Cutting Room Floor
Dawnguard Arsenal SSE
Elegant Elven Followers SSE
Dapper Deliveries (A Courier Overhaul)
The Ordinary Women SSE
Bijin NPCS SE
Bijin Wives SE
Bijin Warmaidens SE
Seranaholic/Valerica
AW ERik the Slayer Improved
Cynthia Elisif Replacer
Lucien
Lucien Replacer-Ella's Version
RS Children
RS Children/Cutting Room Floor Patch
Frankly HD Imperial Amor And Weapons
LeanWolf's Better Shaped Weapons
Dynamic Dungeon Loot
Unique Uniques SE
Thane Weapons Reborn
Rustic Armor And Weapons SE
Better Bonemold
Frost White Glass And Armor Retexture
Nordwarua Scaled Armor
Red And Gold Dwarven Weapons And Armor
Sinister Elven Armor Retexture
Steel Plate Armor SE (Elsopa HD)
Guards Armor Replacer SSE
Frankly HD Dawnguard Armor And Weapons
Improved Closefaced Helmets
Frankly HD Miraak
Immersive Armors
Cleverchaff's Soul Cairn
Radzig Longsword SE
Infinite Enchantment Charges
See Enchantments SE
Skyland (A Landscape Texture Overhaul)
Skyrim Flora Overhaul SE
Folkvangr
Landscape Fixes For Grass Mods
Rally's Solthseim Plants
Rally's Solstheim Scathecraw
Rally's Blackreach Mushrooms
Rudy HQ More Lights For ENB (Deathbells and Nirnroots)
Rudy HQ (More Lights For ENB SE) Soul Gems
Rudy HQ (More Lights For ENB SE) Chaurus Eggs And Sacs
Nightshade By Mari
Rally's Hanging Moss
Unique Flowers And Plants SSE
Skyland Sacred Trees
Sound Record Distributor
Enhanced Blood Textures
Obsidian Weathers And Seasons
Wonders Of Weather
Storm Lightning for SSE
Supreme Fog For Morthal Region
Audio Overhaul For Skyrim SE
Acoustic Space Improvement Fixes
Reverb Interior Sound Expansion
Audio Overhaul For Skyrim SE/Enhanced Blood Textures Patch
Kill The Orchestra
Celtic Music In Skyrim SE
Songs to Eat Venison To-A Tavern Music Mod
ELFX SE (Enhancer)
EmbersXD
Quaint Raven Rock/EmbersXD/ELFX Patch
Quaint Raven Rock/USEEP Patch
Claralux SSE
Aurora SE
Moons and Stars
Volcanic Tundra (Heat Wave Effects)
The Companions (Don't Be A Milk Drinker)
AW Farkas and Vilkas
Rustic Spriggan SE
Rustic Death Hound And Gargoyle SE
Bellyache's HD Dragon Replacer Pack SE
Bellyache's New Dragon Species SSE
Chapper's Alduin Mashup
Deadly Dragons
Absorb Dragon Souls Talent
Convenient Horses
Bellyache's Animal And Creature Pack SSE
Better Frost (Frost Replacer)
Arvak Replacer SE
Luminescent Luna Moths SE
HD Bees And Honeycombs
Better Mammoth Tusks
Birds And Flocks SSE Edition
Ducks And Swans 2
Wild Penguins
Snow Penguins SSE
Pets Kingdom SE
True Meeko SE
iNeed Continued
Immersive Laundry
A Cat's Life
A Cat's Life/iNeed Patch
A Cat's Life/Immersive Laundry Patch
Mihail House Cats
JK's Skyrim
A Cat's Life/JK's Skyrim Patch
JK's Skyrim/EmbersXD Patch
JK's Skyrim/Landscape Fixes For Grass Mods Patch
Dawn Of Skyrim
JK's Skyrim/Dawn Of Skyrim Patch
City Trees (Whiterun Lanterns)
Dovahnique's Diverse Dark Elf Lanterns
Whiterun Bench (Replacer)
Whiterun Horse Statue
Amon's Talos Statue Replacer
JK's Interiors (separate mods)
a.Dragonsreach
-EmbersXD/Dragonsreach Patch
b.Bannered Mare
c.Arcadia's Cauldron
d.Belethor's General Goods
e.Warmaiden's
f.The Drunken Huntsman
g.Sleeping Giant Inn
h.Winking Skeever
i.Bit's and Pieces
j.Raidiant Raiment
k.Blue Palace
l.Candlehearth Hall
m.White Phial
n.Sadri's Used Wares
o.New Gnisis Corner Club
p.Palace of Kings
q.The Bee and Barb
-JK's Skyrim/DOS/JK's Bee and Barb Patch
r.Elgrim's Elixirs
s.Pawned Prawn
t.Mistveil Keep
u.temple of Mara
v.Silver-Blood Inn
w.Arnleif and Sons Trading Company
x.The Hag's Cure
y.Understone Keep
z.Riverwood Trader
a1.temple of Dibella
b1.temple of Kynareth
c1.temple of the divines
d1.Jorrvaskr
e1.High Hrothgar
f1.Septimus Signus' Outopost
g1.Sinderion's Field Laboratory
h1.The Bard's College
i1.Castle Dour
j1.Angeline's Aromatics
EEK's Whiterun Interiors
Water For ENB
Water For ENB/Landscape Fixes For Grass Mods Patch
Water For ENB/Folkvangr Patch
Water For ENB/Rudy's Patch
Skyland Ships And Shacks
Rally's Fishing Poles
Skyland Solitude
Rally's Manhole Of Solitude
Skyland Riften
Skyland Whiterun
Rally's Temple Of Kynareth Mosaic
Skyland Nordic Ruins
Farmhouses and Farm Towns by CleverChaff
Skyland Imperial Forts And Dungeons
Solitude And Temple Frescoes SSE
Skyrim Textures Redone (Skyhaven)
Forgotten Vale HD
Rally's Raven Rock
Ren's HD Shrines
Pilgrim's Delight (High Hrothgar Shrine Retextures)
Extended Shrine Blessings
The Great Village Of Old Hroldan SSE
Settlements Expanded
RS Children/Settlements Expanded Patch
Tavern Games (Mini Games In Skyrim)
Arthmoor's Oakwood
RS Children/Oakwood Patch
Aurora Village SE
RS Children/Aurora Village SE Patch
Arthmoor's Darkwater Crossing
Arthmoor's Whistling Mine
Arthmoor's Soljund's Sinkhole
JohnRose's Granite Hill
Arthmoor's Shor's Stone
Arthmoor's Shor's Stone/EmberXD Patch
Arthmoor's Dawnstar
Arthmoor's Dragon Bridge
Arthmoor's Falkreath
Arthmoor's Ivarstead
Arthmoor's Rorikstead
Arthmoor's Karthwasten
Settlements Expanded/Whistling Mine Patch
Oakwood/Aurora Village Sign Fix
Arthmoor's Kynesgrove
Narfi's Home Restored SSE
Glorious Fort Dawnguard
CC's Fort Dawnguard Reborn
Glorious Doors Of Skyrim SE
Rally's Riekling Outposts
Elsopa HD Smelter
Hold Border Banners (No Text Version)
Designs Of The Nords
Skyland HD Roadsigns
Skyland HD Roadsigns/Cutting Room Floor Patch
Skyland HD Roadsigns/Aurora Village Patch
Skland HD Roadsigns/Oakwood Patch
Skyland HD Roadsigns/Whistling Mine Patch
Rally's Dark Elf Furniture
Rustic Furniture SE
Vanilla Table Replacers
Comfy Dwemer Beds
Rustic Cooking Station SE
No Snow Under The Roof
Rich Skyrim Merchants
Skyrim Reputation
Skyrim Reputation/Wintersun Patch
Campfire (Complete Camping System)
Frostfall (Hypothermia Camping Survival)
Claralux SSE/Frostfall (Hypothermia Camping Survival Patch)
Hunterborn SE
Classic Level Up
Reflection (Level Up Messages)
Go To Bed
Skyrim Sleeping Bags SE (Sleep Under Blankets)
Go To Bed/Skyrim Sleeping Bags SE (Sleep Under Blankets) Patch
Keep It Clean (A Bathing Mod)
Dawn Of Skyrim/JK's Skyrim/Immersive Laundry Patch
Holidays
Dawn Of Skyrim/JK's Skyrim/Holidays Patch
Skyrim Flora Overhaul SE/Holidays Patch
Wet And Cold SE
Get Snowy
Footprints
Rally's Instruments
Diverse Skyrim SSE
Immersive Wenches
Immersive Wenches/Apachii Hairs Patch
Deadly Wenches
Wildcat
Deadly Spell Impacts
Arctic (Frost Effects Redux)
Immersive Citizens (AI Overhaul SE)
Obsidian Weathers/Rudy ENB Patch
Tamriel Master Lights
Tamriel Master Lights/Embers XD Patch
Predator Vision
Predator Vision/Rudy's ENB Patch
ELFX SE/No Proudspire Patch
ELFX SE/No Breezehome Patch
Immersive Citizens/ELFX Enhancer Patch
Immersive Citizens/Immersive Wenches Patch
JK's Skyrim (Dawnstar)/Immersive Citizens Patch
Landscape Fixes For Grass Mods/Immersive Citizens Patch
Pretty Lantern Replacer SE
TNF Proudspire
The Raven's Breezehome SE (or TNF)
Run For Your Lives
Provincial Courier Service
Arthmoor's Towns and Provincial Courier Service/Landscape Fixes For Grasses Patch
Better Dialogue Controls
Follower Commentary Overhaul SE
Guard Dialogue Overhaul SE
Amazing Follower Tweaks SE
Even Better Quest Objectives SE
Move It Darn It (SE)
Relationship Dialogue Overhaul SE
Relationship Dialogue Overhaul/Unoffical Skyrim Special Edition Patch + Cutting Room Floor Patch
Relationship Dialogue Overhaul/Amazing Follower Tweaks Patch
Serana Dialogue Edit SSE
Wild Herds Of Skyrim
Herds SSE
Herds SSE/RS Children Patch
Rustic Elder Scroll SE
LeanWolf's Improved Enchanter Candle Meshes SE
Rally's Horn Chandelier And Candle Overhaul
Peltapalooza SE
Winterhold Restored
Winterhold Restored/JK's Skyrim Patch
Winterhold Restored/No Snow Under The Roof Patch
The Great Village Of Old Hroldan SSE/ELFX Patch
The Great Village of Old Hroldan/EmbersXD Patch
The Great Village Of Old Hroldan SSE/Settlements Expanded/Soljund's Sinkhole Patch
The Great Village of Old Hroldan/Immersive Laundry Patch
The Great Village Of Old Hroldan SSE/Unofficial Skyrim Special Edition Patch Patch
Winterhold HD
Elsopa Handmade Signs
Rally's Five Cities Currencies
Lockpick Graduation By Lilyu (Option 3) SSE
Jiub's Opus (Quest Markers)
Wintermyst (Enchantments Of Skyrim)
Rocking Horses
Toymania
Children Toys (Elements Of Skyrim)
Save The Icerunner (Lights Out Alternate Routes)
Dragonborn Delayed
The Noticeboard SE
The Noticeboard/SMIM Ropes Fix
After The Civil War (Siege Damage Repairs)
After The Civil War (Siege Damage Repairs)/Immersive Citizens Patch
After The Civil War (Siege Damage Repairs)/JK's Solitude Temple Patch
Adventurous Loading Screen Overhaul
Misc.Claralux Patches
JK's Interiors Patches
JK's Skyrim/Cutting Room Floor Patch (Arthmoor's Patch Pack)
JK's Skyrim/Arthmoor's Dawnstar Patch (Arthmoor's Patch Pack)
JK's Skyrim/Arthmoor's Dragon Bridge (Arthmoor's Patch Pack)
JK's Skyrim/Arthmoor's Falkreath (Arthmoor's Patch Pack)
JK's Skyrim/Arthmoor's Ivarstead (Arthmoor's Patch Pack)
JK's Skyrim/Arthmoor's Rorikstead (Arthmoor's Patch Pack)
Arthmoor's Darkwater Crossing/Immersive Laundry Patch
Arthmoor's Kynesgrove/Immerive Laundry Patch
No Snow Under The Roof/JK's Skyrim/Arthmoor's Dawnstar Patch
No Snow Under The Roof/Cutting Room Floor Patch
No Snow Under The Roof/Whistling Mine Patch
No Snow Under The Roof/Settlements Expanded Patch
Your Own Thoughts
Misc. YOT Patches
Misc. JK/EEK Patches

submitted by paladinofthelantern to skyrimmods [link] [comments]


2024.01.16 15:44 Then_Marionberry_259 JAN 16, 2024 SEA.TO SEABRIDGE GOLD'S UPDATED PFS FOR COURAGEOUS LAKE CONFIRMS SIGNIFICANTLY IMPROVED PROJECT

JAN 16, 2024 SEA.TO SEABRIDGE GOLD'S UPDATED PFS FOR COURAGEOUS LAKE CONFIRMS SIGNIFICANTLY IMPROVED PROJECT
https://preview.redd.it/ke7idwx0etcc1.png?width=3500&format=png&auto=webp&s=538a11d354ff4171e7c93e72a04543a11efe091c
M&I GOLD RESOURCE INCREASES 38% TO 11 MILLION OZ AFTER-TAX NPV (5%) OF US$523 MILLION, 20.6% IRR AND 2.8 YEAR PAYBACK AISC OF US$999/OZ IN LOWEST QUARTILE OF WORLD GOLD COUNCIL COST CURVE 12.6 YEAR MINE LIFE AVERAGING 201,000 OZS OF GOLD PRODUCTION PER YEAR
Toronto, Ontario--(Newsfile Corp. - January 16, 2024) - Seabridge Gold (TSX: SEA) (NYSE: SA) announced today the results of an updated Preliminary Feasibility Study (the "2024 PFS") for its 100%-owned Courageous Lake project located in Canada's Northwest Territories. The 2024 PFS all open pit mine plan shows a considerably more sustainable and profitable mining operation than its 2012 predecessor, with reduced initial capital, lower strip ratio, higher grade and smaller mine footprint.
The 2024 PFS led by Ausenco demonstrates the production of 2.5 million ounces of gold over the initial 12.6 year life of mine. A stand-alone analysis of the potential expansion below the 2024 PFS mine plan will be included as a Preliminary Economic Assessment ("2024 PEA") forming a separate part of Technical Report (the "Report") prepared in accordance with NI 43-101, and which includes evaluating the potential extension of the mine. The Report will be filed within the next 45 days.
Commenting on the study, Seabridge Chairman and CEO Rudi Fronk said: "We now have a second valuable 10 million plus ounce gold resource project in a safe jurisdiction. The project consists of an entire greenstone belt which has prospective shallow drill results and gold showings along its 54 km length. As we move towards a joint venture on our KSM project, we will be shifting our attention to Courageous Lake's potential to generate considerable additional shareholder value."
Mr. Fronk noted that the PEA establishes the potential for a much longer mine life. "The PFS uses less than 30% of the estimated M&I gold resource. The PEA includes inferred resource requiring more drilling as well as additional engineering work to qualify as a PFS. However, we are confident that the PEA reflects the potential for a greatly extended mine life and that the entire estimated M&I resource represents a meaningful call on gold for our shareholders."
Notable improvements in the 2024 PFS compared to the 2012 PFS include:
  • 73% increase in after-tax NPV5% to US$523 million from US$303 million in 2012
  • 50% reduction in initial capital from US$1,522 million to US$747 million
  • Increased after-tax IRR from 7.3% to 20.6%
  • Reduced capital payback period from 11.2 years to 2.8 years
  • Average gold reserve grade increased 19% from 2.2 g/t to 2.6 g/t
  • Life of mine strip ratio reduced by 39% from 12.5 to 7.58
  • 38% increase in estimated measured and indicated gold resources from 8.0 million to 11.0 million ounces.
2024 PFS
The 2024 PFS was led by Ausenco Engineering Canada ULC ("Ausenco"), together with the support of Moose Mountain Technical Services ("MMTS"), SRK Consulting (Canada) Inc. ("SRK"), ERM Consultants Canada Ltd. ("ERM"), Tetra Tech Canada Inc. ("Tetra Tech"), and WN Brazier Associates Inc. ("Brazier"), all of which are independent of Seabridge Gold.
The 2024 PFS open pit mine plan produces 2.5 million ounces of gold over 12.6 years with a Base Case after-tax NPV5% of US$523 million using the 3-year trailing average gold price of US$1,850/oz and consensus long term forecast forex of 0.74 US$/C$. Sensitivity of the economic results to the gold price assumption is shown in Table 1.
Table 1 After Tax Economic sensitivity to gold price assumption
https://preview.redd.it/hlu0y721etcc1.png?width=720&format=png&auto=webp&s=c782757a359c9612ecc83ee17f0a8f5713b8d061

The 2024 PFS mines 33.9 million tonnes of proven and probable reserves at an average grade of 2.61 grams of gold per tonne feeding a 7.5 ktonnes per day processing plant (2.7 million tonnes per year). The 12.6-year mine life produces 2.5 million ounces at an average annual rate of 201 koz of payable gold per year. Average life of mine cash operating costs are US$863 per ounce, and all-in sustaining costs (AISC) are US$999/Oz (lowest quartile of the World Gold Council AISC cost curve).
2024 PFS annual gold production profile is shown in Figure 1.
Figure 1 2024 PFS Annual Gold Production
https://preview.redd.it/3i65ae81etcc1.jpg?width=1015&format=pjpg&auto=webp&s=0fa755fdf547719a45c5bc7e10534c8c78023ffc
A summary of the 2024 PFS results are shown in Table 2.
Table 2 2024 PFS Summary of Base Case Results
https://preview.redd.it/g9dllhg1etcc1.png?width=720&format=png&auto=webp&s=f71631f7030a11e266441c7b386fd5433e180d15

The Courageous Lake property is located 240 km northeast of Yellowknife NWT, Canada and is situated within the Courageous Lake greenstone belt (CLGB) in the Slave Structural Province. The property is a collection of mineral leases and mining claims that trend north-south along the approximately 54 km length of the CLGB. The property includes the past gold producing properties of the Salmita mine operated by Giant Yellowknife Mines, and the Tundra mine operated by Royal Oak Mines.
The project site will be accessed via spur winter road connecting to the Tibbitt to Contwoyto Winter Road (TCWR) that is normally open from late January/early February until the end of March of each year and services the nearby Ekati and Diavik mines.
The 2024 PFS mine plan uses an open pit truck and shovel operation. Mill feed is processed onsite by crushing, grinding and flotation. Flotation concentrate is pressure oxidized and cyanide leached to produce a gold doré. Waste rock will be generated during the mining of economical ore and will be directly hauled to the co-placement storage facility (CPSF) along with flotation tailings. Flotation tailings will be co-placed with waste rock while neutralized leach tailings will be placed in a separate facility. The 2024 PFS layout is shown in Figure 2.
Figure 2- 2024 PFS Layout
https://preview.redd.it/m4a3kmo1etcc1.jpg?width=2267&format=pjpg&auto=webp&s=e09014d3041a99dab3c2782e7cf0d1389b8cbd00
2024 Mineral Resource Estimate
The Courageous Lake Project includes two deposits: the Courageous Lake deposit, and the Walsh Lake deposit. Only the Courageous Lake deposit is used in the 2024 PFS.
The Courageous Lake Mineral Resource estimate is derived from a database containing 616 drill holes with assays collected from 127,168.61 m of drillcore. Courageous Lake grade interpolation was carried out using both indicator probabilities and relative elevations within 13 mineralized domains to constrain the inverse distance squared interpolations within blocks with dimensions of 5m x 5 m x 5 m.
Measured and indicated resources are estimated at 145.2 million tonnes at an average grade of 2.36 grams per tonne containing 11.0 million ounces. For comparison, the 2012 PFS reported measured and indicated gold resources of 8.0 million ounces contained in 107.3 million tonnes at an average grade of 2.31 grams per tonne. The increase in contained tonnes and grade is a result of the incorporation of drilling completed after the 2012 Mineral Resource Estimate, as well as refinement to the modelling methodology.
The Walsh Lake Mineral Resource estimate uses a database containing 92 drill holes with 17,533.7 m of assayed length. Walsh Lake grade uses Indicator probabilities and inverse distance squared interpolation to estimate the gold grades into blocks with dimensions of 3 m x 3 m x 3 m.
Mineral Resource estimates for each of the deposits that comprise the Courageous Lake Project are summarized in Table 3 and Table 4.
Table 3 Mineral Resource Estimate for the Courageous Lake Deposit at a 0.8 g/t Au Cut-off Grade
https://preview.redd.it/ho1rksu1etcc1.png?width=720&format=png&auto=webp&s=f844ebbd1b294ce29ae5c6e1c890219ab206092c

Notes to the 2024 Courageous Lake Resource Table:
  1. Resources are prepared by Sue Bird P.Eng. using the 2014 CIM Definition Standards and were estimated using the 2019 CIM Best Practices Guidelines, as required by NI43-101 .
  2. Mineral resources include mineral reserves. Mineral resources which are not mineral reserves do not have demonstrated economic viability.
  3. The base case Mineral Resource has been confined by "reasonable prospects of eventual economic extraction" shape using the following assumptions:
  • Metal prices is US$1400/oz Gold.
  • Offsite Costs (transport, smelter treatment and refining) are US$ 3.50/oz Au.
  • Processing costs are US$24.21/tonne milled, General and Administrative ("G&A") costs of US$ 14.08/tonne milled.
  • Mining cost of US$2.87/tonne
  • 50-degree pit slopes with the 150% price case pit shell used for the confining shape.
  1. The resulting NSR = Au*US$ 44.90/g * Recovery%, with recovery varied as shown in the table below:
https://preview.redd.it/mh8cow22etcc1.png?width=720&format=png&auto=webp&s=9d6ecc3b4f32fbcd5fb9d85822872de5388c25af

  1. The specific gravity (SG) is 2.72 except for the diabase dykes which have an SG of 2.85 and the overburden with an SG of 2.0. 6. Numbers may not add due to rounding.
Table 4 Mineral Resource Estimate for the Walsh Lake Deposit at a 0.8 g/t Au Cut-off Grade
https://preview.redd.it/28dzv1b2etcc1.png?width=720&format=png&auto=webp&s=03e9b6112db6c7dab7abd9562c4b71bcef5aa690

Notes to the 2024 Walsh Lake Resource Tables:
  1. Resources are prepared by Sue Bird P.Eng. using the 2014 CIM Definition Standards and were estimated using the 2019 CIM Best Practices Guidelines, as required by NI43-101 .
  2. Mineral resources include mineral reserves. Mineral resources which are not mineral reserves do not have demonstrated economic viability.
  3. The base case Mineral Resource has been confined by "reasonable prospects of eventual economic extraction" shape using the following assumptions:
  • Metal price is US$1400/oz Gold.
  • Offsite Costs (transport, smelter treatment and refining) are US$ 3.50/oz Au.
  • Processing costs are US$24.21/tonne milled, General and Administrative ("G&A") costs of US$ 14.08/tonne milled.
  • Mining cost of US$2.87/tonne
  • 50-degree pit slopes with the 150% price case pit shell used for the confining shape
  1. The resulting NSR = Au*US$ 44.90 /g * Recovery%, with recovery varied as shown in the table below:
https://preview.redd.it/rwkxc6j2etcc1.png?width=720&format=png&auto=webp&s=98dba9edaa98d16549a02405bb2dd8474e32fe15

  1. The specific gravity is 2.90 in the metavolcanics and 2.84 in the metasediments. 6. Numbers may not add due to rounding.
Mine Planning
Lerchs-Grossman ("LG") pit shell optimizations were used to define the mine plans in the 2024 PFS. The pit optimizations incorporated estimated costs for mining, processing, tailings management, general and administrative and process recoveries. Waste to ore cut-offs were determined using a gold price of US$1,400 per ounce. The 2024 PFS pit was restricted from mining below the base of the permafrost to minimize the ingress of saline groundwater.
Estimated proven and probable Mineral Reserves, including mining dilution within the ultimate pit limit uses a Net Smelter Return (NSR) cut-off grade of C$49.66/t milled.
Table 5 Courageous Lake Mineral Reserve Estimate
Classification Ore Diluted Au Grade Contained Gold
(Mt) (g/t) (Moz)
Proven 2.0 3.5 0.2
Probable 31.9 2.6 2.6
Proven + Probable 33.9 2.6 2.8

Notes:
  1. The Mineral Reserve estimates were prepared by Jesse Aarsen, P.Eng. (who is also the independent QP for these Mineral Reserve estimates), reported using the 2014 CIM Definition Standards and 2019 CIM Best Practices Guidelines, and have an effective date of January 5, 2024.
  2. Mineral Reserves are based on the 2024 PFS open pit Life of Mine plan.
  3. Mineral Reserves are mined tonnes and grade; the reference point is at the primary crusher and includes consideration for operational modifying factors.
  4. Mineral Reserves are reported at NSR cut-off grade C$49.66/t: metal price of US$1,400/oz Au, at a currency exchange rate of US$0.77 per C$; Off-site costs (smelting, refining, transport, and insurance) doré terms are US$3.5/oz off-site costs (refining, transport and insurance), 100% Au payable; metallurgical recovery projections vary depending on metallurgical domain and metal grades and are based on metallurgical test work.
  5. Mineral Reserves account for mining loss and dilution.
  6. Mineral Reserves are a subset of the Mineral Resource.
  7. Numbers have been rounded.
The 2024 PFS produces an average of 250,000 ounces of gold per year in the first five years of operation and an average of 201,000 ounces per year over the life of mine. High grade ore is exposed with minimal pre-stripping.
Figure 3 2024 PFS Mill Feed Profile
https://preview.redd.it/y8xftar2etcc1.jpg?width=1252&format=pjpg&auto=webp&s=83211a4555acf112926948226781366803f3bf5e
Mineral Processing
Seabridge has conducted seven metallurgical testing programs since 2003. The selected flowsheet includes a three-stage crushing circuit with the crushed product reporting to the crushed material stockpile. Mineralized material is reclaimed to a grinding circuit consisting of a ball mill circuit operating in closed circuit with a cyclone cluster. Classified material reports sequential stages of rougher flotation, where concentrate is separated from the gangue material and fed to cleaner flotation. In the cleaning circuit, the concentrate grades are upgraded prior to further size reduction in a regrind ball mill operating in closed circuit with a cyclone cluster. Cleaner tailings combine with rougher tailings for thickening before being discharged to the CPSF.
Overflow from regrind cyclones undergoes acidulation and pre-oxidation stages followed by the pressure oxidation circuit to oxidize the concentrate. The oxidized slurry is leached with cyanide and then washed in six stages through a CCD circuit. The resulting pregnant solution is processed using a Merrill-Crowe treatment by adding zinc powder to precipitate gold and silver. The precious metals precipitate will be smelted on site to produce gold-silver doré bars. Overall gold recovery is projected at 89.3%.
The simplified process flow diagram for the Courageous Lake Project is shown in Figure 4.
Figure 4 Courageous Lake Process Flowsheet
https://preview.redd.it/uo3nahx2etcc1.jpg?width=1226&format=pjpg&auto=webp&s=937da301706c626e89d94b78aec01544a0cae522
Capital Costs
The 2024 PFS initial capital cost estimate is US$747 million. Sustaining capital is estimated at US$293 million, and closure capital is estimated to be US$72 million.
Table 6 Courageous Lake 2024 PFS Capital Costs
https://preview.redd.it/kev0ql53etcc1.png?width=720&format=png&auto=webp&s=9147b88746ba8c7ca50628d6aae21d51a7f306a1

Operating Costs
Average mine, process, G&A and water treatment operating costs over the project's life are estimated at US$61.0 per tonne milled. A breakdown of estimated unit operating costs is as follows:
Table 7 Courageous Lake 2024 PFS Operating Costs
Overall Site Operating Cost (Excl. Closure Bond Premium) Annual LOM (US$ Million/year) Per Tonne Milled LOM (US$/t milled)
Mining 68.2 25.4
Processing 72.2 26.9
G&A 20.9 7.9
Water Treatment 2.1 0.8
Total 163.5 61.0

The LOM Cash Cost is US$863/oz of payable gold, and the LOM AISC is US$999/oz of payable gold.
2024 PEA Expansion
The 2024 PEA is a standalone mine plan that evaluates a conceptual expansion of the Courageous Lake open pit below the base of the permafrost after the 2024 PFS reserve has been completely mined out. None of the Mineral Resources used in the 2024 PEA mine plan have been used in the 2024 PFS.
The PEA is preliminary in nature and includes Inferred Mineral Resources that are considered too speculative geologically to have the economic considerations applied to them that would enable them to be categorized as Mineral Reserves, and there is no certainty that the results of the PEA will be realized. Mineral Resources in the PEA mine plan are not Mineral Reserves and do not have demonstrated economic viability.
The 2024 PEA results summarized in Table 8 show 3.26 million ounces of payable gold are produced over a 15.9-year mine plan at an average annual rate of 205,000 ounces of gold per year with an NPV5% of US$194 million and an AISC of US$ 1,316/Oz. Table 9 shows the sensitivity of the 2024 PEA economic results to gold price assumptions.
Table 8 2024 PEA Summary of Results
https://preview.redd.it/wc9sznd3etcc1.png?width=720&format=png&auto=webp&s=b0814e35ff9c492912b9fb6f993431f5316cfb0d

* Cash Costs consist of mining costs, processing costs, mine-level G&A, offsite charges, and royalties. ** All-In Sustaining Costs includes cash costs plus sustaining capital, closure costs, and salvage credits. *** Discounted to start of PFS mine construction.
Table 9 2024 PEA Economic sensitivity to price assumption
https://preview.redd.it/yv5jttl3etcc1.png?width=720&format=png&auto=webp&s=a4b1fc1cdfebfdc90d5760187a3c3f10afe12b42

* Discounted to start of PFS mine construction.
Qualified Persons
A team of the Qualified Persons has reviewed and verified the technical information contained in this press release in their area of expertise and are independent of the Company, including:
  • Kevin Murray, P.Eng., of Ausenco is an independent QP for the metallurgical test work and recovery model, process and infrastructure capital and operating cost estimation, and project financials.
  • Jonathan Cooper, P.Eng., of Ausenco, is an independent QP for hydrology.
  • Aleksandar Spasojevic, P.Eng., of Ausenco, is an independent QP for the co-placement storage facility and leach residue tailings facility.
  • Allan Strandberg, P.Eng., of Ausenco, is an independent QP for site access and ice road.
  • Harold Rolf Schmitt, P.Geo., of ERM, is an independent QP for environmental and permitting studies.
  • Jesse Aarsen, P.Eng., of MMTS is an independent QP for the mineral reserve estimate, mine planning and mining cost estimation.
  • Sue Bird, P.Eng., of MMTS is an independent QP for the geology and mineral resource estimate.
  • Neil Brazier, P.Eng., of Brazier is an independent QP for power generation.
  • Hassan Ghafari, P.Eng., of Tetra Tech is an independent QP for airstrip.
  • Cameron Clayton, P.Eng., P.Geo., of Tetra Tech is an independent QP for pit dimensions and slope design.
  • Soren Jensen, P.Eng., of SRK is an independent QP for water quality and water treatment.
  • Tracey Meintjes, P.Eng., Seabridge's Senior Vice President, Technical Services, is a Qualified Person and has reviewed and approved the technical and scientific content of this news release outside the information for which the QPs listed above are responsible.
About Seabridge Gold
Seabridge holds a 100% interest in several North American gold projects. Seabridge's principal asset, the KSM project, and its Iskut projects are located in Northwest British Columbia, Canada's "Golden Triangle", the Courageous Lake project is in Canada's Northwest Territories, the Snowstorm project in the Getchell Gold Belt of Northern Nevada and the 3 Aces project is in the Yukon Territory. For a full breakdown of Seabridge's Mineral Reserves and Mineral Resources by category please visit the Seabridge's website at http://www.seabridgegold.com.
About Ausenco
Ausenco is a global company redefining what's possible. Its team is based across 26 offices in 15 countries, with projects in over 80 locations worldwide. Combining their deep technical expertise with a 30-year track record, Ausenco provides innovative, value-add consulting studies, project delivery, asset operations and maintenance solutions to the mining & metals and industrial sectors***.***
Cautionary note to U.S. Investors concerning estimates of Mineral Reserves and Mineral Resources
All reserve and resource estimates reported by Seabridge were estimated in accordance with the Canadian National Instrument 43-101 and the Canadian Institute of Mining, Metallurgy and Petroleum ("CIM") Definition Standards. The U.S. Securities and Exchange Commission ("SEC") now recognizes estimates of "measured mineral resources," "indicated mineral resources" and "inferred mineral resources" and uses new definitions of "proven mineral reserves" and "probable mineral reserves" that are substantially similar to the corresponding CIM Definition Standards. However, the CIM Definition Standards differ from the requirements applicable to US domestic issuers. US investors are cautioned not to assume that any "measured mineral resources," "indicated mineral resources," or "inferred mineral resources" that the Issuer reports are or will be economically or legally mineable. Further, "inferred mineral resources" are that part of a mineral resource for which quantity and grade are estimated on the basis of limited geologic evidence and sampling. Mineral resources which are not mineral reserves do not have demonstrated economic viability.
Cautionary Note Regarding Forward-Looking Information
This document contains "forward-looking information" within the meaning of Canadian securities legislation and "forward-looking statements" within the meaning of the United States Private Securities Litigation Reform Act of 1995. This information and these statements, referred to herein as "forward-looking statements" are made as of the date of this document. Forward-looking statements relate to future events or future performance and reflect current estimates, predictions, expectations or beliefs regarding future events and include, but are not limited to, statements with respect to: (i) the estimated amount and grade of mineral reserves and mineral resources, including the cut-off grade; (ii) estimates of the capital costs of constructing mine facilities and bringing a mine into production, of operating the mine, of sustaining capital, of strip ratios and the duration of financing payback periods; (iii) the estimated amount of future production, both ore processed and metal recovered and recovery rates; (iv) estimates of operating costs, life of mine costs, net cash flow, net present value (NPV) and economic returns from an operating mine; and (v) the completion of the full Technical Report, including a Preliminary Economic Assessment, and its timing. Any statements that express or involve discussions with respect to predictions, expectations, beliefs, plans, projections, objectives or future events or performance (often, but not always, using words or phrases such as "expects", "anticipates", "plans", "projects", "estimates", "envisages", "assumes", "intends", "strategy", "goals", "objectives" or variations thereof or stating that certain actions, events or results "may", "could", "would", "might" or "will" be taken, occur or be achieved, or the negative of any of these terms and similar expressions) are not statements of historical fact and may be forward-looking statements.
All forward-looking statements are based on Seabridge's or its consultants' current beliefs as well as various assumptions made by them and information currently available to them. The most significant assumptions are set forth above, but other assumptions include: (i) the presence of and continuity of metals at the Project at estimated grades; (ii) the geotechnical and metallurgical characteristics of rock conforming to sampled results; (iii) the quantities of water and the quality of the water that must be diverted or treated during mining operations; (iv) the capacities and durability of various machinery and equipment; (v) the availability of personnel, machinery, equipment at estimated prices and within the estimated delivery times; (v) currency exchange rates; (vi) metals sales prices; (vii) appropriate discount rates applied to the cash flows in the economic analysis; (viii) tax rates and royalty rates applicable to the proposed mining operation; (ix) the availability of acceptable financing under assumed structure and costs; (ix) anticipated mining losses and dilution; (x) metallurgical performance; (xi) reasonable contingency requirements; (xii)success in realizing proposed operations; (xiii) receipt of permits and other regulatory approvals on acceptable terms; and (xiv) the successful conclusion of consultation with impacted indigenous groups. Although management considers these assumptions to be reasonable based on information currently available to it, they may prove to be incorrect. Many forward-looking statements are made assuming the correctness of other forward-looking statements, such as statements of net present value and internal rates of return, which are based on most of the other forward-looking statements and assumptions herein. The cost information is also prepared using current values, but the time for incurring the costs will be in the future and it is assumed costs (and metals prices) will remain stable over the relevant period.
By their very nature, forward-looking statements involve inherent risks and uncertainties, both general and specific, and risks exist that estimates, forecasts, projections and other forward-looking statements will not be achieved or that assumptions do not reflect future experience. We caution readers not to place undue reliance on these forward-looking statements as a number of important factors could cause the actual outcomes to differ materially from the beliefs, plans, objectives, expectations, anticipations, estimates assumptions and intentions expressed in such forward-looking statements. These risk factors may be generally stated as the risk that the assumptions and estimates expressed above do not occur as forecast, but specifically include, without limitation: risks relating to variations in the mineral content within the material identified as mineral reserves or mineral resources from that predicted; variations in rates of recovery and extraction; the geotechnical characteristics of the rock mined or through which infrastructure is built differing from that predicted, the quantity of water that will need to be diverted or treated during mining operations being different from what is expected to be encountered during mining operations or post closure, or the rate of flow of the water being different; developments in world metals markets; risks relating to fluctuations in the Canadian dollar relative to the US dollar; increases in the estimated capital and operating costs or unanticipated costs; difficulties attracting the necessary work force; and risks relating to the costs of other energy sources; increases in financing costs or adverse changes to the terms of available financing, if any; tax rates or royalties being greater than assumed; changes in development or mining plans due to changes in logistical, technical or other factors; changes in project parameters as plans continue to be refined; risks relating to receipt of regulatory approvals or the conclusion of successful consultation with impacted indigenous groups; changes in regulations applying to the development, operation, and closure of mining operations from what currently exists; the effects of competition in the markets in which Seabridge operates; operational and infrastructure risks and the additional risks described in Seabridge's Annual Information Form filed with SEDAR in Canada (available at www.sedar.com) for the year ended December 31, 2022 and in Seabridge's Annual Report Form 40-F filed with the U.S. Securities and Exchange Commission on EDGAR(available at www.sec.gov/edgar.shtml). Seabridge cautions that the foregoing list of factors that may affect future results is not exhaustive.
When relying on our forward-looking statements to make decisions with respect to Seabridge, investors and others should carefully consider the foregoing factors and other uncertainties and potential events. Seabridge does not undertake to update any forward-looking statement, whether written or oral, that may be made from time to time by Seabridge or on our behalf, except as required by law.
None of the Toronto Stock Exchange, New York Stock Exchange, or their Regulation Services Providers accepts responsibility for the adequacy or accuracy of this release.
ON BEHALF OF THE BOARD"Rudi Fronk" Chairman & C.E.O.
For further information please contact: Rudi P. Fronk, Chairman and C.E.O. Tel: (416) 367-9292 • Fax: (416) 367-2711 Email: [info@seabridgegold.com](mailto:info@seabridgegold.com)
To view the source version of this press release, please visit https://www.newsfilecorp.com/release/194293

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2024.01.07 22:29 Sufficient-Court2673 [Help with the quest design] Escaping Purgatory

Hello, everybody. So, once again, I hope for your bright ideas (you never disappoint). I run a tabletop RPG in the TES setting (4th Era, year 403; Empire won the Civil War), with a lot of headcanon and fanfiction stuff. The party consists of a little more than ordinary mercenaries. My player's character (Nord and completely pro-Imperial dude) died and ended up in the Purgatory. So, the Purgatory is a place that was formed thanks to Mythopoeia - is an alternative to Shadowed Valley, but for Nords who are pro-Imperial or adhere to dual faith (e.g. 8 Divines, but Kyn instead of Kynareth). There is a Whalebone Bridge analog, but it is rather just a simple stone bridge, and yes, these Nords also can enter Sovngarde. The Purgatory is just where they end up in the first place.
So, he wants to get out of it, so we decided to have 1-3 sessions where the other players take roles of temporary characters that the player's character meets in this Purgatory so that together they can escape from it. I need your ideas on how to make this quest interesting (if at all possible) Vibes: heaven-ish imperial bureaucracy; satire; not-so-holy as it seems; prison About Purgatory: It looks like an endless frosty tundra in all directions. It's where Nord warriors who died in battle (whether they won or not) go, but for whatever reason, their souls can't finally depart to Sovngarde. This could be because they died in battle, but not by the hand of an enemy in a fair fight, but by poison, for example. Or, they never came to terms with their death. Or they need something to pass on to the still-living. Or there's some prophecy tied to them. Also, the horses of these warriors who fell in the same battle. Something like this. [Maybe] Magic doesn't work there (at least the character tried it and it didn't work. Maybe you'll have some idea?) The player character, for example, is associated with the "Glorious Predictions and Evil Omens" booth (because his Elder Scroll is still being written). In these booths, you can ask to establish a memo-spore communication link with familiar, still-living beings. The messages you send often arrive illegible (you know, the dreamsleeve connection is not very good). Moreover, this is offered so rarely that in this place it is even considered as some kind of currency. Of those inhabiting this place: in addition to the people who end up there, there are also psychopomps - Aedra of varying degrees of power. Those sitting in the booths are just clerks. Also, there are War Maidens - flying aedra psychopomps in plate armor (like Valkyries). They are local guardians of the law who make sure that no one rows, shouts, and generally does not violate the atmosphere of humility (the most important rule). Those who violate are exposed to their magic, which instantly and violently calms a person (works like when you take some kind of medicine that has a strong effect on the nervous system for a long time - if you do it once or twice, it’s not scary, but the further you go, the more jelly-brained you become). Cosmic geography: At the top level - Sovngarde Below - the Purgatory Under the Purgatory - Oblivion And below is Mundus, of course. ---- That's all I have at the moment. And so far it’s hard for me to come up with any of this. If you have any ideas, I would be very, very grateful!
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2024.01.07 22:16 Sufficient-Court2673 [Help] Escaping Purgatory

Hello, everybody. So, once again, I hope for your bright ideas (you never disappoint).
I run a Tabletop RPG game. My player's character died and ended up in the Purgatory. This is no ordinary Purgatory (like Dante's) - I made it up myself. He wants to get out of it, so we decided to have 1-3 sessions where the other players take roles of temporary characters that the player's character meets in this Purgatory so that together they can escape from it. I need your ideas on how to make this quest interesting by making THIS PLACE interesting. Vibes: heaven bureaucracy; satire; not-so-holy as it seems; prison About Purgatory: It looks like an endless frosty tundra in all directions. It's where human warriors who died in battle (whether they won or not) go, but for whatever reason, their souls can't finally depart to some semblance of Valhalla. This could be because they died in battle, but not by the hand of an enemy in a fair fight, but by poison, for example. Or, they never came to terms with their death. Or they need something to pass on to the still-living. Or there's some prophecy tied to them. Also, the horses of these warriors who fell in the same battle. Something like this. [Maybe] Magic doesn't work there (at least the character tried it and it didn't work. Maybe you'll have some idea?) The player character, for example, is associated with the "Glorious Predictions and Evil Omens" booth. In these booths, you can ask to establish a mental-images communication link with familiar, still-living beings. The messages you send often arrive illegible (you know, the connection is bad). Moreover, this is offered so rarely that in this place it is even considered as some kind of currency. Of those inhabiting this place: in addition to the people who end up there, there are also psychopomps - creatures of varying degrees of power. Those sitting in the booths are just clerks. Also, there are War Maidens - flying psychopomps in plate armor (like Valkyires). They are local guardians of the law who make sure that no one rows, shouts, and generally does not violate the atmosphere of humility (the most important rule). Those who violate are exposed to their magic, which instantly and violently calms a person (works like when you take some kind of medicine that has a strong effect on the nervous system for a long time - if you do it once or twice, it’s not scary, but the further you go, the more jelly-brained you become). Cosmic geography: At the top level - something like Valhalla Below - the Purgatory Under the Purgatory - let's call it the Astral Plane And below it is already the Mortals' Plane. ---- That's all I have at the moment. And so far it’s hard for me to come up with any of this. If you have any ideas, I would be very, very grateful!
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2024.01.07 22:12 Sufficient-Court2673 [Help] Escaping Purgatory quest

Hello, everybody. So, once again, I hope for your bright ideas (you never disappoint).
Party level 5 (Pathfinder 1e)
My player's character died and ended up in the Purgatory. This is no ordinary Purgatory (like Dante's, or Golarion, or Forgotten Realms) - I made it up myself. He wants to get out of it, so we decided to have 1-3 sessions where the other players take roles of temporary characters that the player's character meets in this Purgatory so that together they can escape from it. I need your ideas on how to make this quest interesting (if at all possible) Vibes: heaven bureaucracy; satire; not-so-holy as it seems; prison About Purgatory: It looks like an endless frosty tundra in all directions. It's where human warriors who died in battle (whether they won or not) go, but for whatever reason, their souls can't finally depart to some semblance of Valhalla. This could be because they died in battle, but not by the hand of an enemy in a fair fight, but by poison, for example. Or, they never came to terms with their death. Or they need something to pass on to the still-living. Or there's some prophecy tied to them. Also, the horses of these warriors who fell in the same battle. Something like this. [Maybe] Magic doesn't work there (at least the character tried it and it didn't work. Maybe you'll have some idea?) The player character, for example, is associated with the "Glorious Predictions and Evil Omens" booth. In these booths, you can ask to establish a mental-images communication link with familiar, still-living beings. The messages you send often arrive illegible (you know, the connection is bad). Moreover, this is offered so rarely that in this place it is even considered as some kind of currency. Of those inhabiting this place: in addition to the people who end up there, there are also psychopomps - creatures of varying degrees of power (say from CR 3 to CR 8). Those sitting in the booths are just clerks (CR 4-5?). Also, there are War Maidens - flying psychopomps in plate armor (I guess CR 6-8). They are local guardians of the law who make sure that no one rows, shouts, and generally does not violate the atmosphere of humility (the most important rule). Those who violate are exposed to their magic, which instantly and violently calms a person (works like when you take some kind of medicine that has a strong effect on the nervous system for a long time - if you do it once or twice, it’s not scary, but the further you go, the more jelly-brained you become). Cosmic geography: At the top level - something like Valenhall (Valhalla) Below - the Purgatory Under the Purgatory - let's call it the Astral Plane And below it is already the Mortals' Plane. ---- That's all I have at the moment. And so far it’s hard for me to come up with any of this. If you have any ideas, I would be very, very grateful!
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2024.01.07 22:09 Sufficient-Court2673 [Help] Escaping Purgatory quest

Hello, everybody. So, once again, I hope for your bright ideas (you never disappoint).
Party level 5.
My player's character died and ended up in the Purgatory. This is no ordinary Purgatory (like Dante's or Forgotten Realms) - I made it up myself. He wants to get out of it, so we decided to have 1-3 sessions where the other players take roles of temporary characters that the player's character meets in this Purgatory so that together they can escape from it. I need your ideas on how to make this quest interesting (if at all possible)
Vibes: heaven bureaucracy; satire; not-so-holy as it seems; prison
About Purgatory: It looks like an endless frosty tundra in all directions. It's where human warriors who died in battle (whether they won or not) go, but for whatever reason, their souls can't finally depart to some semblance of Valhalla. This could be because they died in battle, but not by the hand of an enemy in a fair fight, but by poison, for example. Or, they never came to terms with their death. Or they need something to pass on to the still-living. Or there's some prophecy tied to them. Also, the horses of these warriors who fell in the same battle. Something like this.
[Maybe] Magic doesn't work there (at least the character tried it and it didn't work. Maybe you'll have some idea?)
The player character, for example, is associated with the "Glorious Predictions and Evil Omens" booth. In these booths, you can ask to establish a mental-images communication link with familiar, still-living beings. The messages you send often arrive illegible (you know, the connection is bad). Moreover, this is offered so rarely that in this place it is even considered as some kind of currency. Of those inhabiting this place:
in addition to the people who end up there, there are also psychopomps - creatures of varying degrees of power (say from CR 3 to CR 8). Those sitting in the booths are just clerks (CR 4-5?). Also, there are War Maidens - flying psychopomps in plate armor (I guess CR 6-8). They are local guardians of the law who make sure that no one rows, shouts, and generally does not violate the atmosphere of humility (the most important rule). Those who violate are exposed to their magic, which instantly and violently calms a person (works like when you take some kind of medicine that has a strong effect on the nervous system for a long time - if you do it once or twice, it’s not scary, but the further you go, the more jelly-brained you become). Cosmic geography: At the top level - something like Valhalla Below - the Purgatory Under the Purgatory - let's call it the Astral Plane And below it is already the Mortals' Plane. ---- That's all I have at the moment. And so far it’s hard for me to come up with any of this. If you have any ideas, I would be very, very grateful!
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2024.01.07 22:06 Sufficient-Court2673 [Help] Escaping Purgatory quest

Hello, everybody. So, once again, I hope for your bright ideas (you never disappoint).
Party level 5 (Pathfinder 1e system, but works for D&D as well, what the hell, I mean it is not even Golarion or Forgotten Realms).
My player's character died and ended up in the Purgatory. This is no ordinary Purgatory (like Dante's, or Golarion, or Forgotten Realms) - I made it up myself. He wants to get out of it, so we decided to have 1-3 sessions where the other players take roles of temporary characters that the player's character meets in this Purgatory so that together they can escape from it. I need your ideas on how to make this quest interesting (if at all possible)
Vibes: heaven bureaucracy; satire; not-so-holy as it seems; prison
About Purgatory: It looks like an endless frosty tundra in all directions. It's where human warriors who died in battle (whether they won or not) go, but for whatever reason, their souls can't finally depart to some semblance of Valhalla. This could be because they died in battle, but not by the hand of an enemy in a fair fight, but by poison, for example. Or, they never came to terms with their death. Or they need something to pass on to the still-living. Or there's some prophecy tied to them. Also, the horses of these warriors who fell in the same battle. Something like this.
[Maybe] Magic doesn't work there (at least the character tried it and it didn't work. Maybe you'll have some idea?)
The player character, for example, is associated with the "Glorious Predictions and Evil Omens" booth. In these booths, you can ask to establish a mental-images communication link with familiar, still-living beings. The messages you send often arrive illegible (you know, the connection is bad). Moreover, this is offered so rarely that in this place it is even considered as some kind of currency. Of those inhabiting this place:
in addition to the people who end up there, there are also psychopomps - creatures of varying degrees of power (say from CR 3 to CR 8). Those sitting in the booths are just clerks (CR 4-5?). Also, there are War Maidens - flying psychopomps in plate armor (I guess CR 6-8). They are local guardians of the law who make sure that no one rows, shouts, and generally does not violate the atmosphere of humility (the most important rule). Those who violate are exposed to their magic, which instantly and violently calms a person (works like when you take some kind of medicine that has a strong effect on the nervous system for a long time - if you do it once or twice, it’s not scary, but the further you go, the more jelly-brained you become). Cosmic geography: At the top level - something like Valhalla Below - the Purgatory Under the Purgatory - let's call it the Astral Plane And below it is already the Mortals' Plane. ---- That's all I have at the moment. And so far it’s hard for me to come up with any of this. If you have any ideas, I would be very, very grateful!
submitted by Sufficient-Court2673 to DMAcademy [link] [comments]


2024.01.05 01:02 GabeTheWizard help with CCAA/Armor Variants Expansion + USSEP CTD on startup

so i've been trying to trouble shoot my crashes on startup for the whole day and haven't been able to come up with anything online but i have been able to narrow it down to a combination of either USSEP and Common Clothes and Armors or a combination of USSEP and Armor Variants Expansion and USSEP. i've used the AVE patch collection but i still get a CTD on startup with USSEP and i have not been able to find anything about conflicts between CCAA and USSEP so i've been kinda lost when it comes to that. could anyone help me figure this out? has anyone had the same problems as me with these? LO below
Active Plugins: [spoiler] 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 HearthFires.esm 04 Dragonborn.esm 05 ccASVSSE001-ALMSIVI.esm 06 ccBGSSSE001-Fish.esm 07 ccBGSSSE002-ExoticArrows.esl 08 ccBGSSSE003-Zombies.esl 09 ccBGSSSE004-RuinsEdge.esl 0A ccBGSSSE005-Goldbrand.esl 0B ccBGSSSE006-StendarsHammer.esl 0C ccBGSSSE007-Chrysamere.esl 0D ccBGSSSE010-PetDwarvenArmoredMudcrab.esl 0E ccBGSSSE011-HrsArmrElvn.esl 0F ccBGSSSE012-HrsArmrStl.esl 10 ccBGSSSE014-SpellPack01.esl 11 ccBGSSSE019-StaffofSheogorath.esl 12 ccBGSSSE020-GrayCowl.esl 13 ccBGSSSE021-LordsMail.esl 14 ccMTYSSE001-KnightsOfTheNine.esl 15 ccQDRSSE001-SurvivalMode.esl 16 ccTWBSSE001-PuzzleDungeon.esm 17 ccEEJSSE001-Hstead.esm 18 ccQDRSSE002-Firewood.esl 19 ccBGSSSE018-Shadowrend.esl 1A ccBGSSSE035-PetNHound.esl 1B ccFSVSSE001-Backpacks.esl 1C ccEEJSSE002-Tower.esl 1D ccEDHSSE001-NorJewel.esl 1E ccVSVSSE002-Pets.esl 1F ccBGSSSE037-Curios.esl 20 ccBGSSSE034-MntUni.esl 21 ccBGSSSE045-Hasedoki.esl 22 ccBGSSSE008-Wraithguard.esl 23 ccBGSSSE036-PetBWolf.esl 24 ccFFBSSE001-ImperialDragon.esl 25 ccMTYSSE002-VE.esl 26 ccBGSSSE043-CrossElv.esl 27 ccVSVSSE001-Winter.esl 28 ccEEJSSE003-Hollow.esl 29 ccBGSSSE016-Umbra.esm 2A ccBGSSSE031-AdvCyrus.esm 2B ccBGSSSE038-BowofShadows.esl 2C ccBGSSSE040-AdvObGobs.esl 2D ccBGSSSE050-BA_Daedric.esl 2E ccBGSSSE052-BA_Iron.esl 2F ccBGSSSE054-BA_Orcish.esl 30 ccBGSSSE058-BA_Steel.esl 31 ccBGSSSE059-BA_Dragonplate.esl 32 ccBGSSSE061-BA_Dwarven.esl 33 ccPEWSSE002-ArmsOfChaos.esl 34 ccBGSSSE041-NetchLeather.esl 35 ccEDHSSE002-SplKntSet.esl 36 ccBGSSSE064-BA_Elven.esl 37 ccBGSSSE063-BA_Ebony.esl 38 ccBGSSSE062-BA_DwarvenMail.esl 39 ccBGSSSE060-BA_Dragonscale.esl 3A ccBGSSSE056-BA_Silver.esl 3B ccBGSSSE055-BA_OrcishScaled.esl 3C ccBGSSSE053-BA_Leather.esl 3D ccBGSSSE051-BA_DaedricMail.esl 3E ccBGSSSE057-BA_Stalhrim.esl 3F ccBGSSSE066-Staves.esl 40 ccBGSSSE067-DaedInv.esm 41 ccBGSSSE068-Bloodfall.esl 42 ccBGSSSE069-Contest.esl 43 ccVSVSSE003-NecroArts.esl 44 ccVSVSSE004-BeAFarmer.esl 45 ccBGSSSE025-AdvDSGS.esm 46 ccFFBSSE002-CrossbowPack.esl 47 ccBGSSSE013-Dawnfang.esl 48 ccRMSSSE001-NecroHouse.esl 49 ccEDHSSE003-Redguard.esl 4A ccEEJSSE004-Hall.esl 4B ccEEJSSE005-Cave.esm 4C ccKRTSSE001_Altar.esl 4D ccCBHSSE001-Gaunt.esl 4E ccAFDSSE001-DweSanctuary.esm 4F Unofficial Skyrim Special Edition Patch.esp [Version 4.3.0a] 50 SurvivalControlPanel.esp 51 TrueHUD.esl 52 RaceCompatibility.esm 53 RFM.esm 54 ApachiiHair.esm [Version 1.4] 55 Better_Male_Presets.esp 56 SkyUI_SE.esp 57 Immersive Wenches.esp 58 UsablePacks.esp 59 Summermyst - Enchantments of Skyrim.esp [Version 90] 5A RTSSDNDSS.esp 5B Immersive Jewelry.esp [Version 1.06] 5C Bandit War.esp 5D TouringCarriages.esp [Version 3.5.2] 5E Neugrad.esp 5F Stonehills.esp 60 Amber Guard.esp 61 COR_AllRace.esp 62 AVExpansion.esp 63 Hothtrooper44_ArmorCompilation.esp [Version 8] 64 Hothtrooper44_Armor_Ecksstra.esp 65 1nivWICCloaks.esp [Version 2.4] 66 FNIS.esp 67 Comprehensive Sleeves Pack.esp 68 QwibGuardArmor.esp 69 Use Telekinesis on Traps.esp 6A AnotherOakwood.esp 6B Laintar Dale.esp 6C Granite Hill.esp 6D More Interesting Loot Remastered.esp 6E Inigo.esp 6F Improved Bridges.esp 70 Hvislharan.esp 71 konahrik_accoutrements.esp [Version 5.5.3] 72 NewArmoury.esp 73 Valindor's Fences.esp 74 Greymoor.esp 75 Dunpar Wall.esp 76 New Weynon.esp 77 Iggath.esp 78 Vernim Wood.esp 79 RaceMenu.esp 7A XPMSE.esp 7B Amol Village.esp 7C Granitehall.esp 7D Reich Corigate.esp 7E Lainalten.esp 7F notice board.esp 80 Convenient Horses.esp 81 ExpandedGemstones.esp 82 Missives.esp 83 Sunthgat.esp 84 Unique Uniques.esp [Version 1.8] 85 ThaneWeaponsReborn.esp 86 TonicsHealOverTime.esp 87 TrueDirectionalMovement.esp 88 PoP - Place of Power.esp 89 Precision.esp 8A RaceCompatibilityUSKPOverride.esp 8B RaceMenuPlugin.esp 8C SCS_Currency.esp 8D Sleep to Level Up.esp 8E Female Afflicted Hands.esp 8F MCMHelper.esp 90 Missives - Solstheim.esp 91 MILR - Loot reduction.esp 92 I4IconAddon.esp 93 iHUD.esp 94 ImmersiveJewelryXSummermyst.esp 95 Kezyma's Tundra Homestead Dogs of Skyrim Patch.esp 96 Headhunter - Bounties Redone.esp 97 BountiesRedone_NoticeBoard.esp 98 BountiesRedone_MissivesExtension.esp 99 BountiesRedone_Missives_Solstheim.esp 9A HighPolyInigo.esp 9B HonedMetal.esp 9C SergiousTurrianus_HM.esp 9D ExpandedGemstonesVanillaRetexture.esp 9E ExtendedStay.esp 9F MCM for FWMF.esp A0 Convenient Horses Anniversary Edition Patch.esp A1 UniqueDragonPriests_XB.esp A2 BBC Scriptless.esp A3 BBC Scriptless0.esp A4 BetterThirdPersonSelection.esp A5 BlendedRoads.esp A6 CBBE.esp A7 Chaconne.esp A8 COR_custom_male_patch.esp A9 COR_facepart.esp AA Dr_Bandolier.esp AB DSerCombatGameplayOverhaul.esp AC LBackpackAll.esp AD RaceMenuMorphsCBBE.esp AE ArcheryLocationalDamage.esp AF Artful Dodger - Dynamic Pickpocket Cap.esp B0 Awesome Potions Simplified by Revoith.esp B1 RFM - Animated Armoury Patch.esp B2 Additional Dwemer Clutter Smelting.esp B3 AVExpansionSleeved.esp B4 Armor Variants Expansion - Summermyst Patch.esp B5 Armor Variants Expansion - USSEP Patch.esp B6 Imperious - Races of Skyrim.esp B7 Vokrii - Minimalistic Perks of Skyrim.esp B8 Ordinator - Perks of Skyrim.esp [Version 400] B9 Vokriinator.esp BA Skyrim Unbound.esp BB FWMF for Fantasy Paper Maps.esp BC Bashed Patch, 0.esp [/spoiler]
submitted by GabeTheWizard to skyrimmods [link] [comments]


2023.12.22 19:56 Objective_Pop8407 Maze?

I'm new to maze runs, spent some of my maze currency on a few chests so I could equip at least a few stones but I'm on green maze gear mixed with 2 yellows from tundra... anyone able to give me suggestions on how to get better maze gear?
submitted by Objective_Pop8407 to huntroyale [link] [comments]


2023.11.27 10:37 Radlib123 I think there is big chance, that the letter leak from 4chan about Q*, is true.

EDIT: New information.
You can read it at the end of the document.
TLDR: I thought i found a way to disprove this 4chan leak, but it actually failed to do so, and only made the leak more credible in my eyes. Related to Project Tundra.
Go read it.
Compilation of Q* (Q-star) 4chan leak
My thoughts:
submitted by Radlib123 to singularity [link] [comments]


2023.09.29 14:03 _QcGuy_ Week 95 Update Info

Week 95 Update Info

News
Week 95 Update Info
https://steamcommunity.com/app/1149460/allnews/
And for those behind company firewalls, a wall of text

MAJOR UPDATE
POSTED Thu, September 28
Icarus Week Ninety Five Update New Lounge Suites to decorate your base with
New Carved Wood Decorations are available to craft, and we’ve added more options to the building placement system
This week's update features the third batch of Carved Wood Decorations, adding a complete lounge suite to craft and decorate your base with.
We’ve also adjusted our building placement system, adding more options and variations to expand the creative options for builds. This will be an ongoing piece of work for us, so we’re looking for your feedback on it.
Finally, we’ve got an update on Hypatia and next week’s content.
Notable Improvements
This Week: Carved Wood Decorations
This week's update features the third and final installment in the Carved Wood Decorations series, adding a lounge suite for players to craft and place around their bases.
This includes a Living Room Chair, Two-Seater Couch, Three-Seater Couch, Seated Bench, Stool, Bookshelf, and Coffee Table.
All of these items will be automatically unlocked as blueprints, and won’t require investing any new points if you already have the Decorations Bench.
This Week: Building Placement Adjustments
We’ve made some improvements and additions to the building placement system that give you more options for unique build designs.
Additions:
Coming next week:
Coming Soon: Hypatia
The building system is an ever-evolving element of the game, and if you’d like to see more tweaks or changes, feel free to leave them in the comments below or post them in Feature Upvote.
These are some of the most commonly requested features from our community, but we’re up for considering more. We’ll be interested to see how people use this week's changes in their bases.
We have now completed converting 17 of the Styx Missions over to the new Operations system that is coming in Hypatia Part 1. This will let you play them in Open World mode without leaving the planet's surface. We’ll have even more converted by this Friday and potentially will be doing a closed testing phase with a few community members.
As mentioned last week, Hypatia will be split into two parts, with Styx missions being converted over first. If you haven’t got Styx yet, you can grab it on Steam and get accustomed to the new map and new creatures before Hypatia comes out.
Next Week: Bear Armor
Next week, we’re bringing a new armor set that may cause PTSD for some players: Bear Armor.
This will be positioned in Tier 2, and as a result, we’ll be reducing Bone Armor to Tier 1 and making some adjustments.
Changelog v2.0.5.116433
New Content
Fixed
Future Content
submitted by _QcGuy_ to ICARUS [link] [comments]


2023.09.29 14:01 _QcGuy_ Week 95 Update Info

Week 95 Update Info
https://steamcommunity.com/app/1149460/allnews/
And for those behind company firewalls, a wall of text

MAJOR UPDATE
POSTED Thu, September 28
Icarus Week Ninety Five Update New Lounge Suites to decorate your base with
New Carved Wood Decorations are available to craft, and we’ve added more options to the building placement system
This week's update features the third batch of Carved Wood Decorations, adding a complete lounge suite to craft and decorate your base with.
We’ve also adjusted our building placement system, adding more options and variations to expand the creative options for builds. This will be an ongoing piece of work for us, so we’re looking for your feedback on it.
Finally, we’ve got an update on Hypatia and next week’s content.
Notable Improvements

This Week: Carved Wood Decorations
This week's update features the third and final installment in the Carved Wood Decorations series, adding a lounge suite for players to craft and place around their bases.
This includes a Living Room Chair, Two-Seater Couch, Three-Seater Couch, Seated Bench, Stool, Bookshelf, and Coffee Table.
All of these items will be automatically unlocked as blueprints, and won’t require investing any new points if you already have the Decorations Bench.
This Week: Building Placement Adjustments
We’ve made some improvements and additions to the building placement system that give you more options for unique build designs.
Additions:

Coming next week:

Coming Soon: Hypatia
The building system is an ever-evolving element of the game, and if you’d like to see more tweaks or changes, feel free to leave them in the comments below or post them in Feature Upvote.
These are some of the most commonly requested features from our community, but we’re up for considering more. We’ll be interested to see how people use this week's changes in their bases.
We have now completed converting 17 of the Styx Missions over to the new Operations system that is coming in Hypatia Part 1. This will let you play them in Open World mode without leaving the planet's surface. We’ll have even more converted by this Friday and potentially will be doing a closed testing phase with a few community members.
As mentioned last week, Hypatia will be split into two parts, with Styx missions being converted over first. If you haven’t got Styx yet, you can grab it on Steam and get accustomed to the new map and new creatures before Hypatia comes out.
Next Week: Bear Armor
Next week, we’re bringing a new armor set that may cause PTSD for some players: Bear Armor.
This will be positioned in Tier 2, and as a result, we’ll be reducing Bone Armor to Tier 1 and making some adjustments.
Changelog v2.0.5.116433
New Content

Fixed

Future Content

submitted by _QcGuy_ to SurviveIcarus [link] [comments]


http://swiebodzin.info