Sunday, 8 November 2015

Vengeance (Pt. 5)

Vengeance (Pt. 5)

The small cutter sped out of the Old Town harbour. Doran grinned as the port alarm bells rang out. He knew by now that marines would be hurrying aboard the Hammer and the Purity. While good ships, they would never catch this cutter. He had eschewed his naval uniform for a plain white tunic, black trousers, and an oil skin greatcoat. He had kept his naval boots, though. Twenty men crewed the ship with him, all loyal to the last. When he had told them of being court-martialled for the loss of the Tempest, they had not batted an eye.
He was furious. How dare they court-martial him? How dare they strip him of his captaincy? Yes, the Tempest was lost, but he had still destroyed the most deadly Elven vessel in the Western Waters.
He glanced back and saw the sails of the Hammer unfurling, glinting white in the evening light. He grinned, the adrenaline pumping through him. As his new ship, the Blade, passed the harbour breakwater he spun the wheel, turning the cutter north and sending it racing towards the horizon.
“Sir!” cried a lookout, “The Hammer is firing!”
Doran knew the captain of the Hammer so well that he didn’t even have to look over his shoulder to know what he would do. He spun the wheel, sending the Blade a little to port, and the ballista bolt from the pursuing ship splashed harmlessly into the water where the Blade would have been if Doran had not done anything.
The Hammer surged out of the harbour, the Purity trailing behind. By the time the Hammer rounded the breakwater the Blade was already out into open water, and still putting on speed. Doran turned and waved cheerily at his pursuers, then turned back to the wheel, and grinned into the blustering wind.
*
The promontory rose from the stormy seas like some ancient behemoth awakening from its slumber. The dark waters crashed against it, causing loose rocks to tumble from its sides. Doran could see no sign of the wrecked ships that had been there when he had been saved by Renee. They must have been pulled under the waves by the storm.
“Cap’n,” whispered a voice.
A chill that had nothing to do with the freezing rain ran down Doran’s spine. He turned slowly to see who addressed him. Mr James stood on the deck behind him. He seemed faded, the colour of his clothes washed out. Faintly, Doran could make out the railings directly behind Mr James. The man’s eyes were blank, his skin pale and tinged blue.
“You’re dead,” hissed Doran.
Mr James tilted his head to the side and pointed an accusing finger, “So were you.”
Doran backed away from the apparition, “I didn’t choose to be brought back. I don’t know what happened.”
“You abandoned your men! You left us to the mercy of the sea.”
“I came back for you. Why do you think I am here?”
Mr James drew his spectral blade and snarled, “You came back for your woman. Not for us.”
“Put that blade away, officer. Attacking would be mutiny,” said Doran, fondling the hilt of his own weapon.
Mr James stopped and then shrugged and said, “I shan’t murder you here, alone. Cap’n. Plenty of others want their chance too.”
With that, Mr James faded from view. Trembling with fear, Doran returned to the wheel, guiding the Blade out into the open water off the promontory.
There was an explosion of water ahead of the Blade and a dark mass rose from the water.  It was easily thrice the size of the Blade, and bigger even than the Tempest. Its figurehead was a goddess, her fist raised to the sky. Gilding spread along the prow like wings from her back. Four towering masts rose from the ship’s deck, adorned with white sails like the Tempest and blue and gold ones like those that had graced the Acdrenc Stefna. A ghostly crew of men and elves stalked the deck, and even at this distance, Doran was sure he could see Mr James at the helm of the enormous ship.
Doran’s new first mate, an old sailor called Dask, hurried to the helm and said, “Sir, what do we do?”
Doran’s jaw was set and he growled, “We run. Have someone man the mangonel though. If we get a clean shot, we take it.”
Dask, ignoring his fear, began shrieking orders at the Blade’s small crew. They set to, years of work on ships overriding their terror, their muscles doing what they knew to do. Doran heaved on the wheel, spinning the Blade about in front of the ghost ship. There was the smack of the Blade’s sails pulling taut in the gale, and Doran felt the cutter surge forward.  He glanced over his shoulder and saw the figure-head of the ghost ship gleaming in the storm light. He also saw the elf above it raising a bow and nocking an arrow. He dove to the side, and the arrow thudded into the deck where he had been standing.
“Mr Dask!” he yelled, “If you would care to provide some form of covering fire for me that would be greatly appreciated.”
The first mate hurried aft, carrying a large crossbow. He nodded to his captain and then hefted the weapon and screamed, “Eat this, you mother-loving son of a tree!”
The old man nodded with satisfaction as the elf screamed in agony. He looked to Doran and said, “At least they feel pain. The mangonel is ready when you are, captain.”
“Prodenese Fire?”
Dask grinned, “Of course, captain.”
“Good, then get to it, and tell the men to hold on.”
Dask hurried away. When Doran saw he was in position he heaved once more on the ship’s wheel, sending the cutter veering to the right. There was a loud smack from the mangonel, and Doran spun the wheel again, setting the Blade once more on a southerly course.
Doran looked back at the ghost ship as there was a flash of blazing light and a loud boom. Dask had been on target, and deep orange and red flames now licked at the deck and masts of the ghost ship. The figures on board hurried about silently, some trying to douse the flames. Soon though, the flames had reached the sails, and were licking hungrily at them despite the rain.
He turned back to his task at the wheel, peering into the gloom ahead. Dask returned to his side and said breathlessly, “She isn’t slowing, captain.”
“I didn’t think she would. I get the distinct feeling they want me dead.”
“You know them, sir?”
Doran nodded, wiping water from his face, “They are the crews of the Tempest and the Acdrenc Stefna. Apparently they object to me surviving them.”
“You cannot be blamed for that!”
“Really?” laughed Doran, “They seem to disagree.”
“Sails ho!” cried the lookout.
“Good,” muttered Doran.
Dask looked puzzled, “Good, sir?”
“They will be the Hammer and the Purity. With any luck, we will be able to get past them and then they can deal with the ghosts.”
Dask didn’t say anything, only looking grim.
Doran looked back at the ghost ship and nearly yelped in shock. It loomed large out of the mists of the storm, its decks, masts, and sails ablaze. Framed by the firelight, Mr James still stood at the helm, roaring orders at his mixed crew. They did not fight the flames, but simply went about their work, striding through pillars of flame. The sails, although wreathed in flame, seemed unharmed.
Dask whispered, “They say the damned fear no fire or flame.”
“Then let us hope that they are least fear Kormouthian steel.” Doran pointed at the oncoming ships, their sails straining as the sped towards the Blade.
“Sir…” said Dask.
“Yes?”
“I don’t wish to trouble you, but have you noticed we are going south under full sail, and those ships are coming north under full sail too?”
Doran was silent for a while, watching the Kormouthian ships approach. Then he said quietly, “Reef the sails, if you would be so kind, Mr Dask.”
The first mate ran forward and starting giving orders. The sails were reefed just in time; Doran felt the wind change, and heard a loud creak from behind him as the ghost ship’s sails billowed back on themselves, causing the huge ship to grind to a halt. The Blade however, continued to glide forward on its speed.
Doran grinned as he watched the Hammer and Purity begin to change tack to try to intercept him. They were too late, however, and the Blade shot between them, missing their bowsprits by mere feet on either side. He could hear the captains yelling curses at them and waved to both of them in turn. He watched them frantically changing tack once more so their bowsprits did no become entangled, and then saw their faces fall when they sight the flaming ghost ship.
The Hammer fired first, sending heavy steel bolts crashing into the deck of the evil ship. The ghosts screamed in fury at this new foe, and the elves aboard began firing shadowy arrows down at the Kormouthian soldiers. The Purity changed course, swinging west and picking up speed before turning back in to face the new foe. Her catapults showered the ghosts with stone and flame, but Doran saw the real plan of the Purity’s captain. Nearly twelve feet ahead of the bow wave made by the ship, something was disrupting the water, sending up a fine spray which grew as the Purity built up momentum.
Doran had seen Purity’s ram once while she was in drydock. It was a long flanged steel affair, plated in copper. Menacing spurs protruded from its length, and its crown was shaped like a giant’s fist. He had never seen it in action, but had heard stories of it cutting smaller vessels in half. He saw the crew of the Purity brace and he winced as the ram smashed through the hull of the ghost ship. The struck ship, despite its size, rolled slightly, shuddering from the blow, its crew knocked from their feet.
Long sweeps slid out from the Purity and the crew began to furiously back water. More grinding and shuddering ensued as the ship dragged its ram back out from the bowels of the ghost ship, and Doran was sure that the Purity would get clear. At the last minute though, dozens of ropes snaked out from the ghost ship, and the thud of grapnels catching on wood rang out.
The Purity’s crew swarmed forward, and began hacking at the ropes. Even as they did, ghost sailors began to shimmy over, and leapt upon them, cutting them down.
Dask looked to his captain, “What do we do, sir.”
“Fire her.”
“Sir?”
“You heard me,” snapped Doran, “It will be a mercy for those aboard, and better to burn her to the waterline than let those fiends take another ship.”
Dask sighed, “Very well, sir.”
In less than a minute, the mangonel fired once more, setting the Purity ablaze. Sailor’s screamed in agony as ghostly weapons or flames stole their lives. Doran saluted the captain of the Purity sadly as he saw the man valiantly try to fight off half a dozen ghosts. He didn’t scream as he fell.
“Full sail, Mr Dask,” called out Doran, “I don’t want us here when that mess gets untangled.”
As the Blade began to make way, Doran looked over at the Hammer. Her captain had clearly made the same call as Doran, and the ship was turning about while launching more barrels of Prodenese Fire into the entangled ships. Doran and the Hammer’s captain saluted briefly, before turning back to their respective courses.

Just as the Purity began to be swallowed up by the mists and smoke, there was a blinding flash followed by an ear-splitting blast as her own payload of Prodenese Fire ignited. Doran shook his head sadly, and set a course to the north, to Illeth Moran.

Saturday, 31 October 2015

Vengeance (Pt. 4)

Vengeance (Pt. 4)

Vengeance smiled as she took hold of the stone. Distantly, Renee could feel the gem, oddly warm to the touch. The longer Vengeance held the stone, the hotter it became, until the water was boiling around it, reddening the flesh of her hand. Renee felt the prickle of distant pain, which throbbed in her mind.
Vengeance’s voice filled her mind.
Do you feel that, Renee?
The pain was beginning to fill Renee’s mind, “Yes.”
That is everything that matters.
“Pain?”
No, the cause of your pain. That is fury, taken material form.
“Whose?”
Vengeance chuckled. You are wiser than I thought. This is the fury of a seraph.
Renee was puzzled, “A seraph?”
Ah, you do not know of them…
A flash of light filled Renee’s world and suddenly she stood inside a large stone chamber. She could still sense the water, still feel it pressing down on her, yet her mind was here, in the chamber. A figure approached from the far side of the chamber. He towered above her, standing almost twice her height. He was as wide in the shoulders as her reach, fingertip to fingertip. His skin was so tanned that it was almost golden, and he wore a shining silver breastplate. Flowing white and red robes hung from his shoulders, and a short white kilt left most of his well-muscled legs visible. Tall white boots rose almost to his knees, and were doubled over at the top to reveal a velvet lining. Glowing white eyes glared down at Renee from behind long blonde hair. He spoke, his voice rumbled deep and shook the chamber, “Why are you here?”
Renee stumbled back, unable to speak.
Massive white wings exploded from the man’s robes, reaching across the chamber, the wingtips touching the great grey columns that supported the domed roof. The glowed softly, as though filled with some inner power. He raised his hand and a flaming sword appeared in it.
Rene screamed in terror. She felt a tug at the back of her mind and the chamber and the man faded away, and her vision was once again filled with rotting wood and dark water.
Renee was still filled with panic, “What was that?’
A seraph. One of the most powerful beings to ever exist. Servants of the Fallen Empire of Erelisia.
“How did they die?”
One of their brothers, more powerful than them, cast them down when the empire fell. He hunted them mercilessly, and destroyed them all. The one you saw was Primaris, the first to rise and the last to fall.
“Is this his fury?”
Vengeance chuckled again, No, unfortunately not. This is the fury of Octavius, the first one hunted down. He fell in Kormouth, but his remains were put on this great ship to be taken south. Alas, she laughed, the ship was destroyed in a horrific storm.
Renee sensed a hint of smugness in Vengeance’s tone. She decided not to question it, instead asking, “What will you use it for?”
Be patient, child, and you shall see.
“I am not a child,” snarled Renee, “You have taken everything from me, you can at least tell me this.”
Vengeance seemed to pause for thought, and then said, I think not. You still owe me much for the life of your love.
Renee could think of nothing to say, so remained silent as Vengeance pocketed the gem and then stepped out of the cabin. To Renee she seemed filled with new vigour. Vengeance looked up and kicked off from the wreck of the ship, speeding towards the surface. The water rushed by, and the silvery scales of fish flashed by. 

Renee couldn’t help but wonder what Doran was doing.

Sunday, 25 October 2015

Vengeance (Pt. 3)

Vengeance (Pt. 3)

Vengeance strode through the depths, unhindered by the weight of freezing water pressing down on her. Trapped within, Renee gazed out through what were once her eyes. The seafloor, to her surprise, was not the gently rippling bed of sand that she had expected. It was like being trapped in some watery hell: great protrusions of dark stone thrust up from the every shifting sands of the seafloor, which was covered in plants, small creatures, and the detritus of seafaring. Corroded weapons, smashed crates, and pots lay about the husks of lost vessels. All this, Renee saw with only the faint plink plonk of the seawater pressing against what once were her ears.
No longer could Renee feel her body. She tried to reach out and move a hand, but felt nothing and got no reaction. All that was left to her was sight and sound.
Suddenly she felt Vengeance’s presence. The being’s voice filled Renee’s universe, blocking her vision somehow. Don’t try and fight me, child. You are better with me than without. I am a gift that you do not yet recognise as such.
“Why?” demanded Renee. “You came to me, imprisoned me in my own mind. You drove away the only man I ever loved – “
Love? Such an insipid, fleeting emotion. Just as you take hold of it escapes your grasp. It serves only to fuel anger, and sadness. Grief is but weakness manifest. But anger, ahhh, that is an emotion that has worth. Nothing drives one like anger, rage is a fuel unlike any other. Your anger called to me, and your grief invited me in. I paid my passage though…
“Paid your passage?!” screamed Renee. “How?”
I gave you back your love, I healed his wounds and put breath back in his body.
“And drove him from me!”
I paid my passage.
Renee raged against Vengeance, screaming and crying, but the being made no reply, but simply kept striding forward through the debris of the sea floor. Renee noticed that Vengeance was looking this way and that, as though searching for something. If she strained, she could just sense they rage filled presence within her that was Vengeance. The tried to envisage Vengeance in the hope that creating some sort of analogue would allow her to get close to the being. To her amazement, a pinprick of blue light filled her mind’s eye, and she moved towards it.
As she approached the light it grew in size. She felt energy pouring out from it, crashing against her in waves. Each wave drained her a little, as though the rage that Vengeance exuded somehow ate away at her. She pressed on, struggling through the waves, until she heard something.
It must be here. It has to be. It cannot be gone. It could not have been found. WHERE IS IT?
Renee froze, and imagined holding her breath. She watched on as Vengeance continued its search, repeating its tirade like a mantra. Then, all of sudden, Vengeance halted and looked up.
What Renee had thought was simply a large rock in the distance loomed large before her. It towered over her and all else on the seafloor. A few fish swam about it, flashing like dust motes in the dim light of the depths. Slowly, Vengeance advanced on the mass before them. As the distance closed, Renee saw planking, and realised this was the wreck of some ancient ship. The portion before her looked to be the bow, and based on its size, was easily ten times larger than any vessel she had ever seen or even heard of. Its bowsprit was so high above her that it faded into the blue of the water, like the spire of a tower reaching into the clouds.
The waves pouring from Vengeance changed. They ceased to weaken Renee. Puzzled, Renee reached out to touch them and felt a tingling sensation. Joy?
The waves grew stronger as they approached the sunken ship. Reaching the base, Vengeance kicked off from the seafloor, and unhindered by the wait of the dress that her vessel war, swam quickly up the bow of the ship. Renee felt ill as the ship’s planking blurred towards her and the pressures on her former body changed. ‘Odd,’ she thought, ‘Why can I feel that?’
Vengeance slowed, and Renee saw her hands reached and grab hold of the ancient railings of the ship. With a tug Vengeance hauled them over it and onto the deck. Slowly, deliberately, Vengeance strode along the deck. As her vision ceased blurring, Renee realised that the deck was not horizontal; the ship’s bow rose vertically from the sea bed. It was eerie, moving in this way. The ship’s mast was still mostly intact, though its spars were shattered and the rigging drifted like a ghostly web in the water.
Renee felt Vengeance’s joy subsiding, and the rage return, and withdrew ever so slightly to avoid being weakened further. She stayed just close enough to still hear Vengeance’s tirade. After passing the shattered bases of two more masts, they came to the door of what looked to be a cabin. Vengence lashed out, shattering the rotten, sodden wood. Light exploded from within the cabin, dazzling Renee.
Slowly she became accustomed to light and found that Vengeance had entered the cabin. Jammed behind a table that had fallen against the wall of the cabin when the ship sank, was a skeleton. The bones were covered in black slime, but the occasional patch of white bone glimmered eerily in the water. Tatters of clothing clung to the skeleton, moving gently in the currents. Its hands were clasped to its breast, and inside them it held a pale gem that had been adorned with delicate gold filigree.

Triumphant, Vengeance reached out and tore the gem away, the force scattering the bones.

Sunday, 18 October 2015

Vengeance (Pt. 2)

Vengeance (Pt. 2)

Storms ravaged the promontory, grey skies swirling in turmoil. The pebble beach was strewn with all manner of debris: timber, line, tackle, crates, bodies – living and dead – and shattered sections of ship. By some miracle of the currents the prow of the Tempest had run aground on the northern side of the promontory, the winged goddess that served as her figurehead raising her fist, perhaps in despairing rage, at the tumultuous sky. The same oddity of the currents had seen fit dump the prow of the Acdrenc Stefna, still wreathed in its gilding, on its side on the south beach of the promontory. The gold glinted sullenly in the grey light, and was stained with the blood of seamen.
Atop the promontory stood a lone figure, her skirts flapping around her in the gale. Her hair was tied back, but the ponytail flew freely in the wind. She cast about with her eyes, seeking what she knew must be upon the shore. At last she saw it, a glimmer of gold and a green jacket. Crying out in grief, she made her way hurriedly to the scree that cascaded to the shore. Her bare feet slipped and slithered on the wet stones as she made her way down, often falling and crawling, but never slowing. To her it seemed to take an age to reach the shore line, but finally she was by Doran’s side.
She closed the locket in his hand, which matched the one about her neck, and cradled his head in her lap. She bent over him, smoothing his matted hair, and brushing away the sand and grit that caked his ruined body. She wept then, her tears mingling with the rain.
Slowly though, her grief was replaced by something red and raw, a primal rage that filled her belly and heart and made her whole body ache as though something within her sought release. She screamed, her face to the sky, her hands still cradling the head of her beloved. Her scream went on, passing from rage to something more. Lightning flashed, and the pebbles around her began to shake, some rising from the ground. The sea leapt up, but no water fell upon her or Doran. It washed away all else but them and the prow of the Tempest. As suddenly as it started, her scream stopped, and she slumped over her beloved’s body.
She did not notice his wounds heal, nor his leg reset itself. She did not feel him begin to breathe, nor see his eyes open. She did feel his hand on her face, and his kiss on her brow. She looked down at him, her eyes awash with tears. She murmured his name, and he smiled slightly. Then, he looked harder at her and he paled, struggling and trying to pull away.
“My love, what is the matter?” she asked.
“Your eyes,” croaked Doran, “They are not your own.”
Renee rose from the pebble beach and made her way over to a nearby rock pull. There was little daylight at all in this storm, yet when she looked in the pool she saw clearly what had so shocked her beloved. Her eyes, normally hazel, shone with an inner fire, a cold vortex of blue light.
She raised her eyes to her face, touching her cheeks. Despite the weather, they were hot to the touch. She closed her eyes, and felt the power that had filled her still dwelling deep within. It was hidden, and seemed shut away. She probed at it as one might probe at a sore tooth, gingerly and almost unwillingly. The power responded, growing and filling her mind with noise, heat, and rage. The rage was like a ball of hot lead that surged within her breast. She could feel herself shaking as the rage seemed to take root in her heart.
She turned to Doran and said in a voice that was not her own, “I have granted you a second life. Use it well, and begone from my sight.”
Doran, confused and afraid, turned tail and ran, tripping repeatedly as he made his way up the scree of the promontory.
Deep within the recesses of her own mind, Renee battled with the being controlling her. She managed to find her voice, “Who are you?”
“Vengeance,” came the reply.
“What are you?”
“Vengeance.”
“Why are you here?”
“You called for me. Your grief and rage brought me into this world. Your body, so rent with grief, was a vessel which offered me sanctuary.”
Renee sank to her knees, sobbing, “Please, let me be.”
Vengeance filled her breast with greater heat as she replied, “No, now that I have come I see that there is much work for me.”
From the promontory, Doran watched as the woman who was once his beloved walked across the shore and into the ocean, steam rising around her as she walked deeper and deeper. He watched until she had vanished beneath the waves, then fled.

Saturday, 10 October 2015

A New Story: Vengeance

For the first time in three months, I bring to you a work of fiction, rather than something about gaming. I wrote this piece at the request of a friend, and it has resulted in me starting a series of short pieces.

Vengeance (Pt. 1)


The ship rocked as the ballista bolt slammed into the bow. Water sprayed up and washed the deck as the prow slammed into the banking waves. The attacking craft was barely visible off the starboard bow, but Captain Doran knew only one vessel that had that range. The Acdrenc Stefna, an elven frigate captained by Councillor Aldrid Shorthelm of Illeth Moran. What that ship was doing so far south, Doran wasn’t sure. But it meant trouble. Big trouble.
He called down from the helm, “Mr James, how are we struck?”
Mr James, a burly man with a heavy jaw, shouted back, “Barely a scratch, cap’n, just stuck in the planks is all. Nary a drop of brine shall bother us!”
“Good,” roared the captain, “Then would you care to tell me why our ballistae aren't loaded?”
“On it, cap’n!”
“Damn right you are man, the Tempest shan't be leaving without giving a good account of herself!”
As the next Elven bolt screamed by, skimming across the water on the port-side as is bounced like a skimmed rock before disappearing in a shower of foam, the Captain patted the ship’s wheel and murmured, “Hear that girl? You are going to show those elves how we do business in the Kormouth Navy.”
The sky was clear, though the sea was becoming increasingly rough. The Tempest crested another wave and tipped forwards. Doran, a veteran sailor of some twenty years, gaped in shock as he looked down into a green trough almost one hundred feet deep. He roared at the top of his lungs, ‘Grab a hold of something boys!” and himself took a firm hold of the wheel.
The timbers of the ship creaked in an eerie moment of silence, before gravity caught up with the ship. Then, like a plummeting bird, the Tempest plunged into the trough, her timbers protesting audibly at the immense force her prow was under. The ship struck the bottom of the trough in a cascade of foam and water, and more than a few whoops and screams from the sailors.
Drenched and glowering, Mr James appeared next to his captain and growled, “The sea ain't got no business being like this on a clear day such as it is.”
“Aye, Mr James, you’re right. There is a witch aboard the Acdrenc Stefna, no mistake. Tell your boys to fire as soon as they get a sight on the bitch, and go and wake Baldric.” Mr James saluted and hurried down from the helm, bellowing orders and then disappearing below decks.
Seeing a way to get closer to the Elven vessel without being spotted Doran spun the wheel, turning the vessel north, and used the wind funnelling along the trough to send her racing along the green depths. As the Tempest sped along, he gazed up at the greeny-blue walls of water that flanked his ship. No nature could explain such a thing, only magic tampering with the order of things.
He saw something dark moving along the bank to his starboard and his jaw dropped.
The Acdrenc Stefna exploded from the crest of the wave and soared overhead. The gilded carvings that ran the length of the sleek Elven ship shimmered and glistened as water cascaded from them. The four triangular sails, all pale blue and trimmed in gold, were stretched taught, and seemed to haul the vessel through the air.
There was a loud boom as the ship slammed into the other bank of water, falling short of its mark. Instead of leaping the trough like a salmon in a stream, as was surely intended, the Elven ship crashed into the bank of water about twenty feet too low. Doran grinned mirthlessly as the Elves screamed. He lifted the gold locket about his neck and kissed it, and then yelled his order, “Straight into her underbelly boys, she’s like a pig to slaughter!"
His men set to with ruthless efficiency, aiming their ballistae high and firing without any further encouragement. The sound of shattering and rending timbers made Doran whince, but he held his gaze as the Elven vessel fell back, sliding backwards down into the trough. He laughed as the Acdrenc Stefna’s rudder snapped from the force.
His laughter died in his throat, however, as the force of the waters spun the Stefna about and sent her racing towards the Tempest. Doran yelled for his men to hold on tight, and saw Mr James reappear with Baldric.
Baldric, and lean man of middling years and a grey mane of hair, took one look at the oncoming ship and raised a hand. Despite the shriek of straining timbers, and the roar of the sea, his voice carried through it all as he cried out:
FERIT VIS, PROTEGAT VAS NOSTRUM!
Blue energy exploded from his hand, steaming towards the Stefna. As it struck, it tore away the gilding and the planking as though it was so much chaff in the wind. There was a high-pitched cry of rage from the other ship, and a flash of red.
There was a thump so intense that Doran fell to his knees, clutching at his ringing ears. He looked up in time to see a flash of white light where the red and blue energies met, and then felt the explosion.
*
The waves washed up torn canvas, netting, and planking onto the pebbled beach. Occasionally, the shattered body of an elf or a man would join the beached flotsam and jetsam. One of these bodies, clad in a torn green uniform with a captain’s epaulettes on the shoulders, groaned and moved.
Doran could feel his life ebbing away, feel a numb hotness where a shattered spar had torn through him, and a sharper pain where his leg had been smashed. He reached into his jacket and pulled out his locket.
The locket itself was a simple golden affair, elliptical in shape. Elegant filigree, worn now by years of being opened and closed, hinted at letters that were now too far worn to be legible. Fumbling, Doran managed to open the locket, and gazed at the painting within. It was a portrait of an elegant woman, with long brown hair. The hair was pulled back behind one ear, showing to greater advantage her long, slender neck and the ruby earrings that she wore. She appeared to gaze out of the picture, cheeky green eyes twinkling, and her lips parted in a smile filled with radiant joy.

Doran smiled as he slipped away, and murmured a name, “Renee.”

Stay tuned for the next instalment of Vengeance.

Thursday, 24 September 2015

Sagrannus Gaming: RimWorld (Alpha 12)

Reviewing a game that is not yet out of alpha/beta is a difficult thing to do, to say the least. As others, such as Jim Sterling, have pointed out, as soon as you begin asking for money for a product, that product is open for critique. This, I certainly do agree with. However, the problem is that games in alpha or beta are not necessarily representative of the final product, and as they are ‘works-in-progress’ they cannot be critiqued in such a certain manner.
Naturally, I am not saying this out of context for the sake of putting words on the page. Not at all. I am saying this because today I am going to talk about a game that is still in alpha. Because of the caveats raised above, I shall write this in the same format as my other reviews, but shall not give the game a review score.
Again, not finished product. Alpha. Me write good.

RimWorld (Alpha 12)
Developer: Ludeon Studios and Tynan Sylvester
Publisher:
Ludeon Studios and Tynan Sylvester
Genre:
Story Generator
Released:
Not yet, bucko.

From the word go, RimWorld is different. Described by its developer as a ‘Story Generator’, not a ‘competitive strategy game.’ So, what does one compare it with? The developer explains the game in the following way:

‘RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.’

Just from that, I was intrigued. So many wonderful themes and ideas jammed together? That could result in one of two things: Either a mess, or a masterpiece. RimWorld, at present, certainly seems destined to be the latter. The premise is interesting, and well thought out, and the execution – even still in Alpha – is fantastic.

Gameplay

RimWorld is primarily mouse-driven, with hot keys assisting. The gameplay seems complex at first glance, but is intuitive and relatively straight-forward.
Your landing site, m'lord?
First of all, the player must create a world, determining its size. Then, they must pick where on the planet their colonists will crash land, as well as specifying how large said area will be. With a number of biomes – desert, arid scrubland, temperate, tropical, boreal, tundra, and ice shelf – to choose from there is plenty of choice available as all the biomes have different climates, growing seasons, and rainfalls. This choice is further augmented by the four terrain types: flat, small hills, large hills, and mountainous. Lots of choices, and lots of replayability. The player is also required to choose their difficulty setting, and 1 of 3 AI types, each of which result in a different ‘story’ (ultimately this determines the frequency and severity of random events). Once all of that is done, the player must choose – through random rolls – three colonists. The player must assess the health, age, skills, and traits of their colonists, trying to produce a team that is likely to survive, and be less susceptible to mental breakdowns (or more, if the player has a masochistic streak). The story telling really starts here, with 3 protagonists who come with interesting backstories and personality traits.
Like a nanny, but with scarier bedtime stories.
The player can control the passage of time, pausing it should they need to stack up some instructions for multiple colonists.  A bar across the bottom of the screen gives easy access to any menu you desire, which all pop up in simple windows.
Most players will be using the Architect menu most, as it is from there that you give all the building orders to your colonists, set storage areas, growing areas, and restricted zones. The player is expected to plan out the shelter, power grids, food supplies, security, and sundries for their colonists. From the Architect menu, they can do all of that. While there are a few items that are in tabs that you might not expect, it is relatively logical.  
Choose your party.
While you can leave it automated, to get the most out of your colonists, you can set what activities each colonist prioritises – using your nous, or lack thereof, to determine who will do what best. Thankfully tooltips are here to help, showing you how good each colonist should be at each given task. A further elements is passion: colonists are passionate about different things, and so ultimately you want colonists doing things they are passionate about, as they will be happier and more willing to do those things, and will also increase their skill level in that area faster than people who don’t care about what they are doing. While you can tell a colonist to do something immediately, they do operate semi-autonomously, basing their actions on how you arranged their priorities. Don’t boss them round too often, it isn’t good for their mood. The priority system is a fantastic element of the gameplay, and one I can barely applaud enough.
Random events, which are part of the ‘story’, will take up a lot of your time. Even so early in development, these events are many and varied. From toxic fallouts that trap you inside your base to manhunting boomalopes or raiding pirates, the variety keeps you guessing, and stops you from falling into a routine. You can’t step away from this game, or it will punish you for not paying attention. At times, often when you are unprepared, a series of consecutive raids can leave your colonists wounded and your base in tatters. More than once, I have lost half my colonists to hypothermia after a nasty raid knocked out my power generation. But this, as Ludeon Studios say, is all part of the story. Even a playthrough that ends in cannibalism and starvation has a great story, ultimately limited only by your imagination.
Welcome, my friends, to Hell.
There are a number of ways to grow your colony. Wanderers can join, you can offer sanctuary to people fleeing pirates or angry tribes, you can buy slaves from pirates, or you can capture people (friend or foe) passing through your territory and try to turn them. All options are viable, though some may have negative impacts on your relationship with your neighbours.
Should people be wounded, they can be treated in your hospital (if you bothered to build one), and should limbs or organ need replacement, you can have your medical personnel perform operations to give people prosthetics (whether a bionic eye, or a wooden peg-leg). Naturally, if you are an unsavoury sort, you can harvest the organs of prisoners to sell on the black market. I often found myself tossing up whether to wait and hope that an infection is survived, or whether I should amputate the limb. I love the medical system, as it really is great.
Shelter first, luxury later.
For a lot of the game, survival is your main concern and is often reduced to living day by day. This makes the game exciting, and makes success all the more rewarding. The end-goal at present is to build a ship to escape the planet, but honestly I had so much fun building large bases and researching new things for my colony, I didn’t want to leave…
The gameplay, even now, is solid, engaging, and entertaining. Things that aren’t around at present that I wouldn’t be surprised to see are: water management (slightly nervous, this could make it really hard), colonists having children, vehicles, multi-storey structures, nuclear power.

Graphics

Charming, clear, and people with no legs.
Despite its simplicity, the look of RimWorld is great. Everything is clearly defined, and the little, legless people that glide around the world are actually quite charming. The different biomes look markedly different, which is nice. Perhaps most outstanding is that despite this ‘simplicity’, a lot of work has clearly gone into the design of every single visual asset, and it shows: this game is a looker, and has a unique aesthetic at that.

Sound

The sound effect are great, and seem to accurately match the activities they are assigned to. One feature I love is that if a weapon is being fired off-screen, it sounds muffled and distant. While it is a small detail, it adds to the immersive nature of RimWorld’s sound production. The music is charming, and does not intrude. That said, it is well written, and its often calm melodies juxtapose poignantly with the at times depressing setting and events. There is a nice western twang to it all as well, tying back to the aforementioned Firefly inspiration (also, to me, a little of the StarCraft Universe. More can’t really be said, the music is good, as are the sound effect. Naturally, there is no voice acting.

Re(Playability)

Helpful prompts, info, and events abound.
Is RimWorld playable? Yes, very much so. As I covered in the Gameplay section, even in this early stage, RimWorld is intuitive and well set out, allowing players to dive in. Further, there are handy prompts and in-game tutorial texts that help guide the player in the beginning, making sure they have everything they need to survive.
On the replayability front, things are even better. With the diverse biomes, terrains, 3 AIs and 5 difficulty settings, from the outset the cast replayability is obvious. From there, you need to acknowledge that no two games are the same – the maps are randomly generated, (most) players will take a different set of colonists at the start, and different people will join the colony. Crops might fail, and other random events will change how you play. This game doesn’t want you to have a routine, it doesn’t want you to have a method, and I love that.


Conclusion

As I said at the offset, reviewing/critiquing a game in Alpha is hard – fraught with caveats. However, even at its current stage (Alpha 12), RimWorld feels more expansive, more fun, and better polished than a lot of games that are ‘complete’, even some AAA titles. As I have said before, I love to see games made by developers who love what they do, and are passionate about their vision. It’s challenging, and you will fail many, many times, but the charm and the storytelling of RimWorld will win you over, and you will lose many hours to it, but won’t regret even a second of it.

I will be watching the continued development of RimWorld with significant interest, and be reporting to you about it whenever I can.

You can get RimWorld here: http://rimworldgame.com/
It's a beautiful world...

Thursday, 10 September 2015

Sagrannus Gaming: Android Top 5

Well, here we go for a little jaunt down a path that I have not yet trodden. I am going to look at mobile games (gasp), specifically games on Android. Worse still, it will be a Top 5 list. A few guidelines for how I am doing this. All of the games featured are available on the Google Play Store, and I will list their US Price. Naturally, these are my Top 5, based on how much I have played them over the last few months. So let us start at number 5…

No images: Still good.
5th – Godville
Developer:
Godville Games Limited
Price:
Free (In-app purchases)
With a mature rating, this casual game is an interesting one. Billed as a game that requires no player input, Godville is something of a text based adventure – just one that you observe more than play. You might think that this would be boring, but it really isn’t. You can interact with your hero, punishing them or rewarding them, and even give them instructions (they may not do what they are
told, be warned). There is plenty of humour in the writing, and you really can leave the hero to wander for months at a time without any input from you. An amusing little sojourn from the usual, involvement heavy, wallet hunting dreck that you can find on mobile platforms.


A beautiful village.
4th – Dungeon Village
Developer:
Kairosoft Co., Ltd
Price:
$4.99
In essence, like most Kairosoft games, Dungeon Village is a
management game. You manage a small fantasy town, aiming to grow it into the most successfully dungeoneering village around. You play host to heroes (many of whom, this being Kairosoft, are parodies of celebrities and fantasy heroes) who go adventuring. You can organise dungeon runs, and give ‘gifts’ to the heroes, which they then use in their quests. Should heroes be sufficiently impressed by your little town, they will seek to move in. This game is a bundle of fun, and a good example of how fun Kairosoft games are.



All the sushi trains.
3rd – The Sushi Spinnery
Developer:
Kairosoft Co., Ltd
Price: $4.99
Ever wondered what it would be like to run a Sushi shop? No? Well, regardless, you can now find out with yet another Kairosoft management game. As always, the art of Kairosoft is great, with that pixelated charm that makes one long for early Final Fantasy games. Key to the enjoyment of The Sushi Spinnery is the option to develop your own Sushi dishes, and to enter them in competitions. This, along with good pacing, makes the game extremely fun, especially when you win awards for Cheeseburger sushi…


Design you pyramid like the Pharoahs of old.
2nd – The Pyraplex
Developer:
Kairosoft Co., Ltd
Price: $4.99
Okay, so there is a trend here. I like management games, I think they work really well on mobile. I also like the way Kairosoft do things, [1] The Pyraplex is a twist on the tower building management game, and on the surface very similar to their game Mega Mall Story. However, you have crafting stations, the need to gather resources, house staff, and trade with neighbours. This adds significant depth. As well as adopting the Combo system from MMS and renaming them as Power Spots, The Pyraplex introduces a clever building element; every year, your pyramid is judged for how pyramidy it is, adding an extra challenge to the game. Possibly one of the deeper Kairsoft games, I strongly recommend it to anyone who loves management games, and for some reasons hasn’t got this yet.
and I like not have pay-to-win setups. Most Kairosoft games have an up-front price, and that is it.


1st – Fiz: Brewery Management Game
Developer:
Bit By Bit Studios
Price:
$2.99 
Baby's first brewery.
Beer and management! What could possibly go wrong with such a combo?
Very little, as it turns out. With a fun narrative, and great gameplay, Fiz sucked me in from the start. The challenge of running a micro-brewery, and crafting beers to suit various challenges, and keep your small company afloat is surprisingly fun. The gameplay is well taught in the tutorial, and
relatively intuitive. The art style is charming, and reminiscent of old SNES and Gameboy games. Also, unlike many management games, it is quite challenging, which only serves to make the game even better. For its price, it is an absolute steal.

Notable Absences
I am sure that people expected Fallout Shelter to appear here. It isn’t here for two very good reasons. Firstly, I haven’t played it on Android, only on iOS. Secondly, I don’t like it that much; it doesn’t really go anywhere, and there is no narrative.
Other Kairosoft games certainly could have been here, notably Game Dev Story, Anime Studio Story, and Pocket Clothier. But this is a Top 5, and they didn’t quite make it, but are still worth a look. I hope this Top 5 has been interesting.

Sagrannus



[1] There are a few that do have various in-app purchases. Not only does that count against them, but they also tended to be the lesser Kairosoft games anyway.