When I started using Wordpress back in 2011, I already had backups in mind. I saved a copy of each post as a TXT document that noted the title, date, categories/tags, and content of each post. Later I switched to saving them as RTF files, mostly for the ease of seeing what images I’d put into those posts. With the TXT documents, all I wrote was [image] to indicate an image.

I wrote posts directly in the editor and saved local copies later. Each year had its own folder; the 2011 posts went into the 2011 folder. Posts were saved as doc, docx, or rtf files, each named for the date the post was posted online.



This does mean that I have zero idea what the content of the actual post is until I open the file...unless I look at the spreadsheet I made to keep track of all my blog posts.



This spreadsheet is named “wordpress blog posts” and has tabs for each separate year. Seen above is the tab for 2024. In this spreadsheet, I kept track of the number of posts per year, the date it was posted, the title, word count, and the status of the post. All posts, except “Where to find me on the Internet”, have the “deleted” status.

My process with Dreamwidth blogging is similar, except I write everything 100% offline in a word processor and copy-paste the contents into the editor when it’s time to put something online. Also, I decided to put the title of the post in the file name. No longer do I have to open a bunch of files in order to find what I’m looking for!



I have a very similar spreadsheet for my Dreamwidth posts. There are a couple of variables I use in the Status column, and they are color-coded to an extent:
  • Online – for posts that have been posted online. Color: green.
  • Drafted – for posts that are complete, but have not yet been posted online. Color: light blue.
  • In Progress – for posts that I am still writing. Color: red.
There is no “Deleted” variable…yet. I imagine I’ll have reason to delete a post in the future. When that happens, I’ll have to decide if I want to keep the “In Progress” color as red or change it to something else.

It isn’t shown in any of these images here, but I end up with copies of work that I keep elsewhere on my hard drive: artwork, reviews, information about my conlangs, and even novel chapters when I was posting novels online in the past. Having the same stuff in multiple places massively lowers the chance that I’ll end up losing any of it permanently.

Due to a poorly-timed episode of autoimmune fatigue and then a cold following a few days later, I didn’t get as much done as I would have liked in January. I drew a new avatar and finished a few other sketches, one which can be seen on my website’s Art Log. I worked on the outline of Selegesine’s Shadow, which is unfortunately nowhere near complete. I wrote a couple of blog posts and a review for the Sailor Moon Cosmos movies. I also read a couple of short stories and most of The Mercy of Gods.

After saving local copies of the important stuff, I scrubbed my Gmail account of literally thousands of emails. I’d say about 99% of those emails were of zero importance whatsoever. I don’t know why I ever decided to keep them in the first place.

I backed a Kickstarter for PixelFed and Loops. There’s still time to back it; it ends on March 8. While I don’t see myself using either of those sites/apps, I’m always willing to support social platforms that aren’t owned by billionaires.

I obtained a couple of nonfiction books (Bullshit Jobs, The Struggle Against the State, and The Conquest of Bread) through Amazon. I wouldn’t normally buy books – or anything, really – through Amazon, but I was unfortunately given a gift card for Christmas. Now that I’ve used it up, it’s back to buying books from local bookstores.

Movie Thoughts is a semi-infrequent series where I briefly write up my thoughts on movies I've watched recently.

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Sailor Moon Cosmos – I finally got around to watching both parts of Sailor Moon Cosmos, which ends the animated reboot that started in 2014 with Sailor Moon Crystal.  The plot definitely felt rushed when compared to the 90s anime, though that’s the result of having two movies vs. an entire season of episodes cover the same content. I actually don’t remember the pacing of the manga, but I’m going to say it’s more similar to these movies than the 90s anime.

I do wish the transformations and attacks hadn’t been largely identical to the ones in the 90s anime. They had the opportunity to make new ones and just…didn’t, probably due to the reaction to the first two seasons of Crystal.
My last post about Neopets was written almost a year and a half ago. A lot of things have happened since then! I’m now up to five pets, all of which are painted. I’ve participated in a couple of events, made a ton of Neopoints, and obtained all pieces of the lab map. I also obtained two additional pet slots for free due to the Neocash given out during events, though I haven’t used them yet.

I’ve also amassed a large number of paintbrushes and morphing potions, which I’m using to paint decently-named pets in the pound in the hope that someone will adopt them. Once I run out, I’ll probably start zapping pound pets – it’s why I wanted the lab map in the first place.

For the most part, I’ve achieved what I set out to do at the beginning. My pets are painted, I have more money than I know what to do with, and the current goals I have are easy to achieve. I’m much more of a casual player than I was fifteen years ago – Neopets consumed a lot of my time and thoughts back then. But this time around, I’m completely fine with being casual. It’s a fun, stress-free way to spend maybe 30 minutes on every day.

...though I could spend a little more time on the art page I’ve had on my goals list since I re-joined.
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I’ve had a Neocities site since the end of February 2023. I started keeping track of the views in mid-June, as I thought it would be interesting to see how many people visited the site each month. For most of 2023, I averaged around 1000 views per month. I thought that number was pretty high. Surely 1000 people couldn’t be looking at my website each month?

2024 rolled around, and the first four months were largely similar, with around 1000 views per month. Then something strange happened in May: I went from 14,024 to 20,653 views. The jump was so high it was even visible on Neocities’ own stats page for the website:

neocities stats

That same stats page (viewable on https://neocities.org/site/WEBSITENAMEHERE/stats) for Neocities users also says what I was expecting: “due to bots, search engine crawlers, and proxy servers, these numbers should not be considered completely accurate”.

I started 2024 with 8,578 views and ended with 39,264. Even considering that some of those views aren’t real, how in the world did I get 30,000 views in a single year? Who in the world is looking at my website? Is there really that much bot traffic out there? How much of the Internet is already dead?

I’ve been thinking about adding some kind of guestbook or comment system for the past few months. Perhaps if I did, I’d see if there were actual people visiting my website. Alternately, I could end up getting spam comments. It’s something to think about, at least.

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I didn’t do much actual blogging in 2024. Most of what I posted was monthly overviews, recommendation posts, and plenty of posts from previous years, which thus don’t show up in the 2024 archive. This is pretty abnormal for me; I did plenty of blogging from 2012-2014, slowed down massively from 2015-2020, and then made tons of posts from 2021-2023. Then in the beginning of 2024, I left Wordpress and basically stopped blogging.

I don’t think I was burnt out on blogging. I think I was just tired of having to move from yet another website that was no longer a safe place to host my stuff. I’ve since found a new home for long-form blog posts in Dreamwidth. I’m happy here, even though I’m still learning how to use the interface after almost a year.

I definitely want Dreamwidth to be a place primarily for long-form blogging – as opposed to Pillowfort, which is for short-form stuff – and I want it to be a place I use just as much as Pillowfort. I’m not sure that can happen, as short posts are much easier and quicker to write than longer ones, but I still want to try.

In my Wordpress years, I tried to make one post per week, typically on Fridays. I’m going to try that again this year. Maybe I won’t have a post on Friday, but I’ll try to have something up here every week that isn’t a recommendation post or monthly overview.
personal avatar for 2025

After two years, it felt like time to draw a new profile picture! This was my third attempt in five days, and the only one I ended up liking.

2025 Goals

Jan. 6th, 2025 05:39 am
selenicseas: (Default)
I’m keeping my goals simple for 2025. If 2024 was a less-ambitious year than those preceding, 2025 will be even less ambitious.

Read 100 short stories. This was a super-easy goal to reach in 2024, so I’m sticking with it.

Read 12 books. I’ve still got quite a backlog to get through. One book per month should make something of a dent in it.

Watch 12 movies. I didn’t watch much of anything in 2024 – in fact, I didn’t even reach my movie goal – but 2024 was a pretty strange year with regards to watching stuff. I should be able to do this easily.

Complete 6 new video games. I’ve already figured out which games I want to play this year. Since there are no upcoming releases I’m looking forward to, I should stay on track with this goal.

Leave 100 comments. I didn’t get there in 2024, but I got closer than I have before! I really think I might be able to do this in 2025.

Write a total of 100,000 words. This works out to 8,400 words per month. Like in 2024, I’m counting all sorts of writing toward this.

Write 1 blog post per week. I want to get back into blogging instead of just posting recommendations and monthly overviews. I’ll go into further detail on Friday.

Create 26 pieces of art. This goal has been halved since I’m more likely to achieve it.
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2024 in Review

Jan. 3rd, 2025 05:51 am
selenicseas: (Default)

I had some very simple goals for 2024. Some of those goals I achieved, some I didn’t. Here they are again, in detail:

Read 100 short stories. I ended up reading a little over 200 short stories, novelettes, and novellas. It was a very easy goal to surpass – that happened in August – and then I kept going, because I actually really like reading short fiction, and I wasn’t going to let some self-imposed goal get in the way of that.

Read 12 books. Most of these books were volumes of The Expanse: Dragon Tooth and Delicious in Dungeon, but there were two books in this category that I already owned. So, there was some progress in tackling my backlog.

Watch 12 movies. I ended up watching only 8. Television and film are not my preferred form of media, so this was always going to be difficult, but I spent very little time in 2024 watching anything.

Complete 6 new video games. After not gaming much in the first half of the year (but still completing Star Wars Jedi: Survivor and Max Payne), I went spent the entire second half of the year going through the entire Dragon Age series. I also wrote reviews for all of those games.

Leave 100 comments. I didn’t get there – I ended the year at 74, but I was definitely more sociable than in previous years.

Write 100,000 words. I did not even get close to this. 2024 was a bad year for writing. I ended the year at 52,832, which is a little better than my previous lowest year: 2008, where I wrote 49,996. For comparison: I wrote 98,259 in 2023.

Create 52 pieces of art. I didn’t get close to completing this one, either. I only got to 34. However, I did a ton of pixel art that I’m pretty proud of.

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That’s not the only stuff I did in 2024. I left Wordpress and started blogging on Dreamwidth. I added a ton of my old Wordpress posts to Dreamwidth, and then later my artwork. I bought a domain name for my Neocities site and made it a real catalogue of my work through the years.

I also wrote ten reviews. Nine of those reviews are related to the video games I played in 2024, while the tenth is about a movie I watched.

I never expected to write that many reviews in one year – I wrote six in 2023, and I already thought that was a lot. I probably won’t be writing that many in 2025 or future years. Probably.

2024 was a very busy year in some ways, but disappointing in regards to my fiction writing. I’m hoping 2025 will be better with regards to that.

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December was an extremely busy month, especially the second half of it when I was scrambling to get things done before the end of the year. Early in the month I made a post detailing my goals for December; I’m happy to say I achieved most of them.

1. Finish uploading old Wordpress posts to Dreamwidth.  Not only did I upload old Wordpress posts, I also uploaded plenty of artwork that had only been posted to Pillowfort and Mastodon. All this old stuff is linked in the posts below:

2. Finish playing Alan Wake 2’s Lake House DLC and write a review. The DLC was finished on the 29th and the review on the 30th. The review can be found here: Some Thoughts On: The Lake House.

3. Finish playing Dragon Age: The Veilguard and write a review. This review clocked in at 2,988 words, which makes it my second-longest review. It can be found here: Some Thoughts On: Dragon Age: The Veilguard.

4. Finally finish the outline for Selgesine’s Shadow. This…didn’t happen, due to me prioritizing other writing. I made decent progress, but the outline definitely isn’t done.

5. Clear out my entire reading list. I managed to read everything on my list except for The Mercy of Gods. In total, I read 21 short stories, novelettes, and novellas in December.

Aside from that, I created 1 piece of pixel art (Over the Mountain Lake) and added three pieces of artwork to my website’s art log – my Dragon Age characters from Origins and DA2. I was hoping to get my Inquisition and Veilguard characters done as well before the end of the year, but it didn’t happen.

I had no word count goal for the month but still managed to write 10,049 words, which is more than I wrote during any single month in 2024.

Fiction

A Catalog of 21st Century Ghosts by Pat Murphy (Lightspeed Magazine)

Amelia's Story by Adam-Troy Castro (Nightmare Magazine)

Duty of Care by E. N. Auslender (Clarkesworld)

God's Breath by W. A. Hamilton (Beneath Ceaseless Skies)

In Memory of the Daihani Revolution by Miranda Rain (Beneath Ceaseless Skies)

Signs of Life by Sarah Pinsker (Uncanny Magazine)

Sleeping Beauty and the Restless Realm by Lincoln Michel (Lightspeed Magazine)

Manga

Delicious in Dungeon by Ryoko Kui

Land of the Lustrous by Haruko Ichikawa

Video Games

Alan Wake 2 (Remedy Entertainment) (reviews: First Impressions, Night Springs, The Lake House)

The Lake House is the second and final DLC for Alan Wake II. Kiran Estevez visits the Lake House, an FBC research facility run by Drs. Jules and Diana Marmont. Like with the previous DLC, this one is available through the menu screen. It's also available during a conversation Saga has with Estevez. This is the framing device for the DLC; Estevez provides narration throughout that makes it clear she's telling the story to Saga.

After Control revealed that Emil Hartman's Cauldron Lake Lodge had been seized by the FBC, I expected that this DLC would take place there. What would the Lodge look like 13 years later? What kind of research would the FBC have been doing? Unfortunately, Cauldron Lake Lodge isn't the Lake House. It's a separate place.

Rose looks at a poster on the wall that reads 'Do not contaminate the Lake House with unrelated art'.

There are, however, plenty of similarities between the two places. Like how Hartman exploited artists in an attempt to control the Dark Presence, the Marmonts exploited artists in order to study it. They even mention Hartman, and how they'll do a better job. If you thought what Hartman was doing was bad, then you'll think the Marmonts are much, much worse.

The new enemy introduced is the Painted – spindly humanoid creatures that pop out of paint on the walls and are invulnerable to everything except a weapon you get late in the DLC. They were created by the Painting, which itself was created when Rudolf Lane (who you meet at Cauldron Lake Lodge in the first Alan Wake game) committed suicide by creating a painting using his own blood. It's very obvious that the suicide was a result of the Marmonts constantly pressuring him into creating art.

A potential Painted on a wall.

Diana Marmont's method of study is, essentially, "AI art" generation. She attempts to produce manuscript pages in Alan's writing style by feeding them into an algorithm which then spits out pages en masse. And I mean it – there is a giant room filled with typewriters creating manuscript pages.

An FBC document detailing the automated typewriters.

Right when you enter the lobby of the Lake House, there is a video of the Marmonts, obviously emulating the style of Dr. Darling's videos in Control. They immediately fail to be as charismatic as Darling. In fact, there's quite a bit of resentment from Jules Marmont toward Darling, and both Marmonts toward each other. The manuscript pages written by Alan do describe the Marmonts' failing relationship – is this Alan's clairvoyance in action, or is it him influencing reality through his writing once again?

You learn some things about the FBC in this DLC. The Oldest House has been on lockdown since 2019. The FBC has been operating out of field offices – there's a mention of one in Boston. No one knows about Jesse or the Hiss, and everyone still thinks that Trench is the Director.

There is a completely optional visit to the Oceanview Motel where you travel to the Panopticon in the Oldest House. In the hallway leading to the Panopticon is a painting of the Director on the wall. The painting itself is halfway between Trench and Jesse – pretty odd, as all the paintings of the Director changed to Jesse immediately upon her gaining the Service Weapon. What's going on during the events of Control 2?

Estevez and Dylan have a conversation.

Inside the Panopticon itself is Dylan Faden, who gives a few cryptic comments that are definitely related to Control 2. There are some images (concept art, I imagine) of New York, seemingly confirming that we'll be going outside the Oldest House in Control 2. It's very similar to the conversation between Alan and Tom Zane in Control's AWE DLC, so I imagine we'll be able to see Dylan's perspective on this conversation with Estevez in a couple of years.

The final boss, a Taken version of Diana Marmont, was kind of disappointing. That's a bit of a recurring theme in Remedy's games – great atmosphere, great story, disappointing boss fights. I don't exactly play these games for the combat, so I have no issue with it. The room definitely could have benefited from better lighting; I had trouble telling where Taken Diana was because of how dark it was.

After the boss fight, Estevez sees a vision of Alan at his desk, giving her advice on how to find him – he's in the woods outside Bright Falls. That confirms that the events at the Lake House happened concurrently to Saga and Casey arriving at Bright Falls. I'd been under the impression that it happened earlier and that's why the FBC was already in the area to swoop in and take over Saga's investigation.

I'm now a little confused as to how long the events of Alan Wake II last. It can't be more than a few days, yet Ed Booker managed to get kidnapped by the Marmonts after meeting Saga in the Oh Deer Diner, the Marmonts got Taken, and the Lake House got wrecked beyond repair – and that's all before Estevez entered the Lake House.

I think I'll just have to assume that time works differently in FBC facilities, just like it (presumably) does in the Oldest House.

A tree on the side of a mountain. In the background is a lake with mountains behind it. It is sunset.

Colored version of a doodle I did a few days ago. This took 1 hour 40 minutes.

Purchased through: Steam

Hours played:
81.7 (all quests complete, regions, chests, & altars 100% discovered)

After finishing my playthrough of Dragon Age: Inquisition at the end of September, I was left with a wait that was (thankfully) much less than what every other player of the Dragon Age series had experienced: one month, rather than ten years. At that point, I wasn’t sure if I wanted to play the game on release. I typically like to wait months, if not a year, for all the bugs and glitches to get ironed out. I can deal with all sorts of things, but serious performance issues aren’t one of them.

Fortunately, reviews showed that bugs weren’t a problem with this game. That sounded way too good to be true, but it was, in fact, true. I encountered zero bugs in this game. I was baffled. I’m still baffled. I don’t think that’s an experience I’ve ever had before in a video game. All the previous Bioware games I played had bugs, including the other games in the Dragon Age series.

There are spoilers discussed all through this review. Read at your own risk if you haven’t yet played the game.

A screenshot of Rook standing next to a posing skeleton in the Grand Necropolis.


1. Combat

I had little expectations on the combat going into the game (I didn’t watch too many previews) and ended up pleasantly surprised. I like the combat in Veilguard! After the painfully slow combat of Origins, endless spawning waves of enemies in 2, and the weird floaty attacks with no weight behind them in Inquisition, this was like a breath of fresh air. Enjoyable combat in a Dragon Age game? I didn’t think it could happen.

Combat itself was pretty easy once I got used to it. I had a few deaths in the early game and then none later on, unless I was deliberately doing something reckless. By the time my character’s level was in the mid-40s, I was barely getting hit and rarely had to use healing. I never had to lower the difficulty. I probably should have increased it.

I have heard that some people lowered the difficulty to get through combat because the fights got too repetitive. I never got that annoyed with the combat, but I do see why they would do that. Enemy variety isn’t that great – it’s either Venatori, Antaam, and Darkspawn the entire game. Sometimes, you fight demons instead. Or dragons!

After fighting three dragons in a single gaming session, I realized that all dragons follow the same AI pattern. It definitely made the rest of the dragon fights much easier once I could predict what they would do, but it was also honestly kind of boring. If each dragon had its own AI, fights could have been much more interesting!

I did have some reservations on the 3-skill limit. I didn’t like how Inquisition limited each character to 8 skills, and only 3 seemed like it wouldn’t be enough. It ended up being fine. Skills never felt necessary in order to win a fight, though they were definitely a benefit to set up combos and strip an enemy’s armor/barrier faster. I played a warrior and didn’t check out the other classes, so I can’t say how necessary skills would be for a rogue or mage. I can’t imagine it would be too different.

Similarly to Origins, each class gets two different weapon sets that you can freely switch between. Warriors have sword &shield and two-handed weapons, mages have dagger & orb and staff, and rogues get dual swords and a bow & arrow. I never used the two-handed weapons much as I didn’t like how slow they were – they trade speed for greater stagger. And unfortunately, none of those two-handed weapons were greatswords. If they were in the game, that may have tempted me to actually use them more often.

Also similarly to Origins, there are combat takedowns! Seeing one in a pre-release preview video definitely pushed me toward playing a warrior in this game. There are only two unique finishers – one for when an enemy is at low HP vs. high/mid HP – but I’m happy to see them regardless. That was definitely something I missed from Origins.

I have not tried out a rogue, but it doesn’t quite seem feasible to play an archer rogue due to the limited number of (regenerating) arrows. That is a little disappointing; I would have preferred more variety in building a character’s combat setup.

2. Locations and Exploration

The map situation is much improved from Inquisition. There are much fewer of them: one main map for each region, with a few smaller maps that you visit only during missions. The main maps can be explored at any time, but there are areas that are only unlocked later in the game. There’s no risk of suddenly wandering into a high-level area.

Platforming (there is a lot of it) is a lot easier than it was in Inquisition, where it was unnecessarily difficult. There’s no slipping off a rock structure you’ve spent the past few minutes trying to climb. There’s also no getting stuck on rocks in the ground.

Exploration felt rewarding. I didn’t have to go out of my way to find goodies. There was always something in a nook or cranny, whether it was a chest, altar, valuable, or codex entry.

As for the locations themselves...

A tree in Arlathan Forest that has torsos and legs sticking out of it.

Arlathan Forest as a whole seems like it was at least partially inspired by Area X in Annihilation – in particular, the rainbow shimmer and the people merged with trees. It’s one of the most beautiful areas of the game, and it’s revisited a lot, both in main and side quests.

Dock Town is one of the two city maps, and the only part of Minrathous (and Tevinter) you get to explore. It was always raining, which caused no issue with my PC’s performance, but annoyed me greatly when I was taking screenshots. You can see other parts of Minrathous from Dock Town, but you never get to go there.

Which is a huge shame, because I’ve spent three games hearing about the excesses and depravity of the Tevinter elite, and never got to see any of it.

There should have been one map for Rivain, not two. The Rivain Beach is very, very empty. It’s the only map whose hub, the Hall of Valor, is on an entirely different map. In my opinion, the Hall of Valor isn’t large enough to justify being its own map; it could have been merged with the Beach with no issue.

Another problem with the Rivain map being empty is that there’s no real exploration of Rivaini culture like there is with the other areas. Rivain has one of the most unique cultures in all of Thedas, with the peaceful Qunari settlements and seers that allow themselves to be possessed by spirits. Very little of this was explored in the game.

The Grand Necropolis is definitely one of the most interesting areas visited. I’m reminded of the Oldest House in Control – there are a couple of Control references in the game, and the Necropolis shifting its rooms around from time to time does seem to be one of them.

The other part of Nevarra visited is Blackthorne Manor, which is Mourne Watch-adjacent in décor. I’d have liked to see other parts of Nevarra, mostly because I’m curious if the entire country is decorated with skulls and candles that produce green flames. What does Nevarra City look like? Are there skeletons all over the place like there are in the Necropolis?

There are some areas that are only visited once or twice; one of those areas is Kal-Sharok. I was very excited when I learned you could travel to Kal-Sharok. It was finally time for dwarf lore! To my disappointment, you don’t actually visit Kal-Sharok. You visit an outpost, which has a lot of NPCs and what looks like a market. The dwarf-related valuables you find throughout the game, as well as the dwarf-related decorations you can buy (in the Black Emporium, of all places) make me think that there was supposed to be a Kal-Sharok faction that got cut.

Adding to this is Harding, the only companion that doesn’t belong to an in-game faction, who visits Kal-Sharok as part of her personal questline. I have no idea how a Kal-Sharok faction would even work, given how they’ve only recently opened up to outsiders, but it would have been incredibly interesting. Stalgard had some comments on how the Kal-Sharok dwarves had to “become like Darkspawn” in order to survive in isolation – what did that entail, exactly? How is their culture different from that of Orzammar dwarves? What have they discovered in that time?

The emptiness typical of open-world games isn’t present in Veilguard. There’s only one map per region that’s always available, but you visit five separate countries in this game, with one map per country (plus Arlathan, which is part of the Tevinter Imperium, and the Crossroads). I hate to complain that there aren’t enough maps after complaining about too many maps in Inquisition, but I think I have to do it here. What we got in this game isn’t enough to really immerse yourself in any one culture, let alone several.

But that’s the issue with having the game span all of northern Thedas, instead of just one country. If the game had taken place entirely in, say, Tevinter, this problem wouldn’t exist, because you could put all of your resources into fleshing out one culture rather than having to spread yourself thin on several.

3. Factions and (Mourn Watch) Reactivity

There are six factions that Rook can belong to in Veilguard, with one party member from each faction. I picked Mourn Watch because the backstory was excessively metal, and was definitely not disappointed. Reactivity was fantastic and it was everywhere – not just with Emmrich and in the Necropolis, but with NPCs from other factions as well. There were Mourn Watch dialogue options I could pick in conversations with the Wardens and Shadow Dragons. Anything that had to do with death, funeral customs, and the undead had a Mourn Watch option to pick.

Despite not being that related to the main story – the Wardens and Veil Jumpers definitely have more plot relevance – I’d definitely have to recommend the Mourn Watch faction if you’re interested in reactivity and learning more about Nevarran culture and everything related to the Grand Necropolis. Mourn Watch Rook definitely feels like a professional; they’re good at their job and don’t need Emmrich to explain things to them.

That was the only faction I’ve played, so I can’t speak to reactivity in the others. I did, however, notice that some of the other factions weren’t utilized as well as they could have been – namely, the Lords of Fortune. There is no Lord of Fortune décor you can buy from the faction vendor. They’re not even the main focus of their associated region. You end up learning more about Warden history than Lord of Fortune history in Rivain, which is actually very weird. They’re an afterthought in their own home.

Mourn Watch Rook approves of having undead at parties. So does Emmrich.

4. The Plot, the Acts, and the Quests

After finishing Inquisition, I assumed that the plot of this game would be stopping Solas from tearing down the Veil and causing mass death. That is actually what Rook & company are trying to do that the beginning of the game, but things go wrong and the remaining two Evanuris are released. They become the main antagonists of the game, while Solas takes a backseat in a Fade prison of his own construction.

I do think that stopping Solas from tearing down the Veil – and dealing with the elves that sided with him, who get zero mention in this game – would have been a stronger story, but... I didn’t care for Solas in Inquisition. I thought he was condescending. I doubt I’d be able to tolerate a game focused primarily on him. Veilguard, thankfully, was not focused on Solas. In addition, I actually liked Solas’s character here! That’s something I definitely was not expecting.

Act 1 is the slowest-paced of all the acts. I was actually going to write my First Impressions review after I’d recruited everyone, but it took me a little more than 10 hours just to recruit Lucanis. It took another ten hours to recruit Emmrich and Taash.

There are some optional fights (the blight Champions) that become available in Act 1 that are probably smarter to do in Act 2 once you’ve leveled up a bit and become used to the combat. I did those fights in Act 1. This definitely contributed to me thinking that the optional content was front-loaded into Act 1.

The Siege of Weisshaupt is definitely the high point of Act 1, and contains the best boss fight of the game. I genuinely don’t think anything else can compare to Razikale.

Act 2 meanders a little. It’s primarily comprised of companion quests, which I prioritized over main quests. As a result, there were several main quests at the end of the act that I had to do one after another, with nothing I between. The second part of act 2 felt strangely paced because of that.

After hearing about the Butcher of Treviso the entire game, he shows up toward the end of act 2 in one quest only. He’s an incredibly underutilized character! The one conversation you have with him is fascinating. He absolutely should have been a reoccurring NPC like the Arishok in Dragon Age 2.

The Act 2 Treviso quest chain felt more disjointed than the quests in Minrathous. I know that the quests in Minrathous and Treviso change depending on which city you choose to save. I saved Treviso, so I’m wondering if the Minrathous quest chain has a better flow to it.

I wish that companions would have made their own decisions at the end of their own questlines instead of the player picking what happens. I know why this was done (so players have more control over what happens in their own game), but I think it’s narratively weaker. I’d prefer if outcomes at the end of questlines were determined by actions during the game rather than a choice at the absolute last minute. That would make me feel more like my decisions actually matter, even if the outcome of those decisions isn’t ideal or something I like.

And this does actually happen a few times in the game, so it isn’t like Bioware hasn’t thought of doing it. Refusing to free the mayor of D’Meta’s Crossing leads him to getting blighted – he comes back as a Darkspawn to fight you in Arlathan Forest later. And punching out the First Warden means that when he shows up later in the Cauldron, he’s too out of it to give you any advice.

All of Act 3 feels appropriately paced. The leadup to the final boss, as well as the final boss himself (Elgar’nan) was done so much better than in Inquisition. I’d say that the final mission of Act 3 is more comparable to Mass Effect 2’s suicide mission. It’s much more extensive than the suicide mission, but the basics are the same. You assign different party members to different tasks, and if you pick wrong, they can die. It’s easier than it was in Mass Effect 2; it’s pretty obvious which party members are the correct options for each task.

5. Miscellaneous Things

There are awkward scene transitions through the entire game, like things got cut and never replaced. Some things that should have been shown on screen were straight up skipped (how did we get down into the Ossuary, for instance?).

I largely didn’t care for the music, but very little of the music in the series has really grabbed or stood out to me, so there’s no significant change there. I do think the background music in the Hossberg Wetlands did a good job of making the place feel unsettling. It provoked a similar feeling in me to the Korcari Wilds BGM in Origins.

I would have liked quicksaving in this game. There are plenty of autosaves, and you can pause and save just about anywhere, but I still want the opportunity to quicksave to my heart’s content.

If Bioware plans on more QOL updates, then I’d like to see something like the Golden Nug or New Game Plus. There’s no reason in particular to keep cosmetic appearances permanently unlocked. I’m not looking forward to re-collecting all those appearances in new playthroughs.

I wish there were outfits that properly showed off body tattoos. I ended up wearing the Antivan Crow casual wear most of the time instead of the Mourn Watch outfit solely because it showed off some of my Rook’s tattoos.

I’m kinda disappointed that the other races just look like humans now, but with horns or pointy ears. I’m aware that this is how elves and Qunari looked in Origins, but...I really liked the art direction for those races in Dragon Age 2! It was so unique! I definitely know why Bioware did it. They’d have to massively limit the character creator for elves and Qunari if they wanted to keep a certain look, and I can’t imagine any player would like that...which is probably why the game where you’re restricted to playing a human has these unique designs.

6. The End

Overall, I enjoyed this game. There’s plenty about it I liked and plenty I didn’t, just like with the other Dragon Age games. I wouldn’t say it’s my favorite of the series (that spot will probably always be held by DA2), but it definitely ranks higher than Inquisition – and that was really all I wanted from this game: something I liked better than Inquisition.

Will I play this game again? Of course, but I’ll definitely need a break after marathoning the entire series during the second half of this year.

The Lighthouse during the Eclipse.

I know I said I’d have all my old art posted by January, but I got a little impatient and decided to get it done in December. Here’s everything I added in the past week.

17 December 2017: Weeping Willow

1 September 2018: Mountain Overlook

30 June 2019: Forest Pond

25 August 2019: Above the Clouds

12 November 2019: Sunset Clouds

24 November 2019: Moon Reflection

29 November 2019: Night

7 March 2020: Galaxy

18 April 2020: Overlooking the Sea

25 April 2020: Mountain Moon

17 October 2020: Purple Nebula

8 January 2022: Arizona Sunrise (acrylic)

11 February 2023: Arizona Sunrise (pixel)

16 July 2023: Fuchsia/Cyan Nebula

11 August 2023: Fluffy Clouds

12 August 2023: Tropical Island

24 November 2023: Pixel Sunset

3 December 2023: Pixel Moonrise

29 December 2023: Orrin and Vidir

1 January 2024: Lake Sunset

13 January 2024: Astral Plane

22 January 2024: Pixel Galaxies

28 January 2024: Cumulonimbus Clouds

4 February 2024: Pink & Purple Milky Way

11 February 2024: Purple Planet

15 February 2024: Aurora Over Lake

24 February 2024: The Stars Over Your Cauldron

2 March 2024: Bubbly Nebula

23 March 2024: Ultra-Dramatic Campfire on the Lakeshore

20 April 2024: Spiral Galaxy

27 April 2024: Eagle Nebula

23 June 2024: Spiral Galaxy (pixel)

30 June 2024: Spiral Galaxy (acrylic)

Yes, I’m done archiving posts from my old Wordpress blog. However, it occurred to me that I might want to post my artwork here on Dreamwidth. And if I do that, it would make sense to archive my old art here as well.
 

So, yeah. I’ll be posting my old art here and backdating those posts like I did with everything else. I’ll make another post in January listing everything I added.

I’m finally done uploading my old Wordpress posts! All that remained were the recommendations I’ve made over the past few years.

 

28 February 2021: Recommendations: January & February 2021

31 March 2021: Recommendations: March 2021

30 April 2021: Recommendations: April 2021

31 May 2021: Recommendations: May 2021

30 June 2021: Recommendations: June 2021

31 July 2021: Recommendations: July 2021

31 August 2021: Recommendations: August 2021

30 September 2021: Recommendations: September 2021

31 October 2021: Recommendations: October 2021

30 November 2021: Recommendations: November 2021

30 December 2021: Recommendations: December 2021

31 January 2022: Recommendations: January 2022

28 February 2022: Recommendations: February 2022

31 March 2022: Recommendations: March 2022

30 April 2022: Recommendations: April 2022

31 May 2022: Recommendations: May 2022

30 June 2022: Recommendations: June 2022

31 July 2022: Recommendations: July 2022

31 August 2022: Recommendations: August 2022

30 September 2022: Recommendations: September 2022

31 October 2022: Recommendations: October 2022

30 November 2022: Recommendations: November 2022

31 December 2022: Recommendations: December 2022

31 January 2023: Recommendations: January 2023

31 March 2023: Recommendations: February-March 2023

30 June 2023: Recommendations: April-June 2023

30 September 2023: Recommendations: July-September 2023

31 December 2023: Recommendations: October-December 2023

With one month – less than one month, at this point – left in the year, it’s time for me to make a mad scramble to get things done. There are a couple of things I’ve procrastinated on and a couple of things I’ve outright neglected, and I’d rather not bring them into 2025 with me.

Without further delay, my goals for the rest of December are:

1. Finish uploading my old Wordpress posts to Dreamwidth. I’ve already uploaded about half of these posts.

2. Finish playing the Alan Wake 2: Lake House DLC and write a review. I’m half-finished with both the DLC and the review. Neither will take very long to complete.

3. Finish playing Dragon Age: The Veilguard and write a review. I should be done with the game by the middle of the month. The “review” part of this goal may not happen in December; if it doesn’t, it will be posted in early January.

4. Finally finish the outline for Selegesine’s Shadow. I put this on hold in November so I could concentrate on writing. I want to actually get it done this month (I feel like I’ve said that every month for the past few months). Now is the time to work on getting all the information organized so I have one document to refer to.

5. Clear out my entire reading list. My backlog has grown quite large over the past few months as I’ve neglected reading. In addition to short stories and novellas, it now includes one novel (The Mercy of Gods) and a few volumes of manga (Delicious in Dungeon). There are currently two things in my October-December 2024 Recommendations list, and I’d like to have more.
Tags:
Originally posted to Wordpress in August 2021

Introduction

Rennukat, meaning "moon language", is the majority language spoken in Tsurennupaiva, "The land of two moons". There is one major divergent dialect, Aven ferkat "Aven dialect", spoken by people from the area in and around the town of The Avens in the Western District. The difference is roughly the same as the differences between Scots & English. This is the dialect that Kallinu Jurne speaks.

I started working on Rennukat in June 2018 - the same time I started working on The Land of Two Moons. There are some minor influences from Japanese & Finnish, primarily in the phonology, grammar, and pronouns.

Phonology

Consonants

The consonants /b/, /g/, /z/, and /θ/ only occur in old loanwords from other languages. I spent a very long time thinking if I wanted to include those consonants at all, since they really didn't fit with the feel that I was going for.

But Rennukat is supposed to be a naturalistic language, and natlangs adopt consonants and vowels (and word spellings) from other languages all the time, so I kept them in.

 LabialAlveolarPalatalVelarGlottal
Nasalmn   
Stopp (b)t d k (g) 
Fricativef vs (z) ʃ (θ)  h
Affricate tʃ ts   
Approximant r lj  

Vowels

Rennukat's vowels system is (with the addition of a few vowels) the standard vowel system I had in most of my earlier conlangs: a short/long distinction for the front and back vowels, and two central vowels: /ə/ and /a/. Short vowels occur when there is a consonant in the coda, and long vowels occur when there is no following consonant in the coda.

[æ], [ɑ], and [ə] are all allophones of /a/, because Rennukat absorbed a lot of words and pronunciations from other languages and it seemed more natural to have some random variations.

 
 FrontCentralBack
Closeɪ ʏ i y ʊ o
Midɛ e(ə)ɔ o
Open(æ)a(ɑ)
 
 

Rennukat has a couple of diphthongs: /aɪ/, /aʊ/, /eɪ/, /oɪ/, /oʊ/. Like with the monophthong vowels, they're also part of my standard phonology from my early conlanging years.

Syllable Structure & Consonant Clusters

Rennukat's syllable strucure is CVF, where C is any consonant, V is any vowel or diphthong, and F is any alveolar EXCEPT affricates and /ʃ/.

Consonant clusters only occur mid-word. Any loanword that appears to have a consonant cluster at the end of a word is not pronounced that way. I don't actually have any examples of this.

All alveolars can technically be geminated, but in practice, only /n/, /s/, /r/, and /l/ are geminated. In a couple of dialects, /ss/ becomes /ʃ/, /ʃʃ/, or /sʃ/.

Sentence Structure

Rennukat's word order is Subject-Object-Verb. Pronouns (often the subject of the sentence) are dropped unless absolutely necessary. The subject of the sentence is dropped in subordinate clauses.

Examples of simple sentences:

Hallion tyvosa.

  • The sun is shining.
  • Sun.NOM shine.PRS

Joilla mei iro.

  • I think, therefore I am.
  • Think.PRS.IND so exist.PRS.IND

Rennukaticha mousso.

  • I speak Rennukat.
  • Rennukat.ACC speak.PRS.IND

Rennukat has no dummy pronouns; there's no equivalent of "it" in sentences like "it's raining" or "it's sunny outside":

Henosa.

  • It's raining.
  • Rain.PRS

Questions

The verb in a question takes the subjunctive mood.

"What" questions are formulated in the same way as a normal sentence, just with the question word at the beginning.

  • What: kehtu
  • Where: ke'givvra
  • How: ke'vemy
  • Who: k'ollin
  • Why: ke'jyhteit
  • When: k'otinne

Kehtu maita kehtosatur?

  • What is magic?
  • What magic.NOM be.PRS.SBJ

Ke'givrra kala irosatur?

  • Where is the lake?
  • Where lake.NOM exist.PRS.SBJ

Ke'vemy toricha nirairuur?

  • How did you build the house?
  • How house.ACC build.PST.SBJ

K'ollin de toricha nirairutur?

  • Who built this house?
  • Who PROX house.ACC build.PST.SBJ

Ke'jyhteit juechat kivrasatur?

  • Why do you have fish?
  • Why fish.ACC.PL have.PST.SBJ

K'otinne vuhtacha akoisatur?

  • When did you see the ghost?
  • When ghost.ACC see.PST.SBJ

Yes/No questions must start with the question particle larai. As there are no words for "yes" and "no", the verb must be repeated with negation or affirmation if necessary.

Larai henosatur?

  • Is it raining (right now)?
  • QP rain.PRS.SBJ

Henosa tou.

  • Yes, it's raining.
  • rain.PRS.IND affirmative

Henosa nas.

  • No, it isn't raining.
  • Rain.PRS.IND negative

Nouns & Adjectives

Nouns are marked for six cases and two numbers. Adjectives precede nouns, and must agree in case and number.

Rennukat has fewer locative cases than a few of my other conlangs. I didn't want it to have too many, since that would make it a little too similar to Finnish.

 
CaseSingularPlural
Nominative--(i)t
Accusative-(i)cha-(i)chat
Genitive-o-ot
Dative-(i)lla-(i)llat
Ablative-(i)hty-(i)htyt
Allative-(i)nne-(i)nnet

Pronouns

Rennukat has a lot of pronouns. There are five 1st-person pronouns, three 2nd-person pronouns, and three 3rd-person pronouns. I didn't want to put gender on the 3rd-person pronouns, so decided that some of the 1st-person pronouns would be gendered instead - much like what Japanese does.

All pronouns have rather irregular declensions when compared to other nouns.

1st Person Pronouns

There are two sets of 1st-person pronouns: casual and formal. Casual pronouns are used in casual and informal settings, and formal pronouns are used in formal settings and by professionals such as teachers, civil servants, & people in the military.

The most commonly used casual pronouns are the gendered ones. The plural forms of gendered pronouns mean "we men", "we women", "we agender people" rather than referring to a group that one is part of - the general casual plural is used for that.

The male casual pronoun is ohu, which is a contraction of de bohku "this man". It is often shortened even further into o'u /oʊ/ in the nominative.

The female casual pronoun is ein, a contraction of de eillin or d'eillin "this woman". An earlier form was d'ein.

The agender casual pronoun is dyrru, which is a contraction of de kyrru "this agender person".

The general casual pronoun is minno. It is less informal than the gendered pronouns, but less formal than the 1st-person formal pronoun.

 
The one formal 1st-person pronoun is arre.

Minno and arre are the original 1st-person pronouns. The gendered ones came later.

2nd Person Pronouns

There are three distinct 2nd-person pronouns: informal/subordinate, formal/superior, and general/peer.

The informal/subordinate pronoun, jassu, is used when addressing subordinates and people younger than the speaker. It is used by teachers speaking to their students, professionals speaking to their clients, parents speaking to their children, people in the military speaking to civilians, and the Avatar when addressing anyone.

The formal pronoun, fynne, is used when addressing superiors and people older than the speaker. It is used by students addressing teachers, people speaking to hired professionals (doctors, lawyers, plumbers, etc), children speaking to their parents, civilians speaking to people in the military, and anyone speaking to the Avatar.

The general/peer pronoun, kevai, is used when addressing people equal in status or age to the speaker. It is used among friends, siblings, people in relationships, and civil servants speaking to civilians & vice versa.

3rd Person Pronouns

Third person "pronouns" consist of a demonstrative followed by ollin "person". It is possible to use gendered words such as bohku, eillin, and kyrru, but the use is discouraged as it is considered rude. The contracted forms of the demonstratives de, no, and tau, (d', n', and t') are used unless the speaker wants to be exceptionally formal.

D'ollin, meaning "this person, close to me", is used when the speaker is talking about a person close to them.

N'ollin, meaning "that person, close to you", is used when the speaker is talking about a person close by to the person they are speaking to.

T'ollin, meaning "yonder person, far away from both of us", is used when the speaker is talking about a person that is far away from everyone involved in the conversation.

Demonstratives

Rennukat has three demonstratives: a proximal, medial, and distal.

  • Proximal: de
  • Medial: no
  • Distal: tau

Verbs

Verbs are marked for tense, mood, voice, and affirmation/negation. Since Rennukat is primarily an agglutinative language, this happens in the form STEM-TENSE-MOOD-VOICE.

All verb stems end in -a, -o, -ai, or -oi. I considered removing those endings when adding on the tense/mood/voice suffixes, but then decided against it for a reason I genuinely can't remember.

Tense

Verbs have three tenses: past, present, and future. The past tense ending is -ru, which comes from the noun runo meaning "(the) past". The present tense ending is -sa, from the noun sain meaning "(the) present (day)", and the future tense ending is -yt, from the noun yhtor meaning "(the) future".

I'm not 100% certain on this, but I don't think most languages take their verb tenses from temporal nouns - those things seem to be separate. The way I constructed things here would seem to insinuate that those things were deliberately created at some time in the past.

Since Tsurennupaiva's culture was deliberately crafted in the past, it wouldn't be too difficult to imagine that this also happened with some aspects of Rennukat.

Mood

There are five moods: indicative, subjunctive, conditional, optative, and imperative.

The indicative is used to express factual statements. It's the "default" mood, and so has no suffix.

The subjunctive is used to express theoretical and unconfirmed statements, as well as ask questions. The suffix is -(t)ur. It was originally just -ur, but that created some words that looked too weird for my liking.

The conditional is used to express than an action is dependent on some kind of condition. The suffix is -mel.

The optative is used to express hopes, wishes, and prayers. The suffix is -ty, from tyle "wish".

The imperative is used to express orders. The suffix is -ko.

Voice

Rennukat's verbs have two voices: active and passive. The active voice is the default, and is unmarked. The passive ending is -(e)s. I originally thought this resembled English verbs a little too much, but in practice, they don't look English at all:

  • nirai "to build" vs. nirais "to be built"
  • rahkasa "falling" vs rahkasus "to be falling"

Affirmation & Negation

As mentioned in the previous section about sentence structure, Rennukat has no words for "yes" or "no". There are, instead, particles for negation (nas) or affirmation (tou) that follow the verb. Nas is used to answer a question or form a statement in the negative. Tou is used more rarely, since the existence or occurrence of things is assumed by default.

Henosa.

  • rain.IND.PRS
  • It is raining.

Henosa tou.

  • rain.IND.PRS AFFIRMATION
  • Yes, it's raining.

Henosa nas.

  • rain.IND.PRS NEGATION
  • No, it's not raining.

Numbers

Rennukat has a rather boring decimal number system. There are unique numbers for 0, 1-10, 100, and 1000. Multiples of ten are formed by a numeral from 2-9 followed by nyt. Multiples of 100 and 1000 are formed in a similar way.

Here are some random numbers:

  • 27: tsu nyt mortu
    • twenty-seven
  • 108: rassein sahtai
    • (one) hundred eight
  • 499: ehta rassein shin nyt shin
    • four hundred ninety-nine
  • 1034: yrtenys lare nyt ehta
    • (one) thousand thirty-four
  • 54,321: keir nyt ehta yrtenys lare rassein tsu nyt yhdi
    • fifty-four thousand, three hundred, twenty-one

My original writing goal for November was 20k. I didn’t actually get to start writing until the 11th, so I revised my goal to 10k. I didn’t even manage to reach that; I ended up with 5,533 words total for the month. This includes words for Selegesine’s Shadow as well as a couple of different reviews, including a First Impressions for Dragon Age: The Veilguard.

There are a couple of different things I want to get done before the year ends, including a few reviews. I’ll probably make another post in a couple of days detailing them.

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