Bite-sized Backstory 40: The Awakening of the Awoken
Physics no longer work quite right outside the Yang Liwei, where Mara Sov went to die. When Mara pushes off the ship’s hull the strange, life threatening gravity waves being produced by the mysterious alien ship push and pull on her, yanking her first one way and then the other. She pushed off with some 50km of super thin tether, but her progress away from the ship is uneven. Eventually, though, Mara does drift some distance into the darkness, away from the Yang Liwei, only to feel vibration on the line connecting her back to the ship. It is Uldwyn coming after her. Their suit radios don’t function while trapped within the darkened space, but since Uldwyn has come out and attached himself to the same tether as his sister, they can communicate through the tether’s hardwired circuits.
Like Captain Li, Mara has some sense that the surrounding Darkness is not indifferent:
Mara’s tether trembles with Uldwyn’s progress. She holds it in one hand and reaches out with the other, gripping the emptiness, feeling how the tides of broken space pull at her fingertips. She senses that the nothingness around her is not indifferent; that it is aware of all purposes, and that its own purpose encompasses them. It is infinitely hostile because it must be.
Over the hardwired com link, Mara can hear Captain Li attempting to broadcast a statement of neutrality, but we don’t even know if the other ship hear it. Then, all of a sudden, a beam of Light pierces the Darkness. Far back at Earth, the Traveler has done whatever it did to save us from the Darkness. But it did more than that, it also focused a beam of its Light all the way out to the Yang Liwei! Similar to the Darkness, Mara senses that the Light too seems to have a purpose:
It sings. It chatters. It speaks in a voice older than suns. She feels that she could Fourier the voice for a century and never decompose it into its parts. It is awesome and appalling and piercingly true.
These two powerful forces battle it out around the Yang Liwei. Close to earth it seems fair to say the Traveler and the Light… won. Or at least, the Traveler was successful in completely dispelling the Darkness that had attacked humanity. But as far out as the Yang Liwei is, neither the Light nor the Darkness have an advantage. Instead, these two powerful forces struggle and the area of space around the Yang Liwei is completely overwhelmed. Near the Yang Liwei, space itself gives way and a strange black hole is formed by the overabundance of the two energies competing with one another.
Mara has always been good at figuring things out. Somehow she knows that this isn’t the end. Uldwyn is yelling for her to pull back, but Mara does the opposite. And this next part is one of the most important things in all of Destiny’s lore:
She fires the detach command into the tether.
Gravity seizes her. She falls forward in space and time, into the future, into the mystery. Yang Liwei is behind her. Uldwyn is behind her. She wants to be the first.
But, strangely, out of the 40,000+ passengers and crew of the Yang Liwei, it is not Mara that thinks the next thoughts. It is Alice Li. She is formless and it takes time and effort for her to define herself, beginning with her name. Through a thought process of cuts and infinities, Alice Li redefines herself as Alis Li. With that done she moves on to defining reality for herself. She remembers the Amrita Charter and that she was to be an explorer. She lets this thought and memory help her create a new, fantastic world:
I am Alis Li, the power that seeks new worlds. I have a crew. I had… a ship. I wanted to bring them to a place like—
(A paradise world: twin-ringed, impossible beauty, and a sky milk-bright with stars. She makes it real with a thought, and in that thought she falls herself, undoes her transient divinity, binds herself and all those after her into the law. The omniscient cannot explore. The omnipotent cannot struggle. She refuses that God-trap.)
—this.
This is how Alice Li awakens.
Next, second, we see Mara go through a similar process of defining her own name and then defining her physical self, but when Mara awakens, Alis Li is already there, standing over her. From all appearances, it seems Mara’s efforts to be first did not succeed. Alis leads Mara outside the building they are in and shows her the world she created with her own thoughts:
It is a world that grows, a world that thrives. The stone is rich with veins of platinum, and Mara tastes tingling inclusions of transuranic elements in a fingertip of earth. Silver rivers flow in fractal deltas to lakes as still and bright as coolant pools. Acres of forests all woven at the root into a single tree. There is life of such variety and energy that each new crawling thing they see must be its own species. Or species do not mean anything at all here, and all that lives may intermingle.
Interestingly, the Yang Liwei is here in this new world. It is resting, partly embedded into a mountain, but it is intact and accessable. Alis leads Mara inside and when Mara asks about the others, there should be thousands of others, Alis tells her that they have to make them real. Then, Alis wonders out loud why Mara was the second to awaken from among the thousands of people aboard the Yang Liwei.
”Why were you the second? Why you in particular?”
“I don’t know,” Mara lies. It is the first lie ever told, the first secret kept.
I love these two pages where Alis and Mara define themselves back into existence. Not only because we get to see how the Awoken awakened, but because the writing itself is so beautiful. I’d quote both pages in their entirety if I though our board would let a post be that long. I very strongly encourage anyone that is interested in this stuff to read Ecstasiate I and Ecstasiate II. Not for the lore, but for the way that the first two Awoken defined themselves by cutting and shaping their own names. It is something very different from all the rest of Destiny’s lore.
Next time, we’ll begin explore who the Awoken are as a people once the rest of them return from the formless existence that the conflict between the Light and the Darkness left them in. But, there’s also something secret that Mara knows and Alis Li does not. The question “Why you in particular?” has an actual answer, but it will be some time before we get to it.
Still, the more immediate stuff coming up is fascinating and important not just for the Awoken, but ultimately for the rest of the Destiny universe as well. The origin and Awakening of Mara Sov is just the beginning!
Chapters Referenced:
Cosmogyre IV
Ecstasiate I
Ecstasiate II
Bite-sized Backstory 39: SKYSHOCK
After her meeting with Alice Li, Mara likely returns to her normal routine. She makes timely, unscheduled repairs. She disappears for days at a time as she basks in the starlight shining on the Yang Liwei’s outer hull. And she continues to perform spectacular, death defying acts so she can spread those sensations among the colony ship’s crew. I get the sense that nothing and no one onboard the Yang Liwei could make Mara do something she did not want to do… though, perhaps Captain Li’s observations of her actions and their consequences have lead Mara to tone down things just a bit? We’ll never know, because some days or weeks later, something is detected shadowing the Yang Liwei as it continues its acceleration out of the Sol System.
The Yang Liwei detects another ship of some kind stalking it from 12.5 light minutes ahead. To put that in perspective, the Earth is only about 8.32 light minutes from the sun, so this ship is very far away at first. Over and over again, across an eighteen hour period, the Yang Liwei requests the other vessel identify itself, but the distant contact remains silent as it slips in and out of detection. Finally, Captain Li has had enough. She cuts power to her ship’s engines and orders the launch a distributed antenna swarm. This is an antenna made of many different drones that broadcast from multiple points at the same time. She intents to scare whoever is approaching them with a big, blinding “fusion powered” radar snapshot. Perhaps the Yang Liwei cut power to its engines to divert more power to what would essentially be a powerful “sonar ping” in space.
As an aside, its interesting that the Yang Liwei doesn’t identify itself as “Yang Liwei” but instead uses the callsign “Exodus Green”. This is pretty cool since we’ve heard about a few other Exodus colony ships during the course of Destiny:
- Exodus Black, the colony ship we know best, suffered massive, physics defying navigational errors (probably as the Darkness attacked) and crashed on the planetoid Nessus in the outer solar system.
- Exodus Red was preparing to launch when the Darkness attacked. Its AI sent repeating distress calls as it mused about its role and the likelihood of its impending destruction.
- Exodus Blue attempted to launch but was either shot down directly or, perhaps more likely, it too was unable to navigate when the Darkness attacked and, like the Exodus Black, it simply crashed. (This was a Destiny 1 Crucible map.)
But before all the preparations can be made for the launch of their sensor drone swarm, the Yang Liwei’s communication officer relays some deeply unsettling news. The officer has picked up a transmission consisting of a tight beam of faster than light neutrinos focused solely on the Yang Liwei. It’s a message from Rasputin declaring a CARRHAE WHITE state of emergency. If we dig back into some of Destiny’s earliest lore we quickly find Ghost Fragment: Darkness. This is a report from Rasputin as he declares CARRHAE WHITE and takes command of Humanity’s defenses. Reading through that report from Rasputin is a bit tricky, but there’s a pair of old posts by INSANEdrive and myself that sheds some insight on what was going on. And, indeed, our speculations from more that four years ago are now proven right, as the comm operator tells Captain Li that Rasputin has declared a SKYSHOCK event meaning that Rasputin detected a hostile race arriving from outside our solar system, that the entire system is now under Warmind control, and that the Yang Liwei is being conscripted into a military role!
It turns out that Rasputin has ordered the Yang Liwei to do an about face and run its engines at full power until they explode. Rasputin’s plan is for the Yang Liwei to coast back into the solar system and use its big kinetic weapons as ultra long range artillery. Apparently previous Exodus colony ships had mysteriously vanished on their outward journey so, as the newest, largest, and most advanced colony ship yet, the Yang Liwei was outfitted with heavy weapons to defend itself in case anyone (anything?) tried to attack it. Now those weapons have become a small part of Rasputin’s plan to defend the solar system.
Captain Li orders that the distributed antenna swarm they were launching be scaled up and for telescope drones be added to the mix. Telescopes would have had a tough time getting a visual image of a silent, unknown ship millions of miles away, but will be very useful to see what is happening back at the planets of our solar system. Soon, the Yang Liwei’s various sensors and telescopes give them a distant view of humanity’s battle against the Darkness. And it’s not going well. At all. Humanity, at the height of its Golden Age, is losing. Badly. The last sightings of the Traveler show it to be at Earth… and there are high-yield weapon discharges all over the place.
As all this happens, Captain Li makes an important decision. Instead of following Rasputin’s orders without question, she decides to put the Yang Liwei’s next course of action to a vote. They can either follow orders, turn around, and dive into what looks to be an unwindable battle that will lead to the extinction of the human race, or they can run for the stars and hope to carry on somewhere else.
Outside the ship, Mara and her brother go on another spacewalk. They push off and drift down the length of the ship as they talk. Well… mostly its Uldwyn doing the talking. Ultimately, he concludes that they should run. That they don’t owe the rest of humanity their lives or dreams. Mara, however, seems to want to go back. She’s heavily conflicted, its not an easy decision for her, but she feels like a coward running away. She barely says anything at all as she heads back inside the ship, but Uldwyn can tell what her vote will be.
In the meantime, the ghost-like contact that had been shadowing the Yang Liwei has decided to make itself known and has begun to bear down. Somehow, without warning, the Yang Liwei is utterly cut off from the rest of humanity as the space around it is enveloped in a terrifying darkness. The colony ship and its crew experience strange distortions of time and space. The guidance computers can’t make any sense of what is going on. The Yang Liwei’s navigation thrusters fire almost at random as they try to steer a ship that can’t sense up from down. The crew are also experiencing very worrying effects. They can feel themselves being stretched and compressed by weird gravity waves whose origin they can only guess at. But this is not just an odd weapon being fired at them or some effect the phantom ship is accidentally having on them… No, it’s something much worse:
Alice Li has the distinct sense that something ancient and malevolent is operating upon them: a trillion-fingered hand reaching in to caress the very atoms of their being, setting protons a-spin, strumming nerves like guitar strings. A tongue with ten billion slithering forks tasting the surface of their brains. The sense of imminent doom crescendos. She knows, absolutely and utterly, that what is about to happen to her and to her crew is far worse than death. The darkness knows them now. The thing that has come to kill Humanity has their taste.
It’s here that Alice Li does the only thing she can think of. She tries to broadcast a plea of neutrality to the ship/thing attacking them. It’s not even clear that the Yang Liwei can broadcast into the darkness surrounding it, but they try to tell the approaching ship that they left Humanity and the Traveler and they don’t wish any part of the conflict that is going on behind them. Nothing changes. The gravity distortions continue to get worse. So, with what is to be her final act, Mara goes back outside the Yang Liwei. She wishes to die in starlight… but there are no stars to be seen…
Chapters Referenced:
Cosmogyre I
Cosmogyre II
Cosmogyre III
Bite-sized Backstory 38: Brother, Mother, and Alice Li
As Mara heads inside from her most recent spacewalk, we get to learn a little more about the young woman and those around her. We learn that Mara was previously some sort of Extra Vehicular Activity tech near Jupiter. It was, in fact, a shocking experience on one of her maintenance EVAs that caused her to insist that she and her family leave the solar system. Mara and an unnamed man were outside in their space suits repairing a radiator fin of maybe a spaceship or space colony when something whipped in at high speed and smashed straight through the man’s faceplate. It would later be determined that his death was a tragic accident. Somewhere else in the solar system there was a cargo spill, and a frozen rabbit embryo made what must have been a months or years long journey around the sun to cross through the point the man’s face was occupying.
We’re told that Mara has always been good at figuring out the meanings behind things, a skill that she prefers to keep somewhat secret, and she saw this accident as an omen that she, and humanity, were vulnerable as long as they just stayed in our solar system. So, somehow, Mara persuaded her mother Osana and her brother Uldwyn that they should join Project Amrita: the launch of a soon to be departing colony ship. Note that Amrita means immortality and in Hinduism is a drink similar to the Ambrosia of the Geek gods.
Inside the Yang Liwei, Mara first seeks out her younger brother, Uldwyn. Mara joins a crowd of onlookers and watches as her brother and a bulked up woman woman from Gravity Ops have something of a zero-g cage match in some equipment storage area. Mara’s appearance delights Uldwyn… leaving him open for a devastating uppercut to the face. He goes tumbling. The larger woman who had her genes altered to bulk up her muscles pushes off the wall sending them both for a devastating impact on the floor a good ways below. We’re told that Uldwyn doesn’t have a chance against this woman, and that he knew that before he entered the fight, but that he likes to measure himself by his bravery and by seeing just how bad of a loss he can survive.
On their way down, Uldwyn manages to shift around and put the larger woman in a choke hold. He successfully chokes her unconscious… but there’s nothing he can do about their momentum. They smack into the floor, with Uldwyn on the bottom. Uldwyn loses. But he’s still delighted to see his sister back inside. One of my faviorite bits of the story is where the woman rolls off of Uldwyn and says, “oh hi mara.”
Uldwyn and Mara sort of talk past each other, each not openly answering each others questions. We’re told that Mara likes it that way. She likes knowing her brother well enough that they can communicate in half answers that mean so much more coming from each other than they would mean coming from anyone else. Ultimately, Mara asks Uldwyn to distribute her sensorium captures in exchange for more parts to continue her little roaming repair mission. Uldwyn agrees. He likes the hustle and bustle of it all, but he warns Mara that their mother is going to die of worry if she keeps pushing so far off the ship like she just did.
We cut to Mara and her mother Osana walking rapidly down one of the Yang Liwei’s corridors. We find that Mara and her mother have something of a special mother-daughter relationship, in that they, for the most part, don’t have one. Some time ago, several years before when Mara was young, Mara insisted that her mother treat her like an adult. And Osana agreed, but with the stipulation that if she was going to treat Mara like an adult she wouldn’t be able to protect her like a mother would a daughter. And that she would live her own life and make her own choices as more of a friend than a mother. I like this relationship between Osana and Mara because it shows an independence on both sides. But even though they have apparently lived their lives somewhat independently, Mara and Osana still do the mother daughter thing every once in a while. Like now, where Osana is dragging Mara to face Alice Li, the captain of the Yang Liwei.
Mara, for her part thinks that her mother only exists to embarrass her. Osana, however, is hauling her daughter off to see the ship’s captain because Mara will be punished by the ship’s Behavior department sooner or later. So, Osana is using someone else to talk some sense into her daughter, but you can also see the love there, that Osana is protecting Mara while still maintaining the independence they both agreed on. At one point, Mara tries to shift some of the blame to Uldwyn. It’s only here that Osana involves herself directly. She spins on Mara as they stride down the hall and chastises her daughter. Not for her daring activities outside the ship or for breaking regulations in her ongoing unordered repairs, but for pretending that she doesn’t hold sway over people like her brother or those who are in awe of her skill and activities. Mara is sure she can come up with a clever retort, but before she does, she and her mother arrive at Captain Alice Li’s wardroom.
The position of Captain, we’re told, is something Mara would like for herself someday. But right now? That’s not who she is. Fortunately, Captain Li is more understanding that Mara thought she would be. She starts by offering Mara tea from an old tea set that was made some hundreds of years ago, before the Traveler arrived in our solar system. This tea set will be important later. (Seriously.) I laughed though, because Captain Li mixes her tea with milk from the “Cow Thing” on this ship’s bio deck. Apparently the Yang Liwei is large enough to have one or more bioengineered creatures that aren’t exactly cows.
Once all three have their tea, Osana explains the situation to Captain Li. She says that her daughter has, through her actions, set herself up as something of a minor divinity among the ship’s crew. There’s a great line where Osana says that Mara has become such a big celebrity that people have started drawing fan art of her! We come to find out that Alice Li knows about everything and has even bought and experienced some of Mara’s death defying sensorium captures. But that doesn’t mean Captain Li is a Mara fangirl. She challenges Mara, saying that Mara has to understand her emotional place among the crew of the Yang Liwei. She explains that if Mara were to die on one of her spacewalks she would harm not just herself, but the ship as a whole. The key line, which is also seriously important, is:
What people make of you, what they create of you—even without your consent—becomes a kind of responsibility.
This takes Mara aback. Makes her, if only for a moment, reconsider her actions and the little cult of fans she has been building up around herself. It’s not like Mara is going to stop, but Captain Li was unexpectedly insightful and at least gives Mara something new to think about.
Li then asks about Uldwyn, noting that he has been to medical far more than any of the other unsanctioned, underground fighters. It seems that Captain Li keeps a good close track of what happens on her ship. She mentions that she does so because she is keeping an eye out for curious personalities that might be better suited to not go into cryo while the Yang Liwei makes its long journey to its destination among the stars. What that probably means is that the Yang Liwei is not a sleeper ship that runs on auto pilot, but more of a generation ship where at least some part of the population remains awake during the ship’s journey. And Alice Li has tagged Mara and maybe the rest of her family as some of the ones she thinks are well suited to that kind of life. Perhaps Mara is destined to become Captain one day after all…
…except she is not going to get the chance to rise to that rank. Because something, some unknown vessel, is tracking the Yang Liwei.
Chapters Referenced:
Brephos I
Brephos II
Brephos III
(Brephos means something along the lines of an unborn or newborn child…)
Bite-sized Backstory 37: Yang Liwei
The Awoken have been a strange puzzle ever since we first visited the Reef back in Destiny 1. We met the Awoken Queen and her brother, but we didn’t even learn their names until Petra Venj called upon the Guardians of The City to hunt down Skolas in the House of Wolves expansion. For all of Destiny 1, the Awoken were a culture and a power whose extent was frustratingly difficult to discern. Did they have cities? Or a military? Or Guardian-like powers? Even when we arrived at the Vestian Outpost, we didn’t learn all that much about the Awoken.
Our best look at the Awoken, until now, was their response to the House of Wolves during the Reef Wars as seen in the book The Maraid. But even then, we didn’t learn a lot. Queen Mara Sov was shown to be uniquely powerful and able to destroy a Fallen fleet seemingly singlehandedly. The Awoken were revealed to have cities and stations like Amethyst that the Fallen attacked and in some cases destroyed. And that’s roughly all we’ve known about the Awoken… until now.
The history of the Awoken is laid out for us across multiple in-game books that you’ll earn piece by piece while playing Forsaken. The first of these books is Marasenna. Like before, I’m going to attempt to walk you through the contents of these books, like I did for the Book of Sorrows, but I highly encourage anyone following along with me to read the full text of these book chapters as we get to them. They are well written and mysterious and half the experience and fun of this is reading this history as it was written.
So… where to start? How about with Mara Sov? Almost from the beginning, we learn that Mara did not start out as a Queen or ruler. Instead, when we first meet her, she is a nineteen year old young woman of no particular race or ancestry serving as an Auturge 3rd Class on the Golden Age colony ship Yang Liwei which is named after the first Chinese astronaut to be sent into space. An Auturge is something of a troubleshooting mechanic whose job it is to fix problems as they spring up on the ship as it makes its way out of our solar system.
The other thing we very quickly find out about Mara Sov, is that she has a streak of independence the likes of which we have only rarely seen in Destiny. For one thing, instead of following the normal chain of command, where an Auturge 3rd Class usually reports to Auturge 2nd Class to find out their work assignments, Mara just shows up at areas of the ship that have malfunctioned and fixes things before leaving, usually without even talking to anyone. A ship like the Yang Liwei need to be run with tight organization, but Mara is apparently skilled enough to subvert all that regulation and do her own thing. Her actions eventually take on an almost magical quality. Something breaks, she appears, it is soon fixed without fuss or red tape, and then she is gone. We’re told that Mara enjoys this hushed awe that her actions cause the population of the Yang Liwei. But being mysterious is the least of her boldness…
Our first glimpse of her is not fixing a pipe or patching a circuit. Instead, we find her in a skin-tight environment suit sitting on the outer hull of the Yang Liwei looking down towards the ship’s main engines at its rear. Apparently, she prefers to live out there. Outside the ship. In space. We’re told that she stays outside because she wants to taste the blueshift of the surrounding starlight as the Yang Liwei accelerates out of our solar system.
In this instance, though, Mara does something even more daring than that. She doesn’t just cling to the hull of the colony ship. Instead, during a period when the ship has halted its acceleration to perform another long check of its engines, she kicks off the hull and drifts ahead, away from the Yang Liwei’s large forward umbrella-like shield with only a thin tether wire to keep her from drifting away completely. She doesn’t just drift a few meters, or even a few hundred. Instead she drifts ten kilometers ahead of the ship. It must have taken hours for her to coast that far after simply kicking herself forward. It must have been breathtaking to watch the colony ship, which was so large that it is described as its own traveling fleet, slowly shrink into the black of space. It might have still been visible, far in the distance, but Mara would have also been surrounded by the stars… and when she was, she did something even more incredible. And terrifying!
Mara activates the controls on her suit that order the external cytogel layer to pull completely away and retract into storage mode! Though she was wearing an undersuit, the cytogel was the only thing actually separating her from the vacuum of space! The effects of vacuum exposure begin immediately. The moisture on her skin boils. Her face begins to discolor and turn a sickly blue due to a lack of oxygen. Her body begins to swell due to an imbalance of internal and external pressure. Out there, among the stars, Mara is letting herself die. And she records it all, every view, every gasp, and every little sensation down to the neural level on her sensorium… before reengaging her protective suit, returning her size and color and breathing to normal. Those sensorium recordings, she knows, will fetch a high price once she makes her way back inside the ship.
Interestingly, as Destiny players, we hear of sensorium recordings within Forsaken, too. When we rescue one of the Techeuns from The Corrupted strike, she sometimes says it would be impossible to describe the experience of being Taken without the use of a full sensorium.
I imagine it only takes Mara a pull or two on her thin tether to start her long drift back to the Yang Liwei. Once she does gets back inside, we’ll get the chance to meet some of the other key people in her life.
Chapters Referenced:
Brephos I
Brephos II
(Brephos means something along the lines of an unborn or newborn child…)
Bite-sized Backstory 36: The Fallen Houses
With two crushing defeats, one at Twilight Gap at the hands of The Last City and another at Cybele at the hands of the Awoken, the Eliksni found themselves being driven back once again. Since the Dark Age they had raided and pillaged the scattered settlements and cities of Earth mostly unchecked. But now, the Awoken had set up colonies and industry and a military presence within the Reef, and the Last Safe City beneath the Traveler had built great walls and was defended by seemingly unkillable Guardians. It’s around this point that our Ghost finds us on the outskirts of the Cosmodrome and from then on things go from bad to worse for the various Fallen Houses:
The House of Devils:
The Fallen will continue to claw at the walls of our City, unless we strike them down. Beneath the ruins of the Cosmodrome, in the shadow of an old colony ship, we’ve located the House of Devils’ Lair – and the High Servitor feeding them their strength. We must destroy this machine god…and send their souls screaming back to hell.
The House of Devils will go on to become one of our greatest rivals in the story of Destiny. In fact, when we first encounter them, they are on the verge of making a major discovery. They have been looting and studying the remains of our Golden Age in the Cosmodrome for decades and have finally found something they think can change their fortunes.
Our first clue to what the Devils found is the Guardian jump ship we find crashed in the Cosmodrome. They are one of the first to report on strange signals coming from Old Russia. Later, after we escape to the Tower and return to the Cosmodrome, we discover that the Devils have been trying to steal data from some source buried within the old spaceport. We hear old Russian opera. Our Ghost stops the Devil’s data taps. And by the time we reactivate the large communications array we are sure we have found the Warmind Rasputin! Without our help, the Fallen might have been able to compromise the Warmind’s systems and possibly gain control of the powerful Warsats orbiting overhead.
But that’s not all the Devils found… Their attempts to locate and crack Rasputin saw them discover perhaps an even bigger prize: SIVA. When we killed Sepiks Prime, we greatly hobbled the House of Devils. Without their large High Servitor to process and distribute life sustaining Ether, the house would have scattered. But with the discovery of SIVA, radical factions of the House of Devils including Archon Priest Aksis and the Devil Splicers take over and force the Eliksni house down a path of abandoning Ether in exchange for relying on SIVA for sustenance and survival. For a time, the House of Devils becomes powerful enough to even threaten The City, but with the destruction of the SIVA replication chamber and the deaths of Aksis and Vosik, their newfound power is ripped away from them.
House of Winter
After the Eliksni’s collective defeat at Twilight Gap, the House of Winter retreated back to Venus where their Kell, Draksis, ruled over his house from a hidden position near the ruins of the Ishtar Collective. Draksis became notorious for his raids on human settlements while his house sought out new knowledge among the Vex and Human ruins near the Ishtar Sink. Eventually, after rising to the attention of the Vanguard (Cayde-6 once sent one of his Hunters to Venus to the Cinders to search for Winter’s Kell…), our Guardian finds Draksis’ Ketch and puts an end to him. Seeing as the House of Winter had already lost its Prime Servitor, this was something of a fatal blow to the Eliksni on Venus.
House of Exiles
The House of Exiles was not formally an Eliksni house. It had no Prime Servitor and no Kell. Mostly, it was a collection of Eliksni who had either been banished from their own houses but who had been separated from their house but who had refused to lay down and die. Like all of the Eliksni, the Exiles keep their distance from the other Houses. Seeing as Earth, Venus, and Mars were already occupied (with Mars being somewhat closed off to the Eliksni thanks to the heavy Cabal presence) the Exiles took refuge on Earth’s Moon… near the Hive. The Hellmouth was not exactly the safest place… but with Crota’s initial and eventual ultimate defeat, the Hive there were not the threat they had once been.
The House of Exiles is most notable for harboring the Eliksni mercenary Taniks. But beyond that, and a few suicidally daring raids down into the Hellmouth, we don’t ever hear much from the House of Exiles.
House of Wolves
After several years of conflict, the House of Wolves eventually knelt down to Mara Sov and her Awoken. With the help of Variks, the House of Wolves worked and fought alongside the Awoken for a time. Many Wolves did in fact truly regard Mara Sov as their new Kell and followed her orders with honest devotion. It was only when Skolas returned proclaiming himself to be the Kell of Kells and seemingly having the power to defy the Awoken that the House of Wolves rebelled. That rebellion was short lived, of course, as a vengeful Mara Sov sought the aid of the Guardians of The City. Within a short period of time… months at most… Skolas had been defeated and recaptured. He would eventually meet his end at the hand of some group of Guardians as nothing more than a mere play thing in Variks’ Prison of Elders.
The House of Wolves did not die immediately, however. Its remnants somehow managed to hide among the sprawling Cabal fortifications on Mars. They even rebuilt their Prime Servitor, Orbiks Prime, and for a short time where a thorn in the side of the Awoken and Cabal alike… until a Guardian discovered their hidden base of operations and lay waste to Orbiks Prime once more.
House of Kings
The Kings rarely lowered themselves to squabble in Eliksni politics or power grabs. They regarded themselves as rulers… and the other Eliksni houses seemed to have a great deal of respect for them. Even when the house of Devils was at its height, it seldom interfered with the House of Kings. The Devils and Kings were even neighbors in the Cosmodrome yet somehow managed to stay out of each other’s way.
In the end the House of Kings met with the Awoken Prince, Uldren Sov, and they alongside the House of Devils on Earth, the house of Winter on Venus, the House of Wolves on Mars, and the House of Exiles on Earth’s Moon… left.
The Fallen are abandoning the Cosmodrome.
Hawk fly-overs confirm. The House of Devils forces are simply not there anymore. They’ve been disorganized for the last few years, but there’s never been a shortage of ground troops whenever we staged a significant sortie.
Intel source GREENRAVEN was right. And, for the moment, it’s worth assuming their report on the House of Exiles, House of Winter, and House of Wolves are also accurate. We’re fact-checking against independent fireteam reports from the field.
The kid all the SRL fans talk about — Marcus? He was in one of the fireteams out at the Cosmodrome. He pulled me aside, and said it to me straight: the Fallen Houses are gone. The siege is broken. The stalemate we’ve had with the Eliksni for what, a hundred years? It’s over. We won.
Commander, I’m not even sure they’re flying the banners anymore. The teams found huge mounds of burnt cloth and armor, ceremonial piles, in several of the most hardcore Fallen holdouts.
What’s changed? Where have the Fallen gone? Why have they burned their banners?
That final question was posed by a Guardian named Sloane… who we eventually meet on Titan. So what did change? In short, Prince Uldren and the Scorn.
But that’s a story for a later time. We’ll check back in on the Eliksni in a bit, but for now we are mostly caught up to the start of Forsaken. There are still some finer points to explore such as what the Devils were trying to accomplish with SIVA or the grand significance of Skolas trying to force his way into the fabled position of Kell of Kells, but I’d like to visit those too at a later date.
Why the little rush past some interesting stuff? Well… because with Forsaken’s release, Bungie’s writing team has delivered the largest and most far reaching selection of lore since the Book of Sorrows detailed the rise of the three brave sisters who eventually spawned the terrifying Hive. Because of that, I am thrilled and excited to begin detailing:

Bite-sized Backstory 35: Betrayal At Cybele
When the Awoken captured Beltrik the Veiled at the Fortuna Plummet, Skolas knew he was running out of options. With no brilliant strategist on his side anymore, Skolas falls back on brute force. For a whole year, Drevis had managed to form an effective blockade of Pallas using only a portion of the fractured House of Wolves. Maybe Skolas figured he could do the same?
For his target, Skolas choose the Awoken “military fortress” of Cybele. Attacking an actual military target might be more difficult, but Skolas was desperate. Maybe he planed to strike a blow at the Awoken’s military power and embarrass all at the same time? A successful siege or defeat of a major Awoken fortification would seem to do the trick. Unfortunately for Skolas, his time had run out. Not because he choose a poor target now, in the present, but because of what he had done in the past.
When Skolas started attacking civilian targets like the Awoken colony of Amethyst, he set off a chain reaction that he did not expect. An Eliksni named Variks who served alongside Skolas as a scribe from the House of Judgement had finally seen enough. As Variks later put it:
Skolas wins control of House Wolves. Attack, attack, attack. Place of learning, place of healing, put to the burn. Then Siege of Pallas. Year of cruelty. Held the line to rescue butchers, murderers, Servitor. Ends with Wolf fleet scattered.
New tactics. Detonations. Blasts in civilian areas. Take the fight to them, he said. Cannot abide the hate. Uprising, they called it. Uprising on Cybele.
So, in order to put a stop to the senseless killing, Variks contacts the Awoken, and alerts them to Skolas’ plan. When Skolas’ forces arrive at Cybele, instead of achieving the element of surprise or even facing an even fight, they are instead immediately flanked and outmaneuvered by all four of the Awoken’s Armada Paladins. Skolas’ forces immediately collapse with some, such as the Kaliks-12 High Servitor, trying to flee. While some probably did manage to slip away, it sounds like the Awoken had Skolas right where they wanted him. By the time the battle was over, Skolas and most of his followers were captured or dead and, aside from a few minor skirmishes, the Reef Wars were finally over.
By betraying Skolas, Variks quite possibly saved the lives of many Eliksni and Awoken. Saving his own people is certainly the primary reason Variks stepped in as doing so was entirely consistent with his status as a member of the Eliksni House of Judgement. Across the Grimoire, we get little peaks at House Judgement’s function within the greater Eliksni society:
“The House of Judgment shall have no ketch, but it will live among the other Houses to guide the kells and keep their secrets.” —Eliksni Pact
Variks the Loyal remembers an ancient time, and an ancient name: the House of Judgment, when grudges and status fights were worked out in a safe place. When the berserk and the vengeance-crazed were kept somewhere harmless, and there were fewer rivals to plot around.
I hear. House of Judgment always hears. No choice. Has to. To keep Houses together. Had to.
First , the Great Machine. Then, sky fell away. Whirlwind ripped away the past. All honor lost, all hope. Judgment not enough. Cannot keep Wolves from Kings, Scar from Winter. Fell to fighting. Fell to hate.
Judgment gone. Others slaughtered, slain. Death and docking. “Keep Eliksni together,” lost to pride and rage.
So, it seems that instead of the House of Judgement being a full Eliksni house like the Wolves or Devils, they were instead more of an cross-house group of peacekeepers and advisors. Variks himself is said to have traveled with multiple different houses in the time period after the Eliksni’s civilization was destroyed in the Whirlwind. His role as a trusted advisor would also explain how he learned of Skolas’ planned attack on Cybele far enough ahead of time to warn the Awoken.
But beyond that, beyond upholding his role as perhaps the very last member of the House of Judgement (The Art of Destiny 2 lists Variks as such…), Variks may have had a much more personal reason to oust Skolas. Jump into Destiny 1 and stand in front of Variks on the Vestian Outpost and you’ll eventually hear him say things like:
Are you staring at my arms, Guardian? Where Skolas cut me? Look away.
Skolas once told me to stand still. Then he cut off my arms.
You think you hate Wolves? I promise my hate is sharper.
Look closely at Variks. He has all four arms like a Vandal or Captain, but his upper arms are actually mechanical! Now… we know that Dreg can regrow their docked lower arms and that docking is used as a punishment / method of control across the Eliksni houses around the time of Destiny 1… but can an Eliksni’s upper arms grow back? Did Skolas maim Variks for life? And, if so, when did that happen? None of these questions have good answers, but I like to imagine that the reason that the Awoken Crows found Variks cowering was because Skolas realized he had been betrayed and decided to exact a severe punishment on Variks before they were defeated and captured at Cybele.
As we know, Variks went on to become an advisor to Queen Mara Sov. He proclaimed her as the new Kell of the House of Wolves, and for a time that actually held. As for Skolas, Mara Sov sent him to The Nine as a prize or gift, to celebrate their mutual victory (over the House of Wolves?)
We’ll see Skolas again, eventually, but next we’re going to take a look at the House of Devils on Earth. They found something very interesting at the beginning of Destiny 1. Something that in the past had, and in the future may very well again, cause great problems for the Guardians of The City.
Oh! Before we go, there was one final battle at the end of the Reef Wars that occurred after Skolas had been captured. I found this one to be pretty amusing.
“After Skolas’s capture at the Cybele Uprising, Veliniks named himself the new Kell. Didn’t work out great for him.” —Petra
The Sorcerer
Crunch…
Crunch…
Crunch…
Crunch…
Crunch…
Crunch…
Each and every step Sparks Clearpath took ended with an icy crunch. Each and every movement forward through the calf-high snow that had blanketed Cagleton was its own little struggle. To pull a leg free. To keep herself and her bulky traveling gear steady and upright. To let her boot sink back down halfway into the snow. To make sure she didn’t end her step on an unseen rock or root that would cause her to twist an ankle or break a leg. And to repeat the whole process over again, with each and every step.
A particularly strong gust of wind buffeted Sparks and kicked up the snow around her as she turned a corner causing her to pause in the swirling breeze so she could re-secure her burnt orange cloak tight around her sturdy leather and fur outfit. She struggled a little against the wind before she managed to tug her hood back over her pointed ears and tuck her long, silvery-white hair back away from her face.
The scene around her was almost surreal. Cagleton was not a small town. Most any other day, a main road like this would boast its fair share of folks coming and going. There’d be sounds of horses and carts heading out of town or to nearby stables and barns. There’d be the friendly banter of travelers saying farewell one another and the loud murmur of vendors and buyers haggling over end-of-day prices. And, of course, there’d be the laughter and scuffle of children darting playfully through the foot traffic as they raced home for their suppers. Instead, with most everyone huddled inside away from the sudden bitter cold, an odd stillness had descended on the city, leaving Sparks feeling very much alone in a place she more often than not felt was just a little bit too crowded for its own good.
It struck Sparks that she might never see this street so empty ever again, so, despite the wind and the cold, she stilled herself and took a moment to appreciate the uniqueness of it all. It was like being back home in some distant section of her familiar woods, except here, the trees had been replaced with buildings and lamp posts reaching up into the snowy sky. For a short moment all was calm and peaceful. But then, another gust of wind kicked up around her spurring Sparks back into reluctant action. She might have paused longer in the middle of the snow-covered road, but with the shadows stretching long around her and the sun dipping low in the gray, stormy sky, she really could not afford to stand still any longer… not unless she wished to risk the unpleasantness of frostbite. So, with a lurch and a heave, Sparks made sure her treasured longbow was still strapped securely across her back, then pulled her right foot free of the snow and ice and began trudging forward once more.
Crunch…
Crunch…
Crunch…
Crunch…
Crunch…
Traveling up one of the cobblestone streets of such a large trading town during the final days of autumn was not normally so difficult, but this year the icy storms that signaled the onset of winter had appeared far earlier than was typical. And that was… deeply inconvenient… for the tall elven maiden. No… it was not just inconvenient. Having to turn back when she’d just begun was frustrating. And infuriating. And heartbreaking.
Sparks’ plan had been to leave Cagleton near the beginning of winter after stocking up on a few last necessary supplies. Then, after nearly four weeks of continuous outdoor travel, was to pass south through the Ko’tooth Mountain Gap just before the first snows fell. The more temperate climate beyond would have allowed her to travel in relative ease throughout the long winter after which she would have turned back north to the cold riverside town of Tiu Nanaze. There, Sparks would finally have been able to fulfill one of her longest held dreams: To catch glimpse of the unruly, elemental sprites that danced among Tiu Nanaze’s melting ice floes as winter’s freeze came to an end. She had always marveled at the bedtime stories her mother had told her of her own journey. She’d last listened to those stories many, many decades ago, but Sparks had always promised herself that she, too, would make the journey someday when she was able.
It had taken Sparks more than two years and no small amount of luck to prepare for the trip once the opportunity finally arose. It had been something of a minor miracle that she’d been able to end her autumn near Cagleton with coin to spare, supplies on hand, and with no pressing debts or duties to speak of. But, if this premature snowfall held—as it seemed it would— it was now highly doubtful that she would even make it out of Cagleton at all again this winter. And come spring, her responsibilities and commitments would return and it might be another decade, or perhaps several more decades, before she’d be able to consider such a journey to Tiu Nanaze again.
Sparks could have continued on, of course. She had lived practically her entire life outdoors in the large forest her parents still called home. Having experienced well over two hundred winters, the snow and the cold were as familiar to her as any other season. If she’d needed to, she could have drawn on her experiences and special talents and pushed her way through to Ko’tooth despite the early snow. If there had there been report of some emergency—an outbreak of sickness or rumors of raiders down south, for instance— she might have done just that. Risking her life for others was her calling. It was what she did. But putting her life at risk for her own delight and amusement? When she knew there were places and peoples who would need her come spring? No. She simply could not justify it. Though still considered somewhat young by her fellow elves, Sparks had learned well to bide her time and to know her limits. Especially when it came to going against nature’s will.
And so, only two days after striking out on the first leg of her long, exciting journey, she had turned back to Cagleton with a heavy heart. The push back into town had been slow and sorrowful, with few people to see or greet or talk to on her way in. Someday, she would try again. But right now? Right now, she was cold and tired, and still another good thirty minutes away from her resting point, with the day far too close to being done. So, of course, that’s when the storm decided to once again make its might known.
Sparks braced herself against the icy gusts and gritted her teeth against the freezing cold as she crunched ever forward. In the dimming dusk light, she could barely see her hand held up in front of her face what with the heavy snowflakes filling the wind around her. But finally, up ahead, there was hope. At the very edge of her vision, she could just make out the flickering lanterns and large, golden lit windows of Pillory’s Pub, the same inn and tavern she had set out from two days before. Inside, she knew she would find warm food, friendly faces, and a place to sleep and plan her next move. It wasn’t the legendary enchanted ice flows of Tiu Nanaze, but it was something.
And for now? It would do.
A rush of warm air and a cacophony of familiar sights, smells, and sounds greeted Sparks Clearpath as she pushed her way past the heavy wooden doors of Pillory’s Pub. Glad to be out of the freezing storm, she stepped clear of the doorway and took a moment to loosen her scarf and knock the last of the ice and snow off the bottom of her boots.
It was crowded inside, to say the least. Nearly all of the two dozen circular oak tables that filled the pub’s main floor were packed with travelers trying to carve out their few inches of space. Aside from a single small, empty table set furthest from the large roaring fireplace to her right, there was hardly a spare seat in the house. A handful of waiters and waitresses hurried here and there to bring patrons their food and refill their drinks. When Sparks had left two days ago, the pub had only been a third full at most. Now? The low murmur of conversations that usually filled the room had grown so loud she was sure she could shout and very few would even notice!
And that presented a problem.
Yes, the warm air and ample oil lamps on the walls and in the center of each table and absolutely mouthwatering aromas that wafted out from the kitchen made her wish she could stay, but with so many visitors, Sparks was certain all of the rooms upstairs had already been booked. She teetered shivering in the entryway for a moment, unsure of what she wished to do. A hot meal before she had to venture back out to find some other place to sleep would be welcome, but the longer she delayed, the harder it would be find a place with rooms to spare.
A pair of grumpy looking men forced Sparks to move aside as they pushed their way past her and back out into the storm. Sighing again at the inevitable, she tugged her scarf back up over her face and turned to follow them, but before she could take more than a step, a strong arm spun her round and pulled her back away from the door.
“Oh, deary! You look half froze to death!” said one of the plump proprietors of Pillory Pub as she maneuvered Sparks further inside. “Come, let’s get you warmed up before you catch ill! Don’t you worry, there’s plenty of room by the fire and still seats left at our tables,” Mrs. Pillory said reassuringly.
Though she stood a good two heads shorter than Sparks, the middle-aged, red-headed woman was certainly not lacking in strength as she had no trouble angling the elven maiden towards the fireplace set along the right hand wall. The Pillorys always kept a large fire going in the winter to comfort travelers coming in out of the cold. It was a house rule that you spent a few minutes getting warm and then made room for newcomers when your time was up. Sparks rarely followed that rule, however, but not for a lack of grace or kindness on her part. Rather, she’d had an all too close and painful encounter with fire once, long ago. And, where for most, it was a treat to bask in the thawing heat of the Pillory’s roaring fireplace, for Sparks, she’d… well, if forced to make the choice, she’d far prefer to step right back out into the winter storm.
“Not by the fireplace,” Sparks rasped, her voice still weak from the cold. She coughed to clear her throat then tried again. “Please, not by the fire,” she said more clearly this time as she began to feel the uncomfortable heat upon her face.
“Hmm? Oh!? Oh, Sparks!” Mrs. Pillory said excitedly as she recognized just who she was dragging about. “I’m sorry, we’ve gotten so many tonight I did not even notice it was you! Why, I’d not expected to see you again for some while. That storm out must have been very bad to see you back here so soon!”
Without a moment’s hesitation, the woman altered their course and lead Sparks back left past her pub’s many patrons all the way to the single, unoccupied table.
“Here, you sit and give me that cloak of yours. Coat too,” Mrs. Pillory commanded as she pulled Sparks free from her frozen outer layers. “I’ll set these up by the fire to thaw and have one of my girls bring you something warm to drink. A cider would be all right?”
“Wait… I mean… yes, that will be… thank you,” Sparks replied, reluctant to be parted with her things, but also glad for the help. There were not many who could fluster her so, but Mrs. Pillory constant decisiveness and uncompromising kindness made her one such person.
A short while later Rashel, the older of the Pillory’s two daughters, stopped by to place a tall, steaming mug on Sparks’ table. The dark haired girl was in her late teens now, and had grown beautiful in the few years since Sparks had last seen her. She was smart, too. One of the benefits of waiting on and chatting with so many patrons whilst growing up, Sparks imagined. She and Rashel had shared a wide ranging conversation about a good many topics before she had set out two days before. If nothing else, Sparks hoped they might pick back up that conversation.
“I’m sorry you did not make it far on your trip,” the girl sympathized. “I’ll be free later if you’d like to talk,” Rashel added before calls of ‘miss’ had her hurrying back across the room to tend to a pair of patrons.
“I’d like… that.” Sparks said in reply, but Rashel was already gone. The mug full of warm cider she had left was still there, however, and it felt sooo good in Sparks’ cold hands. She lifted it to her lips and very nearly purred in relief as a trickle of the hot, cinnamon-tinged drink made its way past her chapped lips and down her parched throat where it pooled delightfully warming the pit of her stomach.
Sip by sip, little by little, Sparks began to thaw. Over the next hour, she ordered a warm meal, finished off two more mugs of the Pillory’s delicious cider, and confirmed what she had already suspected: That there were no rooms left unrented at Pillory’s Pub.
“I’d surely love to rent you a room. You know I would. For all you’ve done me and Higgs o’ver the years. But I had folk lining up a day before you even got back, and you know how that is,” Mrs. Pillory said sympathetically, when asked. Sparks nodded, glad for the woman’s commitment to her guests, but not so thrilled the result that commitment currently brought.
As the evening wore on and the fire across the room dwindled, more and more of the pub’s patrons finished their meals, buttoned up their coats, and ventured back out into the cold stormy night. Sparks watched them leave and gave a little prayer for the safety of each even as she slowly prepared to depart as well. She was just about to go search for her coat, bow, and cloak when a man with dark curly hair and even darker robes pushed in through the pub’s front door… and all the hairs on the back of her neck stood on end.
***
Sparks did not recognize the dark-robed man who had just stepped in to Pillory’s Pub. He was not some friend or foe who she had cause to greet or avoid. And none of the dozen or so remaining patrons scattered about the tavern seemed to give him much attention. Maybe she was just tired? Maybe all of it… the cold, the storm, the disappointment, the fire… maybe it had all worked to make her… jumpy?
Sparks had just about to shrugged off her premonition as nothing more than a false alarm when a sudden clatter to her right did cause her to jump. She turned from the dark-robed man to see Rashel kneeling in the kitchen doorway attempting to pick up a dropped tray. But the waitress wasn’t looking at what she was doing. Instead, she was focused solely on the newcomer, with her mouth hung open and her eyes wide with worry. Across the way, another of the Pillorys had noticed the man’s entrance. One of Rashel’s youngest siblings, eight year old Sopha, had approached the man and was in the process of leading him towards the fireplace as if nothing were the matter, but a quick glance back to Rashel told Sparks that something was very wrong indeed.
The girl’s shocked expression turned to a grimace as she spotted her young sister interacting with the man. At first, Rashel looked back over her shoulder to the kitchen as if she were going to retreat back through the door to get help or maybe to hide, but then she stood, took a moment to collect herself, and proceeded towards the man and her younger sibling with a pleasant smile forced upon her face.
“I’ll tend to him, Sopha,” Rashel called from across the room, keeping her voice even and in control so not as to frighten her sister. “You go tell mother Don’ven is here.” Little Sopha, unaware of her sister’s worry, was all too happy to do so.
With her sister safely out of the room, Sparks half expected to see Rashel confront the man and demand that he leave. She had twice seen her do just that to patrons who, on the face of it, had seemed far more intimidating than this newcomer. But, surprisingly, Rashel did no such thing. Instead, she approached the man and performed her best curtsy before guiding him to an empty table near the fireplace. There, she spoke with him briefly then turned back toward the kitchen as if having taken some food or drink order from him. Sparks looked to Rashel as she passed by for some sign as to what was the matter, but the girl was too busy chewing worriedly on her bottom lip to pay much attention to anyone else.
For the next few minutes, the man relaxed at his table and did little more than gaze at the lamp sitting in its center with a serene smile on his face. It was only now, after observing him as he sat across the room, that Sparks was slowly able to piece together why this man’s appearance had so completely and unexpectedly demanded her attention.
For one, he was happy. Her own source of sourness was one thing, but even discounting herself, every single soul Sparks had seen since being forced back into town had been miserable in some way due to the sudden shift in weather. Even the loudest and most energetic of the patrons from earlier had been busy complaining about the storm. But this man? He’d already had a happy smile even when he’d first entered in from the cold. And even now, that little, ever so slightly off-putting grin was still there.
Then there were his dark robes. At first, from a distance, they appeared black, but upon further inspection Sparks determined them to be a very rich dark blue. And now that he was closer, Sparks could also detect fine shimmering patterns covering the man’s clothing. The artistry was… exquisite, but, worryingly, the shapes stitched from some sort of fine golden thread had an orderliness and complexity about them that Sparks had seen may times before. Anyone possessing experience with protective magic would recognize that the man’s robes were covered in spell equations of abjuration. The expense alone of such robes was more than enough to draw Sparks’ attention, no matter the person wearing them.
Abjuration spells made sense, though, as the man seemed remarkably unaffected by the storm he had just come in from. His face was too rosy. His short combed hair too neat and too untossed by the heavy winds. And there was not so much as a single flake of snow to be seen anywhere upon his person. Even his gleaming black boots were perfectly clean of dirt or ice. It would take anyone else several minutes in front of the fire to recover so thoroughly from the storm, but this man look as if he’d walked in from the most perfect of spring days. Clearly, the man’s robes were permanently imbued with a spell that protected him from the elements? Did they do even more than that, Sparks wondered?
What it all added up to was that the man was clearly a wizard or sorcerer of some amount of wealth and or power, and it was just as clear that Rashel, at least, had some reason to be worried by his arrival. Thoughts of finding a place to sleep now long forgotten, Sparks knew that she would not be able to leave Pillory’s Pub now that it was clear that friends of hers were possibly in danger. But, there was also little for her to do at the present time, so she took in and released a long slow breath to calm herself then began to nibble at what little bit of a roll she had left on her plate in hopes she might not stick out too much until she could find some better reason for remain.
Soon, Rashel reemerged from the kitchen, though this time she was following close in behind her much shorter mother. Whatever trouble this man represented, it was surely quite serious as the usually jovial Mrs. Pillory now had that same worried look in her eyes and a forced smile on her face as her daughter had worn just a few minutes before. She moved quickly across the room towards the newcomer’s table with a full plate of meat, mashed potatoes, and bread in one hand, and a cloth napkin, silverware, and a large froth-topped mug in the other.
“Miss, do you have more cider? And perhaps another roll if it is not yet too late?” Sparks asked as mother and daughter walked past her table.
Mrs. Pillory nodded to her daughter who quickly made her way over.
“What…?” Sparks whispered only to be cut off by Rashel’s hushed words.
“Father owes him money,” she said quickly, before she hurried off back to the kitchen with Sparks’ mug.
“…and we’re so glad you have returned.” Sparks managed to hear Mrs. Pillory saying as she delivered the man his food on the far side of the room. That was a lie, of course, but Mrs. Pillory at least told it well.
Rashel returned a few moments later with more cider in hand. She was about to deliver it to Sparks’ table when the man spoke up. And asked for her by name.
“Rashel, come, let me inspect you,” he said. His tone was friendly, but there was something just ever so slightly disturbing about the way he delivered his words.
“Yes sir,” Rashel replied. She placed Sparks’ drink on her table before turning to move swiftly over to the man. He did not hide his interest in her as she approached. In fact, he almost made a show of looking her body up and down. Then he made a little twirling motion with his hand and Rashel straightened her back and began to slowly turn in place with her arms held down by her sides. This sort of thing had happened multiple times before, Sparks judged, given how automatic Rashel’s reaction to the man’s small, circular gesture had been. Her mother took on a troubled, defensive posture as she was forced to watch this man look her eldest daughter over. Once again, it was clear to Sparks this man was not considered a friend.
Sparks’ attention was drawn back to the kitchen door as it slammed open once again. Out came Mr. Pillory all in a huff. He was not exactly a tall man, but his every morning spent cutting wood and ever evening maning the stoves and managing the kitchen had made him into a man that very few were prepared to cross. And, unlike his wife and daughter, his angry scowl made it clear that he seemed to have no plans to placate this Don’ven… except, Sparks noticed, he also carried a sizable purse of coin held tightly in one hand.
When he reached Don’ven’s table, Mr. Pillory took one angry look at what was going on and quickly ordered his wife and daughter back to the kitchen. Only when there were both out of Don’ven’s sight did he unceremoniously drop the coin purse onto the newcomer’s table. The man looked at it for a long moment. He then picked the coin purse up and seemed to weight it in his hand only to set it down and push it back towards Mr. Pillory with a shake of his head.
Mr. Pillory said something Sparks could not make out. The man replied. And then the two began to argue openly over the contents of the purse causing the other patrons scattered here and there to look up and take notice. They were still a bit too far away for Sparks to make out more than a few words or phrases, but she didn’t need to hear the exact words to understand that things were not preceding well. And then, Don’ven suddenly stood. His chair scarcely had time to clatter to the floor before he all but shouted, “We had an agreement, and if you refuse to fulfill it then I shall burn this entire place to the ground!”
Sparks could not help but cringe as the man’s threat sent a shudder through her. Mr. Pillory, too, seemed to finally deflate. Sparks was sure this Don’ven had won the argument, but then one of the hearty looking travelers seated nearby took to his feet as well.
“Now, you listen here, sir. I do not know what…” he began, intending to help bring the argument to a more dignified end, but the man in dark robes did not even give him the chance to finish his sentence. Don’ven raised his hand and spoke a few quick unfamiliar words and sent the capable looking traveler flying back through the air with enough force to smash the sturdy table and chairs behind him.
For a brief, uncomfortable moment, no one moved as the injured patron writhed on the ground. The sorcerer just stood and looked from person to person as that grin of his widened. Finally, a woman and what looked to be her husband stood and made their way towards the injured man, but the sorcerer glared at them.
“Leave. Him. Be.” He demanded, causing them both to shrink back.
By now, Sparks was standing too, her focus drawn to the injured man and flow of blood slowly pooling beneath his arms and back. If nothing was done for him, he might be dead in minutes. That was something Sparks would not allow, not if she could find some way to help it.
Her first instinct was to retrieve her longbow from where it rested at her feet. The distance to the sorcerer was good, and if she had been in the woods, or even out in the open, engaging him might have been feasible. But inside the pub which this sorcerer had already threatened to burn to the ground? And with multiple bystanders around, some of whom were between her and her target? She might still win in a fight, but the cost would likely be much too high. Certainly, the one injured man would lose his life, and others in the room might as well.
That being the case, Sparks thought for a moment then nodded to herself as she settled on an alternate approach. She quickly threaded her way through the tables and patrons in front of her until she was almost close enough to help the injured man. A few more steps and she would be able to care for him, but, as she figured he would, the sorcerer took note of her before she got the chance.
“Did you not hear me? I said leave him,” he called threateningly.
“No,” Sparks replied firmly as she continued forward.
The sorcerer’s eyes burned with anger as he turned to fully face her, but Sparks spoke again before he had the chance to do more anything more.
“What ever debt you are owed here, I will pay you double if you refrain from harming anyone else.”
“You have the coin for that?” The sorcerer scoffed, clearly amused by her sudden offer.
’Good, he’s talking,’ Sparks thought.
“Try me,” Sparks countered aloud, as she knelt down by the injured man’s side. The would be hero’s eyes were clenched shut and his breathing was shaky and labored in a very bad way.
“You expect me to believe you have five hundred gold coins?” The sorcerer demanded.
“Ha! Five hundred? That’s far too much,” Sparks replied as if the dangerous man in front of her had just told a bad joke. As she did so, her experienced hands quickly felt along the dying man’s head, neck, and back. Midway down her fingertips found a nasty puncture wound where a large splinter from the smashed table had pierced the man right between his shoulder blades.
“I decide what is too…” the sorcerer began again, but Sparks cut him short once more.
“That bag there has only what? Fifty gold? One hundred at most? And you tell me you are owed another five times as much?” Sparks asked incredulously as she jerked a dagger-sized piece of wood out of the wounded man’s back. With the wound as clear as she was likely to get it, she sealed her palm over the gaping hole and made use of the healer’s touch her mother had taught her so long ago. “If that were the case, this place would already be in flames.” She noted as she gave the sorcerer a disbelieving look. With any luck, her defiance would distract him long enough to not even notice what she’d really done.
The dying man opened his eyes and looked up at her in wonder as much of the sharp, debilitating pain coming from his back cooled then melted away. For just the briefest of moments, Sparks allowed herself to believe in her own cleverness. She’d done it. She’d crossed the room and distracted the sorcerer and successfully healed the man on the floor before her. But no. He noticed.
“What. Did. You. Just. Do?” The sorcerer demanded.
“Two hundred gold!” Sparks offered quickly as she backed away from her patient and held her now bloodied hands up in front of herself. “Pl…please sir, two hundred is all… it is all I can afford…” she said, intentionally stuttering a bit as she played up the twinge of very real fear she felt.
“You have that much here with you?” He asked after a long, worrisome pause.
“Y… Yes sir. With my bags at… at that table, sir,” Sparks answered. She was almost in the clear now. All she had to do was keep stroking the man’s ego to keep him from retaliating. More often than not, ones like him lived for that feeling of power they could get by holding their strength or their special talents or their influence over those they considered lesser than themselves. The maiming and killing usually only happened when the other party failed to properly play along. This man would be no different… Sparks hoped.
“Go on and get it,” the sorcerer ordered, even as his cruel smile returned to his lips.
Sparks nodded and made a show of fumbling her way back to her table. She kept in clear view as she retrieved first one, then a second, and finally a third coin purse from her pack. Each held a different amounts and types of coins according to what she had expected to need over the course of her now aborted journey. The smallest one held the type of currency favored by the soldiers who guarded the Ko’tooth Mountain Gap, while the largest, heaviest one only jingled so loudly because it was filled with many dozens of nearly worthless copper coins. Its sole purpose was to be given away as a seemingly lucrative prize in case some group attempted to rob her along the way. The middle-sized one was just regular spending money, but only a small amount of it to make it seem like she had nothing else left.
With all three bags in hand, and a fourth and fifth still safely concealed down in her pack, Sparks carefully circled around the far left side of the room as she returned to the sorcerer, in an effort to keep his attention away from the man she had just healed. The look the sorcerer wore was of someone in complete control. It was frightening and well practiced, so much so that Sparks had no trouble at all getting her hands to tremble as she handed over each of the three bags in turn. She was brave, yes, but not so brave to not feel a proper amount of trepidation at being so close to such a dangerous man.
The sorcerer weighed each bag then set them down beside the large sum that had already been delivered to him by Mr. Pillory. He held Sparks’ gaze for another long moment, only for his features to soften as he broke into an mirthful smile and nodded for her to return to her table.
“Mr. Pillory,” he called with a bit of dramatic flare as he picked up his chair and sat back down to his meal, “I simply cannot believe you allow your fine establishment to remain in such an untidy condition. Kindly clean it up at once, and send that shapely daughter of yours back out here with another ale. Mine seems to have spilled in all the excitement.”
“I will… see to it at once, Don’ven,” the pub’s owner replied as he began straightening chairs and righting tables. Sparks cautiously moved to help him. When they were done, they carefully lifted the wounded traveler and, together, carried him back towards the kitchen. The man tried to voice his thanks partway there, but Sparks quieted him with a stern look and a firm shake of her head.
“Higs!” “Father!” “Daddy!” Came three worried shouts as she and Mr. Pillory pushed their way through the kitchen door and leaned the injured man against the low cabinets.
“Thank you, miss,” the injured traveler said as if it were the most important thing he had ever done. Looking up to Sparks and then over to the Pillory family he began to babble, saying, “I didn’t know. I wouldn’t have made more trouble for you… if I’d known…I just…”
“It’s all right. What you did, standing up as you did, it was noble. Your actions speak well of you. But now you need to rest,” Sparks said to him.
“He wants us to send Rashel back out, to bring him an ale he says, but I won’t do it,” Mr. Pillory was telling his wife at the same time.
“Yes. You will,” Sparks interjected, causing all in the crowded kitchen to turn towards her. “You cannot risk angering that man again,” she explained. “Do as he asks as long as it is within reason and I will take my place back at my table and keep an eye on you all. Your daughter especially.”
“Sparks… I cannot send my girl back out to be gawked at by that.. that villain.” Mrs. Pillory complained.
“I know it is hard not knowing what he might do, but it is our best chance to get through this without further violence. I will go out with her and keep watch on her. I promise,” Sparks reassured Rashel’s mother. Then, turning to Mrs. Pillory’s daughter, she asked, “Rashel? I need you to be brave for me. To help me protect you and your family. Can you do that for us?”
The girl… no… the young woman pulled herself free of her mother’s embrace and nodded. “What would you have me do?” She asked, her voice full not of fear, but of resolve. Sparks gave a little sigh of relief. At least she had someone determined to see this through.
“Bring the man his ale. I’ll follow you out after a moment and sit back where I was so I can watch over you. If he should do more than look at you I will have my bow and I will protect you.”
“I can do that…” Rashel said as she moved to fill a mug. Everyone in the kitchen stood still for a moment, awkward and agitated, until Rashel pulled the heavy stein back away from the tap. “Ok, I’m ready.”
“Ok…” Sparks echoed her before taking in a deep breath. “This will work,” she assured the room… and herself.
To Be Continued…
Review: Tomb Raider (2018)
I just got back from seeing Tomb Raider (2018) and… I think I probably saw it so you don’t have to.
Ok, what do I mean by that? Is Tomb Raider a typical “they should never have made this” video game movie? No. Not even close. As a live action rendition of the 2013 video game, it was somewhere between “ok” and “all right.” It had several missteps, but ultimately, while it wasn’t something like “the video game movie that puts video game movies on the map” or whatever, it did give the Tomb Raider (2013) era property due respect and, unlike so many other movies based on established games or beloved animated series, it pretty much completely avoided embarrassing its source material.
You can do far worse than this Tomb Raider movie. The live action Avatar The Last Airbender was a total embarrassment. Last year’s Ghost in the Shell totally screwed up with some of the most important areas of Motoko Kusanagi’s understanding of her identity. Tomb Raider made no such fundamental errors.
So, what did Tomb Raider (2018) do right, and what did it do wrong?
What It Got Right:
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- It correctly and faithfully portrayed Lara Croft as an smart, independent, tough (but not invincible) character.
Sure, Lara gets beat a couple times in the movie. First, early on in the boxing ring to show that she is tough and scrappy but also small and able to be overwhelmed by a larger opponent. And near the end by the main bad guy who she fights pretty well against but who is just bigger than she is. But, in both of these fights, Lara gets in some good hits and in both of them she comes very close to winning.
- While this movie significantly changed and paired down the circumstances surrounding Himiko and her curse, and essentially removed the supernatural element entirely, I think it still did it justice. Part of that was because there’s a nice little twist that Lara realizes at the end. In this telling, Himiko was a queen with some sort of disease that rotted those she came in contact with and drove them mad. So, she organized her servants and army to bury her away on Yamatai to rid her people of her “curse.” Himiko’s selfless act was a neat change from the vengefully evil character behind the game.
- It had very good, perhaps even excellent, renditions of two of the 2013 game’s most memorable scenes:First, the reaching for the parachute as the old bomber breaks apart scene looked good in live action. It was well shot. It was well acted. It maintained that “Oh crap. Oh crap. Oh crap.” feel that made it so great in the game. Second, the scene where Lara first has to kill, while a bit different than in the game, is still excellent in the movie. It is certainly the movie’s best scene and Alicia Vikander does a truly terrific job going from fighting for her life, to realizing just what a terrible thing it is that the man she was fighting made her do.
- While this is not a “funny movie” or even a “Marvel quippy” movie, Lara’s sense of humor worked for me multiple times during the first hour of the movie.
What It Got Wrong:
- While you spend much of the 2013 game playing a Lara off alone in the wilderness or temple ruins, it was actually something of an ensemble game, with a surprisingly strong cast of secondary characters. From Lara’s mentor Conrad Roth, to Lara’s best friend Samantha Nishimura, to Jonah and Reyes, and Grim, and Alex, the team that Lara journeyed to Yamatai with and fought along side, and occasionally saw killed ended up feeling important and almost like a family. Certainly, this was helped by some of the flashbacks and the voiced journals you could discover while playing the game. By removing these elements, the story and Lara’s actions became smaller and less meaningful.
- Even though there was a small, decent twist to the reason Himiko was buried on the island, a good deal was lost by removing the supernatural elements from the story.Most notably, in the game Lara and company could not leave the island no matter what they did because Himiko’s power would sink their ship or strike down their plane or helicopter. That gave weight to having to find an actual solution. In the movie, the only reason anyone is trapped on the island is because nobody has a ship or aircraft handy at the moment. So it sorta removed the urgency and the feeling of being helplessly trapped that made the game so interesting.
- The descent into Himiko’s tomb didn’t work so well because someone (the writers and or the director) decided that they had a well acted daughter and a decent actor as her father… so they might as well shoot for Indiana Jones and The Last Crusade.The tomb traps and the not letting the book with all the information fall into the wrong hands felt too much like a poor imitation of The Last Crusade. The puzzles and traps weren’t nearly as iconic and really the whole thing just felt a bit unnecessary. So, the whole sequence from finding the way into the tomb to getting to Himiko’s coffin just sorta dragged where it shouldn’t have.
- The movie kept cutting back to the boat captain who helps Lara get to Yamatai even though he was entirely disconnected from the plot and happenings for the final 3rd of the movie. While Lara is off playing Indiana Jones in Himiko’s cavern and tomb, this guy is rallying the oppressed workers to go back to Lara’s aid… except neither he nor they are ever actually relevant ever again. We get scenes of him saying “I won’t leave without Lara” when she is nowhere nearby (since she’s deep underground by that point) and he exactly zero ability to help her in any way.Honestly, I think it would have worked better if he’d attacked the guards to cover her escape and then been killed by the main bad guy.
- There were a few places here and there that you could just kinda tell they didn’t have enough budget.Like the reveal of Hikimo’s burial structure felt a bit underwhelming. When Lara is parachuting through the trees the action felt a bit… indistinct and blurred as if they didn’t have the time or budget to render the tress whipping by in high resolution. This wasn’t too bad, and it felt like they correctly made sure not to reach too far and have things end up looking awful. But, yeah, it was also clear that it would have been nice if they’d had just a bit more to work with.
Ultimately, Tomb Raider (2018) is not a great movie, but it is also not a terrible one. There are better options out there right now if you want to go to the theater. But, at the same time, it is not a cheesy, disrespectful rip-off like so many video game movies are. There are moments of cleverness, fun, and excellent acting. And there are moments where I felt they should have stuck closer to the 2013 game. The movie finishes a bit weaker than it starts, but at the end of the day there’s at least a chance that this thing gets a sequel. Because, at the very least, Alicia Vikander deserves another chance to portray Lara Croft.
Side Stuff:
- There were a couple of bad reviews I saw over the last week that I wanted to call out. In ine the reviewer said:
Also, for all the talk about female power and badassery, she was being saved by everyone else really often, and always crying.
I would say this is flat out false. As noted above, Lara is bested in the boxing ring by a fellow fighter. The two appear almost equally matched except the other woman was just a good foot or two taller than Lara and won the match by having more weight and strength to throw around. Then, near the end of the movie Lara almost loses to the bad guy, but this is in the same way that Malcom Reynolds almost loses to the Operative in Serenity. A good, even fight where the bad guy almost wins but then the good guy (or girl in Lara’s case!) breaks free and strikes the winning blow.
Lara also gets impelled by a large splinter coming down through the trees similar to how she is injured in the 2013 game. And she is in some decent pain because of this for a while until her father is able to patch her wound. But… Lara also strangles and drowns the man hunting for her during this time, so she is hardly helpless and did not need to be saved by anyone.
Throughout the movie, just like throughout the two recent games, Lara is often at a disadvantage due to the numbers she faces or due to being physically smaller than her opponents. But in terms of tenacity, demeanor, intelligence, cleverness, and all tha? Lara is more than an equal for any other character in the movie.
- There were one or two reviews online that made it an issue that this movie is a reboot of the two previous movies and it is a movie based on the 2013 game that is itself a reboot of sorts of the previous games in the Tomb Raider series.To me, that’s backwards thinking. Tomb Raider (2013) is widely considered one of the most successful re-envisionings of a video game character. It took a franchise that was all but dead and brought it back to life in spectacular fashion. And, while I’ve never seen the two previous Tomb Raider movies, they both struck me as perhaps a bit over-sexed, and overly silly. This movie, in contrast, follows in the 2013 game’s excellent portrayal of Lara Croft as a more down to earth character character who is intelligent, resourceful, and physically capable.
To me, the idea that Tomb Raider (2018) is a rebooted movie based on a rebooted game is actually a big positive in its favor and certainly not the negative that these reviewers made it out to be.
Review: Gravity Rush 2
I recently started playing Gravity Rush 2, and… I’m loving it!
For me, this was a game I saw a trailer or review for sometime early last year but quickly wrote off as yet another “I guess I’ll never play that because I don’t own a PS4.” Between now and then I got a PS4, and a few days ago I remembered this game. Small warning, I will be mostly avoiding main storyline spoilers but I’m gonna talk a lot about the game including some of the initial plot setup and some of the activities you do. Those looking to be spoiler free may want to check out now.
Gravity Rush 2 is a continuation of the adventures of Kat, a teenage-ish girl who for some reason has the power to alter gravity in her vicinity. This power comes from her pet cat named Dusty whose coat looks almost exactly like the weird, distorted black star field effect used for the Darkness in Destiny. If Dusty is not nearby or is trapped or incapacitated, then Kat loses her gravity powers.
So, what does Kat do with gravity powers? First and foremost, she uses them to fall through the skies! In game terms, you press R2 once to activate Kat’s powers which leaves her floating stationary above the ground, then you point the camera/cursor where you want to fall towards and hit the button again.
The game, and even Kat herself, has no illusion that she flies anywhere. She falls to where she is going and her animations show that. While you can do some things to have Kat strike a more traditional superhero flying pose, holding X to fall faster usually works, for the most part she is fine with twisting and tumbling about as she falls in whichever direction she chooses. It’s an unexpected delightful way to transverse an open world.
Kat’s other core gravity based power is picking up various objects in a “stasis field” and effortlessly holding them in midair as they float and tumble near her. She does this for people and objects to take them safely to other destinations, and she also can pick up and launch debris in combat to damage enemies. (And sometime the people she picks up and throws are her enemies!)
Kat also has the ability to “gravity slide” which sorta tilts gravity at an angle and lets her slide down any surface as if she was always sliding down a very steep incline. It can be useful for traveling along a curving surface since she is constantly adjusting which direction “down” is. She could slide along the inside of a Sonic the Hedgehog loop, for instance, by using the power. I don’t use this one much because there was very rarely a reason to and because it makes moving around more tricky than it should be. Your ability to aim yourself is very finicky.
Kat’s final core gravity ability, which I do like a good bit, is that if you fall into the side or even the bottom of a flat structure, Kat will instinctively flip gravity around so she can run and jump across it as if she were standing right side up. This means you can stand on the side or even on the bottom of buildings. This also works on other objects like the sky flying cars and ships buzzing about the sky. It’s a little mind boggling to move around the bottom of a building as if you were right side up, but it’s also pretty awesome and the game handles this kind of thing perfectly. Like, your ability to clamber up a wall Destiny 2 style works just as well on the bottom or side of a structure as it does when you are right side up. (I like game engines that just seem to do the right thing effortlessly vs engines where something seemingly works sometimes and not other.)
The open world of Gravity Rush 2 can be summed up in one word: “Super Great” … Ok… that was two words. Let me try that again. The open world is: “Very well done” …. Well darn. One more try? No? Fine. The point is, I like it a lot. The game starts with Kat indentured to a small flying trading town that took her in after she was sucked from her home dimension via a gravity storm. This little town made of a dozen or so small buildings flying far above the clouds is a nice training area, especially since the game starts you out without your gravity shifting powers. So you learn to navigate around the town on foot before you regain your pet cat (and thus your gravity powers) within the first 30 minutes of gameplay.
From that point what was a sorta difficult area to navigate around (since most of the buildings of the town are not connected to each other forcing you to always take the long way around bridges and catwalks) becomes dead simple to make your way around as you just fall to where ever you want to go to. The game and initial story setup/training really does a nice job of showing you just how useful your gravity powers are by forcing you to move around without them at first.
Not long after that, the mining town finishes its work and returns to its port city to resupply. It’s here where the game really begins. The flying city of Jirga Para Lhao is big, beautiful, and complex. At first glance, it appears to be made up of multiple small-ish floating islands, and to the game’s credit most of these islands seem to have an in-world purpose. The island your little mining town docks at has a market right off the docks but also has a small residential area and a few taller buildings. In the distance are other islands, some sporting skyscrapers, some are clearly shipping docks or warehouses.
Though this is a game you usually spend above the ground, landing and walking around is a joy because of all the little things going on in the city islands. There’s people shopping, people running the shops, people moving crates around, people juggling, people sitting on benches, groups of friends having conversations. There’s even kids and birds and dogs and cats and ducks.
This is not a game like Arkham City / Knight where everyone goes away leaving the play space devoid of almost all life. Instead, each island feels alive and more than sufficiently detailed. Plus the architecture is nicely detailed and varied. There’s bridges and water towers and lighthouses and all sorts of cool things all over the place. In some ways it feels like a somewhat more modern version of Bioshock Infinite’s floating city of Colombia… remade as an open world… without the racism.
For the first hour or so you have a blast exploring this open world, but then, at some point, you remember that you can fall wherever you want so you decide to test the limits and fall as far up or down as you can. When you do that you quickly find that the set of islands you can see around you are just part of the flying city you are in. High above the main city is a series of flying estates sporting mansions, parks, and gardens. Rich people and high class pets dot these more sparsely populated areas. And far above them is an official looking government building. And above that is a fortified flying military base complete with anti-air cannons that force you to keep your distance.
Go down, and for the first few seconds you think you’re just gonna descend into an endless layer of clouds, but then you sorta break through and find that there’s an entire flying shanty town populated by the poor and downtrodden. This group of twenty or more mini islands is definitely far more rundown than even the “normal” mid level islands and is in complete contrast with the flying estates far, far above.
All in all, the playable space in Gravity Rush 2 is just delightfully large and it surprises you at being even bigger than you thought it was when you first step foot off the flying boat dock. Oh… then in the mid to late game the map size and complexity doubles!
I don’t really have much to say about the graphics and animation of the game, other than they are fantastic. Kat’s character animations are especially superb. The way she tumbles if you land too hard or the way she strings snappy kicks together during combat are a joy to watch again and again. And, the use of fog to partially obscure distant parts of the city works really well. Up close everything is colorful and vibrant and just all around well done while the fog helps enhance the feeling of being in a huge play space. Oh, and the dogs are super cute, too!
So, what is there to do in this delightful open world? All this space would be wasted if there was nothing to do. There’s two main parts to Gravity Rush 2: The main story, and a bushel of side quests.
The main story is pretty long and is split into at least three main segments. A lot of it is told through a fairly unique series of comic book style panels. You’ll start at one panel then press X and a character will maybe move in from off panel or someone who was in the panel will get a speech bubble usually accompanied by a word or short phrase of spoken dialogue to give a touch of tone and mood to what you read in the speech ballon. Then you press X again and maybe another character replies or another speech bubble appears. Each panel gets two or three little events like that then you shift left or right or up or down to the next panel, as if reading an animated comic book.
A typical “cutscene” is usually around 5 to 10 panels long and the art is great. It fits very closely to the game’s graphics and does not feel out of place at all. One thing this game doesn’t have is fully voiced dialogue. Often the characters will speak a few words along with their speech bubbles that you read. What little speech there is sounds like a strange half French half Japanese and is more for tone than anything else. The voiced phrases almost never have enough words to match what was actually said in the speech bubbles. Still, it works well enough and was never really a negative or a distraction.
I liked the main story. Some pretty big things eventually happen, but Kat does her best to maintain a cheery, upbeat attitude. My only complaint is that it sorta forgets that I didn’t play Gravity Rush 1 and a few characters I didn’t know pop up to help or hinder Kat in rapid succession without much introduction.
Maybe the real draw of Gravity Rush 2 isn’t the main story but is instead the side quests. These too have fun, comic book style cutscenes, and cover a surprisingly wide variety of tasks. Of the top of my head, over the course of the game Kat has:
- Gone mining for minerals in a ruined city
- Helped deliver a last crate of cargo to a departing airship that forgot it on the dock
- Delivered a ton of newspapers all across one of the larger islands
- Tracked down a shop and its owner based on a photo where you had to pay attention to the direction and distance of objects in the background
- Run annoying errands for the wealthy high class jerks on their private floating islands
- Watered some trees (one of Kat’s powers is picking up nearby objects and if she does it near a source of water she will hover globs of water around herself until she throws them)
- Starred in an action movie
- Impersonated a local hero in order to trick people into buying ice cream
- Tailed a cheating boyfriend through the entertainment district
- Flew a little girl around a park to keep her entertained
- Helped a journalist uncover corruption by taking a photo of a government guy and a criminal during a secret business deal
- Survived police training
- Helped a daughter buy a present for someone
- Looked for a new place to live
- Raced a bird to prove who is ruler of the skies
- Broke up a student lead demonic cult
- And… I don’t know… a whole bunch of other stuff
While a couple of these missions do repeat their basic gameplay elements, no two is exactly alike and even the ones that are similar still have you doing those similar things for very different reasons and at the behest of entirely different characters. And, as you can see from the list above, most of the things you do are just delightful!
But maybe the best part is Kat who, while not one note by any means, is pretty consistently upbeat about things. She very often jumps at the chance to help people and even when things don’t go her way she still usually find a bright spot to hold on to. Her charming, adorkable personality is a nice, refreshing change to most modern open world heroes and heroines (such as Aloy or Geralt or… uh Batman who all tend to be more cynical and grim about everything.)
So, there’s a ton of side quests, many of which involve fetching or finding things. But there’s also a fair amount of combat. Certainly the main story gets very combat heavy by the end, and some of the side quests have a fair amount of combat as well.
On the ground, Kat can chain together a few rapid kicks and you have a dodge function that has you tumble out of the way. It’s not exactly Arkham style where you try and keep a flow going, but it doesn’t feel bad. In the air, though, is where you’ll be doing a lot of your combat. And there you have a variety of options from lock-on kicks that track enemies, to picking up and throwing things around you, to charged power attacks, to special attacks like slamming through a bunch of enemies or hovering in place as you constantly bombard enemies with debris.
The combat is just a little clunky because of the 3d any direction goes aspect of the game, but it still works pretty well. A lot of it is anticipating the direction you need to swing the camera around to keep attacking enemies. You have pretty good control of your own movement and you are generally in big open environments so combat is fairly fun. Occasionally, though, you are forced to fight in enclosed spaces. And there things become a lot more annoying. Not a huge turnoff or anything, but fighting in enclosed spaces as a character than can quickly fall in any direction… doesn’t work nearly as well as when she has room to move.
One thing I did enjoy was the boss fights. I’ve battled everything from giant walker robots that would be right at home in Sonic Adventure, to a boss I had to destroy parts of before I could attack its actual weak spots, to one boss that was perhaps the biggest enemy I’ve ever fought in any game, to at least a couple of bosses that were comparable to Kat in size, speed, and power.
All in all, Gravity Rush 2 is a delightful game, with an adorkable main character, a detailed, charming world, a ton of interesting side quest, and a main story that covers a lot of ground and eventually ups the stakes to epic levels.
My biggest likes were Kat’s personality and movement powers. Falling through the skies as an upbeat character just works so well.
My biggest dislike was the way the late story threw in a few characters that I had never seen before. Some of them Kat had clearly met before but they needed more introduction, for sure! Also, Kat’s solution to the final boss pretty much came out of nowhere and wasn’t even really shown on screen. 🙁
If you haven’t played Gravity Rush 2, I highly recommend it. I got it for pretty cheap off the PlayStation store and I bet an actually diligent deal hunter could find it for even cheaper than I did.
Bite-sized Backstory 34: The Fortuna Plummet
The Hildian Campaign
There’s one segment of the Reef Wars we just don’t know a whole lot about. During the long siege of Pallas occurred what was a perhaps an almost equally long search for Skolas called The Hildian Campaign. Armada Paladins Abra Zire and Kamala Rior were sent into the Hildian asteroid field to try and find Skolas and his chief strategist Beltrik, the Veiled, but this campaign was largely a failure. While there may have been small scrapes and skirmishes, for the most part the Reef’s forces came up empty in their search.
The Hildians are a dense group of over 1,000 asteroids and smaller objects that share an odd orbital arrangement with Jupiter. They orbit the sun a little slower than Jupiter so at times they are on opposite sides of the solar system as the gas giant while at other times they come close to approaching it. At their closest point, however, the Hildians never quite reach Jupiter’s orbit and soon they are back on their way away from Jupiter again. This animation from Wikipedia shows the orbits pretty well:

The brief description of the Hildian Seeker Jumpship says:
Nimble starfighters designed by the Reef to navigate dense asteroid fields.
So we know the Reef’s forces considered the Hildians a dense, tricky place to maneuver through. One would think that the Reef’s pilots would be experts with flying through tight space, what with the Reef’s confusing layout and all, so this must have been quite difficult indeed. It’s no wonder they weren’t able to find Skolas or Beltrik, in that case!
While the Reef’s forces failed to find their targets during the Hildian Campaign, it can’t really be said that the campaign was a total failure. Two things happened there that would become decisive towards the end of the Reef Wars.
First, Paladin Abra Zire had time to work out her anger over the Battle of False Tidings. We don’t have any confirmation of what this battle was, but my guess is it is a another name for the razing of Amethyst and the battle against Parixas that Paladin Zire was tricked into. The months or years of searching for Skolas among the Hildian asteroids are said to have cooled Zire’s anger into an icy resolve.
Second, Petra Venj, whose family had been killed when the Wolves attacked Amethyst, seems to have first cut her teeth as a Corsair serving under Paladin Zire during the Hildian Campaign. We’ll be talking about Petra a lot both now and in the future.
Fortuna Plummet
After the Reef defeated Pirsis and freed Pallas from its long siege, Skolas’ forces were likely starting to run thin. Likewise, hiding out in the Hildians for what could have been multiple years seems to have depleted the supplies of his chief strategist Beltrik, the Veiled.
Beltrik moves his forces out of the dense Hildians and forms a defensive screen around the large, 225km wide asteroid 19 Fortuna. There, he moves his ships one at a time into a resupply position where they mine ether while the other ships hold their positions in a formation that we are lead to believe made them fairly impervious to attack. By this point it seems pretty clear that the Wolves have a pretty large advantage in numbers and firepower over the Reef, and the Reef has only won battles because of things things like the Queen’s Harbingers or luring the Wolves into bad positions.
Unfortunately for Beltrik, his opponent was Paladin Zire. This time, she refused to be led into any sort of trap, and instead devised a way to break through Beltrik’s defensive deployment. After the earlier success of luring Drevis’ Ketch into the path of 324 Bamberga, the Reef began looking for a way to repeat that smashing success, and at some point during the long siege of Pallas they developed Carybdis, a gravity weapon capable of pushing asteroids off course.
After apparently proving herself during the Hildian Campaign, Petra Venj was given command of a significant portion of Paladin Zire’s fleet and ordered to harass Beltrik’s entrenched position in an effort to make it look like she was attacking without actually suffering the massive losses that a true attack against that kind of defensive positioning would entail. Petra’s main goal was to serve as a distraction while Paladin Zire stealthily moved the remainder of her forces to the much smaller 21km wide asteroid 687 Tinette. You can see the actual orders sent by Paladin Zire in Ghost Fragment: The Reef 3
It turns out that Tinette was apparently on a natural close approach with Fortuna at the time, so Beltrik’s forces were probably expecting it to slide on by as they continued their resupply operations. What they didn’t expect was Abra Zire’s forces to use their new Carybdis weapon to alter Tinette’s orbit, causing it to crash through their defensive screen and directly into Fortuna. The massive collision that resulted shattered both asteroids and caused massive damage to Beltrik’s fleet. Beltrik was easily captured in the ensuing confusion, and for the first time in the Reef Wars, Skolas was deprived of his brilliant strategist. This entire battle, as well as the remains of the two asteroids would soon become known as the Fortuna Plummet.
Not long after this, we’re told that Prince Uldren’s Crows, which seem to be his mysterious force of pilots and spies, receive a message from an Eliksni named Variks who claims to be from the House of Judgment. The contents of this message would lead to the final battle of the Reef Wars and the defeat of Skolas and the House of Wolves…
…but there’s a lot to unpack there, so we’ll look at it next time. 🙂