Druids, magicians who draw their very powers from nature and natural phenomena, are regarded as a subset of mages. Tinkers are bards with a special knack for building or repairing who serve as keepers of our oral history as they move from towne to towne. And paladins, shepherds, and rangers, long having fought valiantly at the sides of the elite fighters from the Valorian Isles, are generally associated with fighters.
Of course mages, bards, and fighters are not always adventuring. Often they may be found among the general populace along with villagers, merchants, minstrels, jesters, farmers, beggars, and guards. Mages tend to settle down in Moonglow, enjoying its proximity to the scholarly and esoteric treasures of the Lycaeum; indeed, many youngsters who show magical learnings early are sent to live with groups of mages near the Lycaeum and are schooled in its ways from an early age. Others favor Yew for its emphasis on nature.
Skill in magic requires serious study. With such sedentary childhoods it is no wonder that most mages are not very strong.
Do no, however, take that to mean they are not healthy; as a group, mages tend to live longer than any others. They rightly choose professions that make good use of their talented hands and agile bodies: minstrel, archer, locksmith, and tinker are just a few. Fearless in battle, bards are often as quick of mind as of hand and their magic abilities are keen, although their power for magic is half that of mages.
Britain is a favorite gathering place of many bards. Others, especially tinkers, are based in Minoc. Strong and fearless, the fighters of Jhelom can overcome any known foe. They are trained in all weapons and they show dexterity in all armour. Most fighters prefer the sword or bludgeoning weapon, for they have strength to wield the heaviest two-handed sword and to do extreme damage with it.
Often found fighting beside the best of Jhelom are the paladins of Trinsic, the fierce rangers of Skara Brae, and the humble shepherds of New Magincia. Although fighters enjoy the advantages of magic, they do not practice it and seldom show any tendencies of talent in that direction. They do show an almost magical intuition about animals; no people train horses or outthink monsters better than fighters.
There are alternatives for those who can afford and handle them. HORSES Many travelers enjoy riding on horseback; it is faster, less tiring, and a lot safer than walking, since horses can outrun many of the hostile types of creatures.
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Know, though, that horses cannot travel over water and are apt to wander away with or without encouragement if not properly secured when left. Despite rather outlandish rumors of people wandering the heavens in great airships, sailing on water is the fastest and most popular long-distance mode of transportation there is. The most common watercraft on the ocean are frigates. Tall, stately three-masters, the frigates cut through seas swiftly and smoothly.
They generally have a two-level open deck and a below-deck with a forward cabin, rear bunkroom, and centre cargo hold. Most ocean going frigates are built to accommodate heavy cannons for broadside fighting and have two gangplank gateways on each side. Speedy it is, but ocean travel is fraught with dangers, especially after dark near rocky coasts. Many unpleasant monsters populate the deep, and pirate ships are always on the lookout for moneyed prey.
SKIFFS Small double-lock rowboats, used as lifeboats on frigates, skiffs can make their way through all but the shallowest mud or swamp. Widely used for exploration of riverheads and mountain streams, they are also occasionally found being put to more recreational uses in townes. They provide a charming way to follow the little estuaries that crisscross Britannia. In fact, there are said to be little-known places unreachable by any other means. However, skiffs are unsafe on deep ocean waters. There are many dangerous inhabitants of the deep who will overtake and attack slow ships. Speed is optimized by traveling perpendicular to the wind.
Angling directly into the wind affords only the slowest passage possible. When the wind dies completely, there is no option but to resort to the oars. Too close to shore, speed can be fatal, and sails should be replaced with oars for careful maneuvering. Unfortunately many foolhardy captains have run their ships up on reefs and shoals at full speed under sail, losing ship and crew. Those that survive such wrecks have had to hole up and repair their vessels. Since extensive repairs take quite a while to accomplish, it is important to hole up in safe harbors for this repair work.
This passage is comprised of excerpts from his book recording his scientific discoveries and documenting Britannian astral theories that predate the emergence of science. In the heaven beyond our skies, dwell stars whose numbers are beyond our reckoning. Within our heaven, circling our world, sweeps our bright sun. The twin moons Trammel and Felucca are desolate, their light only a reflection of the sun's brilliance. The other eight orbs are thought by some to be planets like our own.
According to the roles they play in our many legends, they have been named for the virtues of the Avatar. Many tales are told of knights traveling from towne to towne, even across water, merely by stepping into a wall of light. There are few verifiable reports of moongate travel. However, sifting through those reports that are verifiable, it have become clear that they operate as follows.
Each night at the apex of the first moon, Trammel, the eight moongates appear, rectangles of shimmering blue light rising form the ground. They remain until Felucca reaches her apex. While the moongates are open, a traveler entering one will be instantly transported to another moongate in a different locale. The traveler's destination is determined by the phase of the moon closest to midheaven.
Moongate travel is said to be fast and safe; however, there have been confusing and conflicting reports of what transpires when the moons are equidistant in the midheaven. Moongate travelers should exercise caution. Over the ages, comets, fiery nebulae, have torn through our skies as harbingers of impending doom. They appeared just before the emergence of the Dark Lord Mondain.
They heralded the reign of the Enchantress Minax, and they foretold the impending danger of the hellborn Exodus. Now, while we live in the midst of peace and enlightenment, the comets have begun again. It is derived from Old Sosarian, which varies mostly from the widespread current language in its alphabet, which is more runic than today's. The old runes continue to be used widely in rural areas, and there is a movement to increase their familiarity to city people. Still, among the cityborn, translation of runic messages, letter for letter, is sometimes necessary. The Runic Alphabet is the earliest known system of writing sounds using runes or letters.
The most commonly used runes follow, with their modern equivalents. The following is the best rendition I can do of the runes used in the game. You'll find after a while that you no longer need this list to read the script if you play enough. When you're deciphering runes, 'the' and 'Lord British' are very popular words on signs.
Those wealthy enough often own a harpsichord, and the better pubs employ good lute playing minstrels to entertain their patrons. Without question the best known name in folkmusic is that of Iolo FitzOwen. It is known to be a favorite of His Majesty, Lord British, as well. FitzOwen's masterwork, with lyrics by his wife Gwenllian Gwalch'gaeaf, is a sample of fine music. Now men asked who they were, how they built and wonder why That they wrought standing stones of such size. What was done 'neath our shade? What was pray'ed 'neath our skies As we stood on the wyd plains of Wiltshire.
Oh what secrets we could tell if you'd listen and be still. Rid the stink and the noise from our skirts. But you haven't got the clue and perhaps you never will. Mute we stand on the cold plains of Wiltshire. Sill we loom in the mists as the ages roll away And we say of our folk, "they are here! The foremost is that neither magic, nor prowess at arms, nor purity of spirit alone is enough to defeat evil. Only the careful coordination of arms with magic by the virtuous will bring victory.
The second lesson is basic: prowess comes only with practice and experience. The third lesson is this: the use of force against the innocent will always bring retribution. Armaments have improved greatly over the years. Today's knights have a great selection of weapons and armour at their disposal. In addition, fortunate knights may come across magical rings and amulets to wear or use.
Before battle, knights can ready several items of equipment carried by their party: helms, shields, suits of armour, and weapons from daggers to halberds. Weapons can be dropped or exchanged in the midst of battle, but no enemy has ever waited while a knight changed armour. Strength and endurance may get a knight through a few battles, but none survive long without developing tactical skills. Successful knights learn to watch for mistakes the enemy makes. Successful leaders learn to design strategies around the strengths and weaknesses of their party. In particular, fighters are known for their strength and ability to wield great weapons while wearing the heaviest of armour.
In general, they are most effective when formed into a shield wall in the frontmost ranks. There are exceptions--desperate situations where an offensively well-armed fighter may do well to charge headfirst into enemy ranks, attacking the key members. Bards, while weaker than fighters, are proficient archers because of their keen sight and excellent dexterity. Their dexterity also enables them to regroup faster and strike more blows against their opponents. Mages, who are not as strong, often prefer to avoid warfare entirely, spending their time instead in scholarly pursuits. However, those mages who choose to defend the crown are among the most fearsome foes of evil.
An accomplished archmage may annihilate an entire horde of monstrous enemies with a single spell. Missile weapons such as bows and crossbows are essentially useless in hand-to-hand combat; nearby foes are apt to seize the opportunity to interfere with an archer's fire as they do with a magic user's spellcasting. For this reason, mages and bow-wielders are generally best placed behind a cover of fighters, where they can effectively deliver their blows.
However, when a spell of cataclysmic and widespread effect is needed, a mage often must venture to the front lines and seek a niche in the shield wall from which to cast his spell, so the spell will not act to destroy friends as well as enemies. Full body armour, helmets, shields, magical rings and jewelry, and other magical trinkets are all worthwhile; but they are also expensive. Body armour comes in a range of styles and degrees of effectiveness. Usually little more than a heavy quilted gambeson worn below a tunic, cloth armour is inexpensive and comfortable.
But it affords only limited protection. A cut above cloth, yet also fairly inexpensive, leather armour is made from thick leather hardened by boiling, often in paraffin. Fashioned from four to six inch square overlapping plates attached to cloth or leather gambeson, scale armour looks like its namesake: fish scales. Although scale is often somewhat noisy, it offers good protection. Chain mail is fashioned from small loops of metal wire linked in a manner to make something resembling metal cloth. The best chain mail has each link actually riveted shut. Chain mail provides very good protection but is quite expensive.
Custom-made from hand-forged sheets of metal, plate armour affords its wearer the most complete protection possible. However, it is very expensive and can be borne by only the strongest. HELMS often match body armour in material and strength, but variations, such as offensively spiked helmets, are available. Not all war rigs call for shields--any use of two handed weapons precludes them and they require some strength--yet many thank shields for their lives. A wide range exists. BOWS come from craftsmen in the deep forest. Made from strong and resilient yew, bows, and their stronger counterparts, crossbows, make formidable long-range weapons.
Be aware, however, that one engaged in hand-to-hand combat is unlikely to be able to load such a weapon, much less shoot it. Some knights prefer missiles they can hurl without mechanical aid. The effectiveness of most weapons depends upon the dexterity of the weapons' wielders, but mass weapons are often preferred by the very strong, if not so nimble, because these bludgeons depend upon the great strength of the wielder to crush through an opponents' defenses rather than evade them. Oldest of all bludgeons, and probably of all weapons, is the CLUB.
Clubs are crude weapons, but when a blow connects it often does the trick. The MACE is much more streamlined than the club. Its weight is balanced to derive the most possible effect with the most possible accuracy. One blow straight on from this and the enemy is out till morning--at least. It takes great strength to wield it, but the hammer can inflict devastating damage. Most popular among those strong enough to wield it is the HALBERD, a long stout staff with a battleaxe blade at the end that allows its wielder to strike a foe at twice the distance of most weapons.
Few of these creatures are evil; but many attack out of hunger or when surprised. Pesty insects have little muscle or brain, but their tiny size lets them move quickly, dodging and feinting. They bite more often than they miss, but their sting does little damage. Once hit, all insects are easily squashed. Rare is the swarm that delivers a fatal bite, but a swarm of thousands can mean death. These annoying creatures live by night, usually, and travel in flocks. Often their high pitched screech is heard before they are seen. Though flighty and hard to hit, bats are not difficult to kill.
As attackers they are relentless and vicious. Natural agility and sharp teeth are rats' chief advantages. They are not strong and do not hit very hard. The mortal danger rats pose to knights comes from their capacity for passing on noxious germs and substances. Seldom do knights tangle with rats without someone in the group becoming ill with poison. At worst, the result of such an encounter is infection with plague. In appearance, slimes are gooey green splats. They are weak, clumsy, and not very damaging, individuality.
But they almost always travel in schools and, when a slime is hit, it is apt to split into two healthy, hostile slimes. If the slime does not split, it succumbs quite easily. Slimes carry no booty. Although weak and slow, spiders take their toll: they poison, both on touch and by spitting venom from a distance. Spiders have been known to carry a few goods. Extremely poisonous and quite accurate when shooting their poison even from a distance, snakes are otherwise relatively harmless. They are easy to destroy, once engaged directly.
Orcs are often more annoying than dangerous to the seasoned adventurer, but they can be a grave threat to the novice, especially when they travel in large groups or accompanied by a giant or two. Generally, they are fairly easy to defeat, do a modicum of damage if they hit, and carry meagre belongings. Large misshapen humanoids that like to live underground, trolls are strong and dextrous and can cause moderate damage to their victims.
Fortunately, they are not very enduring. Trolls tend to lie in wait to ambush unsuspecting travelers. Trolls like treasures and often carry some with them. Strange two-headed creatures, ettins hurl large boulders with enough strength to do considerable damage. Though not magical, they are quite hardy and often carry a good many interesting belongings. The blow of a gremlin is hardly felt, and he is not very hard to do in; but beware, for he travels in huge packs and he may leave you starving. The gremlin's ability to consume food at an inordinate rate is startling and dismaying. Once overcome, he usually leaves some goods.
No one knows exactly how the senses work on these mutant abominations. Do they sense the world only through touch and feeling? Or do they "see" with some inner vision? Whatever the answer, these relatively strong creatures are fairly enduring and do mild damage to their foes. They tend to carry goods with them. Giant, magical floating eyes, gazers mesmerize their foes, turning them against each other. They make up for their weak, clumsy physique with strong intelligence and a fairly good constitution. Masters of imitation, mimics make themselves so like treasure chests that many an adventurer has met his doom trying to open one.
Mimics have little courage and even less patience, though, so if one is willing to wait a few minutes just a few steps away from suspect chests, they are apt to reveal themselves by shooting poison. Close up, mimics bludgeon with strength and dexterity, doing unpleasant damage. Getting past their deadly deceptions can reveal fine treasure. The strange, magical creatures known as reapers are strong, enduring, and do severe damage by bludgeoning.
Their weakness, if it can be so called, is their immobility; although their arms strike out about them, they cannot change locations. They throw magical bolts at distant foes. They also bludgeon nearby creatures with their thick tentacles. Reapers are quite hardy, but often worth the trouble: they hoard good booty. It simply is not known exactly what a wisp is. Harmless looking little bits of flashing light, wisps are extremely agile and highly intelligent.
Although they are not strong, they do serious damage, taking their victims by surprise again and again, blow after blow. They often attack in large groups and they teleport from place to place on the battlefield. Worst of all, they can magically possess members of the opposing party. Wisps seem to have impossibly strong constitutions and are quite difficult to destroy. Sand traps burrowing in the sand are nearly impossible to notice, but a party passing too close to one is in for trouble. Strong and agile, these desert monsters strike out at anything that comes near their hiding places, and they hit very hard.
They are also very hardy, and their endurance has meant the demise of more than one adventurer. When a sand trap is overcome, however, generous treasure is revealed in the sand. Strongest and most feared of creatures, dragons shoot extremely damaging magic fireballs and are nearly impossible to defeat. They can attack while in flight and may do in an entire party before it has a chance to engage in close combat. Killing a dragon, however, can earn the slayer great treasure. Strong and agile in water, sharks are not particularly intelligent and cause little damage to creatures that are not in the water, despite their frightening appearance.
They can endure quite a beating before dying. These graceful, appealing ocean creatures have nasty personalities. They enjoy shooting foes at range, which they do very effectively. They are also rather strong, flexible, even intelligent, and they take a fair amount of punishment to be defeated. Squids are unintelligent, but the dexterity of their tentacles makes their considerable strength a real menace. They throw their poisonous ink from a distance, and it is always very damaging. These unpleasant sea creatures are hardy and difficult to overcome.
These serpents can appear from nowhere to rock a ship. Capable of launching great fireballs from a considerable distance--even across an entire island--they are among the most formidable of opponents. Since they are not intelligent and are easily outwitted, the best strategy is often to evade them and flee. However, if forced into battle, closing in to engage the serpent directly in combat with improve a ship's odds of surviving. Spirits of the uneasy dead, these bodiless creatures compensate for their lack of strength with excellent dexterity and the ability to disappear at will.
Although ghosts do no inflict much damage with a blow, defeating them will require cunning. Perhaps the most common of the undead creatures, skeletons lack strength and brains, but they are dextrous and can take a surprising amount of punishment. They often carry some goods. Very strong, agile, and smart, daemons have repertoires of magic that include summoning other daemons and possessing their opponents. They are extremely hardy and difficult to kill even if incapacitated.
Daemons fly and can easily manage to cross rivers or shallow waters, although they are seldom encountered in mid ocean. When daemons possess another creature, they disappear into that soul, leaving neither trace nor treasure. VIRTUE After years of meditation and thought, after hundreds of quests along the mental, physical, and spiritual path to peace and fulfillment, a person might reach near perfection in the eight virtues of Avatarhood.
Only while an individual continues to strive against the external and internal forces of evil, can he or she be said to be on the path of the Avatar. The ankh is the symbol of peace and benevolence toward all creatures, worn as a sign by those on the lifelong Quest of the Avatar, Ankhs are believed also to enhance courage and loyalty to goodness and to help ward off harm for knights striving to achieve the eight virtues.
Honesty is scrupulous respect for truth--the willingness never to deceive oneself or another. Compassion is nonjudgmental empathy for one's fellow creatures. Valor is the courage to take actions in support of one's convictions. Justice is the devotion to truth, tempered by love. Sacrifice is the courage to give of oneself in the name of love. Honour is the courage to stand for the truth, against any odds. Spirituality is concern with one's inner being, and how one deals with truth, love, and courage.
Humility is perceiving one's place in the world, not according to one's own accomplishments, but according to the intrinsic value of all individuals. Each of Britannia's eight leading townes celebrates one of the virtues of Avatarhood, and each has raised a shrine to that virtue. The shrines are located in retreats to ensure tranquility in natural settings, so traveling to some shrines requires a considerable journey from their townes. The only requirement for using a shrine is knowing the mantra for that virtue. A mantra is a sound repeated continuously during meditation, helping to clear the mind and focus the spirit.
Each virtue has a specific mantra that works best for it, and sincere meditation can bring great wisdom. Someone in towne will usually divulge the mantra for the towne's shrine. Little by little, stories of impossible coups and miraculous recoveries increased in number and detail, until finally even the most skeptical people began to give credence to some mystic factors. And only then did the serious scholarly search for magical means and lore begin.
Few remain who do not accept the reality of magic. Yet the knowledge of magic and its use appears to be in its infancy. There are few formal schools in which to learn magic. To be a user of magic, one must travel far and wide to learn from various mages who have developed and honed special magically abilities. Even then there is no guarantee the mages will impart their knowledge. One such is the language of magic. This is a set of twenty-four syllables compiled by a great language scholar after traveling throughout Britannia for more than seven years.
These are all the components of any magic spell yet known; but they are little help--and extremely dangerous--without knowledge of how to combine them into the phrases that make meaningful incantations. Following is a list of these powerful syllables, approximations of their meanings, and a guide to their pronunciation. Most are sold in apothecaries; a few are hard to find and require special effort to obtain. Following is a chart of the magical reagent and the general areas of proficiency they affect.
Those who learn its whereabout and manage to be there in the dead of night when the moons are full can pick nightshade without danger and benefit from its powerful ability as a reagent to create illusions. As a reagent mixed for magic, spider silk magnifies its binding power many times over. After years of observation and experimentation, scholars in magic have classified spells into eight circles of difficulty. Thus, mages who can command only the simplest spells are considered to be of the first circle, and so on.
Full mages' magical ability is directly related to their intelligence. Bards appear to have half the magical ability of full mages and fighters rarely have any. Casting spells drains magical powers, limiting how many spells mages can cast before resting. A spell will drain magical powers in amounts proportional to the spell's circle of difficulty. On the facing page, a chart classifies the spells by circle, with a brief indication of each spell's use, a note on when it can be used, and an ingredient list Note: check section II.
Do not take the ingredient lists to be recipes, as wrong quantities or careless mixing could have terrible results. Note that not all spells can be used in all situations. Quite a few spells need far too much time or concentration to be cast during combat; others feed on the energies present in the battle arena. Full descriptions of each spell's nature, use, and effects follow.
So common is the use of poison that alchemists have been able to devise a formula, using the relatively common plants garlic and ginseng, that is effective against nearly every form of poison in nearly every user. However, the magic works on individuals only; thus, simple as it is, novice mages in a party must have magic endurance among them great enough to cast An Nox as many times as they have afflicted members, or someone may be left with life seeping away.
Even then, safety is not secured. Strength already sapped by toxins is not regained without peaceful rest or healing magic. An Zu has limitations; it works only on members of the caster's party, it awakens only one person per casting, and it has no lasting preventative effect. A good spell for novices to practice, not rely on, in battle, is Grav Por, which casts a missile of energy at a target on the battlefield.
If the caster's mental powers exceed the foe's, small damage will be inflicted. Grav Por requires sulphurous ash for energy and black pearl to project it. This spell has little effect for novices, not because of weak ingredients, but because of inexperience. Although of short duration, In Lor creates a brighter light than the best of torches.
Note, however, that In Lor cannot be used in place of real flame to enhance the mixing of reagents for spells, for its properties are quite different. In Lor's sole ingredient is sulphurous ash powder. Place that powder upon the object intended as the light source; rub it rhythmically while chanting "In Lor.
Mani does not cute patients, but it does make them feel better and may take them out of immediate danger. Mani is useful even to higher circle magicians, because it is simple enough to cast during combat. Spider silk and ginseng are the components needed for Mani. No special conditions are necessary during mixing or casting.
No good person begrudges the vanquisher a monster's gold and goods. But evil creatures often arm their chest with deadly traps. Popular chest traps are acid sprays, poison fumes, bombs, and gaseous atmospheres. The first two are designed with intent to destroy the individual tampering with the lock. The last two affect the entire area of the chest and injure anyone in that area.
An Sanct uses blood moss and sulphurous ash to seep into hidden traps and render them impotent. The spell also negates any nonmagical locks in the chest. The same spell may be used to unlock doors locked by mechanical keys. Rotted corpses and corrupted spirits, given motion and a semblance of life, are set on the mindless destruction of everything good.
Such phantoms are not living but are merely animated. They act mindlessly, unaware of their own horrible state. By negating their armour of mindlessness, An Xen Corp causes most risen dead to flee in lurching terror. An Xen Corp is not a difficult spell, especially for castes of good intellect. Nor is its mixture difficult: ordinary amounts of common garlic and sulphurous ash must be mixed while pronouncing words of reverence for life and beauty.
Nightshade is its only ingredient, but that nightshade must be encased in glass and kept alive with dew drops until its use is required. These novice mages may quickly and frequently turn to Kal Xen to add to the offensive ranks of their party in battle. Kal Xen summons small nasty creatures such as rats and snakes to help in combat. Nasty or not, these summoned beasts are always loyal to the caster, and often direct a foe's attention away from members of the mage's party.
Mix mandrake root with spider silk to ensure the beast's loyalty. The locale where the mandrake root is gathered influences what type of creature is summoned. This powerful spell can redirect the wind for a time. To mix Rel Hur, line a board with damp blood moss and set the board against a tree or mast. Study the wind and find the exact spot in which to stand so that sulphurous ash thrown into the air will be caught by the wind and flung against the blood moss. Complete the spell by blowing in the direction the winds should follow.
Any creature on that spot or that steps into that spot is seared by a wall of flame. Be careful not to direct this spell too close to friends or they shall suffer the same as foes. Sulphurous ash and black pearl project the burning fire to the chosen spot; spider silk holds it there a short while. The mix works best when blended over a flame. Any creatures entering the cloud suffer some degree of poisoning. Like In Flam Grav, this spell can be just as effective in harming friends as enemies, so use care. That rare but deadly poison, nightshade, is required for In Nox Grav.
Add to the nightshade spider silk to shape the cloud, and a black pearl to direct its placement. However, incanting this spell during the haste of battle will diminish its effects. It will only remove the caster, and then only to another place on the field of battle. In Por will not transport a party if there is no clear, grassy spot to which the party can be moved. Nor will In Por work in dungeons or in townes, as its energies require a fair bit of open space to operate.
The dust for In Por consists of spider silk and fresh young blood moss. The caster must close his eyes and conjure a vision of the current position after the party has left. In a wink, the party will be elsewhere and the vision, reality. The spell cloaks a foe in a purple haze that puts it instantly to sleep, taking it out of the fight, rendering it helpless. Like the other two similar spells, In Zu Grav can affect friends as easily as enemies. While sleep will not directly harm friends, falling asleep on the field of battle can be deadly. In Zu Grav is easily mixed of common ginseng, spider silk, and black pearl.
For best results, add the air of many yawns and sand from sleepy eyes.
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A simple spell, the great advantage of Vas Flam is that, aimed accurately, it will surely hit its mark and, just as surely, inflict damage. Combine common sulphurous ash and a single black pearl over a hot flame. When the ash has adhered well to the pearl, remove it and store it until needed. It is the musical equivalent of a warm cup of hot chocolate in the middle of a crisis. This moving soundtrack from the movie, Selma, almost instills in you an ethereal feeling of hope and triumph when you listen.
This haunting melancholy tune describes insecurities before memorable, gospel-inflected chorus offers hope and encouragement. The effortlessly graceful lyrics from the soothing voice of the lead singer will leave you feeling Lifted. Put this on, yell the lyrics at the top of your voice because anything is possible, and this will encourage you to march on no matter what. The song is about hope, love, perseverance and, mostly, faith. This ballad from the musical animated feature, The Prince of Egypt will leave you with so much drive and determination to believe in yourself.
You could probably listen to this ten times, and find a new nugget of pure genius motivational fire in the lyrics each time. Guaranteed to pump you up. Tags: inspirational songs inspirational songs lyrics inspirational songs with lyrics. Great List Ada! Nice one and a nice write up. You just reminded me my childhood days in the 90s, but i never knew this songs have deep meanings, thanks. Wow wonderful collection of inspirational songs.
Very good collection of lyrics, Indeed they all are very inspiring. Thank you very much for sharing. Keep sharing more. Good one and a nice write up. You just reminded me of my childhood days in the 90s, but I never knew these songs have deep meanings, thanks. Latest Stories What is new? Is Cryptocurrency Good for Your Business? June 26, Amic says:. January 23, at am. January 24, at pm. Serena P. February 23, at pm. February 24, at pm. David says:. February 25, at am. Adolf Hitler, wouldn't you do everything in your power to make sure it never happens?
This trope, along with other tropes about fate and prophecy , is one of the central themes of the Redwall fanfic The Urthblood Saga , where the titular character receives a prophecy foretelling of a dark crisis that will sweep over the world, and gathers a huge army with the goal of uniting the lands under his power in order to prevent it. At the same time, he does often slip into the You Can't Fight Fate mindset over other details about the future, and since the story is not yet finished it's still unclear whether this trope or the more fatalistic one will come true in the end.
However, their actual reasoning has not yet been revealed. Also, it should be noted that this is also the motive of Masataka Kamen Rider Zangetsu , though it is portrayed as more well intentioned, and the execution method is completely different. In With Strings Attached , while the others are sitting around waiting for As'taris to do something with Paul, who has been turned into a diamond statue, they discuss the fact that he got no magic.
John, who had gotten his water-charm at the same time Paul was diamondized, speculates that Paul was supposed to get it and plans to give it to him once he's restored to normal. Nobody's gonna mean anythin' for us except us.
Spiritual Warrior - The Art of Spiritual Living by Movement of Spiritual Inner Awareness - Issuu
Enterprise : You're wrong! The future doesn't happen by random chance, it happens because we will create it! Rei: growling You will not harm them, Adam-spawn! This world is mine! I will protect my children! They will live! Kaworu: You don't need to do that. Rei: snarling Why not?
You and I cannot coexist, Child of the White Moon! I know what compels you! You cannot resist the Call to seek your origin! You will inevitably try to unite with Adam and fulfill the drive you cannot deny! And I will not allow you to overwrite all life on this world! Kaworu: I am not your enemy, First Child. Rei: You have no choice! I know how strong the Call is! Kaworu: I am the Angel of Free Will. There is always a choice. They cannot control me, not like that. Films — Animated. Probably the most important component of The Iron Giant : "You are who you choose to be.
Treated more realistically than usual in Brave. The true journey of Rebellious Princess Merida will be centered not just on flipping the bird to rules and tradition and getting away with it solely because she's The Protagonist , but on seeing that forging one's destiny is more complex than believed and that she must face both the pros and the cons of such decisions.
35 Inspirational Songs With Lyrics To Motivate And Inspire You
The Book of Life chronicles the stories of every living person. When Manolo meets the Candlemaker, the keeper of the Book, the Candlemaker reveals that the pages that tell Manolo's life are blank. This means he's no longer following destiny, but writing his own story. Shrek : Princess Fiona was rescued from the tower, not by the Prince Charming she always believed would save her, but by an ogre named Shrek. Her true love ended up being Shrek so she did find her happily ever after. However, this changed everything that was planned for her and those around.
Her father has her placed in the tower, seemingly for her to be rescued by her true love. In reality, it was to pay off his debt to the Fairy Godmother for turning him human. His plans as well as the plans of every villain are foiled by Shrek's rescuing of Fiona and Fiona falling in love with Shrek. Films — Live-Action. This is one of the major themes of the graphic novel and movie. It helps that the oracular priests who told the Spartans not to fight fate were not only total bastards, but were bribed by the Persians to say this.
The entire point of The Adjustment Bureau. Back to the Future : Reversed in Back to the Future. Doc originally is very vocal about not finding out too much about one's own destiny, believing that subverting destiny could be potentially world-destroying, but eventually gives in and tapes Marty's letter back together, learning of his death in and thus being able to prevent it. In Back to the Future Part II , we learn that Marty wound up in an auto accident because he got called "chicken" , leading to him working in a menial job that he gets fired from after being called "chicken" again.
After considerable Character Development in Part III , Marty avoids the auto accident, and a message Jennifer took from the future, telling his future self "You're fired" gets erased. Jennifer: Dr. Brown, I brought this note back from the future and now it's erased. Doc: Of course it's erased! Jennifer: But what does that mean? Doc: It means your future hasn't been written yet. No one's has. Your future is whatever you make it. So make it a good one, both of you. Agent Myers: You have a choice!
Grigori Rasputin: No you don't! Awake in the Night Land has a story in which a hero called Telemachos has to rescue his friend Perithoos. It was prophesied that after such rescue attempt only one pair of footprints is seem returning home. Telemachos deals with this by carrying Perithoos on his shoulders back home. Khayon of Black Legion has a strong distaste for Seers, considering their art to be the most imprecise and unreliable of all forms of sorcery.
He also states that he has never met a Seer who didn't try to make fate come to pass in their favor and notes that of his fellow Black Legionaries he always hated the three Seers. Blue Sargent , having grown up in a house full of somewhat nosy psychics, tries to take this approach with her love life. It doesn't always work. Destiny is screwed on many occasions, but it always turns out to lead back to fate, to the point that when Roland sacrifices his first and dearest companion to save King himself and gave up his ka-tet to make it to the Tower, all he managed to do was get himself written into his own past—trapping himself in destiny.
If the man was meant to screw fate, King would have been writing about his own demise, kids. This is a common recurring theme in the Discworld novels. As Granny Weatherwax puts it in Wyrd Sisters , "Destiny is important, but people go wrong when they think it controls them. It's the other way around. Inverted in Going Postal , where Moist von Lipwig contrarily sets out to fulfill a Prophecy that never actually existed.
In forcing what wasn't destined to occur into happening anyway, Moist is, in fact, following Weatherwax's philosophy to the hilt. It's a double inversion. An interesting use is found in the form of the Omniscope from The Last Hero. Its settings can be fiddled with to view anything, anywhere, anywhen - but as Ponder Stibbons explains to the Patrician, it's best not to look into the future. If you don't know what will happen, anything can happen. But whatever potential future the device shows you will inevitably happen, and it might not be the future you like The Discworld pantheon includes Fate and his eternal opponent and personification of this trope , the Lady i.
Lady Luck. The History Monks are introduced in Small Gods , where we're told they have the sacred task of ensuring history happens according to the Books of History they safeguard. The most respected of the monks, Lu-Tze, then proceeds to ensure that the century of warfare described in the Books doesn't happen.
Apparently this sort of thing gets sorted out in the long run. In Hogfather , tradition says that The Little Matchstick Girl must die during Hogfather's eve and be carried back to Heaven by angels, as a bittersweet reminder to the comparatively happy population that things aren't that bad as they're still better off than the Little Match Girl. Only, this time, Death has taken on the mantle of the Hogfather long story , and decides to take advantage of a Loophole Abuse that he's technically doing another job at the time to go against his natural role, just this once.
The action leaves his servant Alfred flabbergasted and the angels very much miffed that things did not go according to the script. Then Albert starts pelting them with snowballs. Death takes out his hourglass and turns back the sands.
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Albert : You're not allowed to do that Death : The Hogfather can. The Hogfather gives presents. There's no better present than a future. Live-Action TV. Agents of S. Upon making it back to the present in the middle of the season, they work hard to prevent this from happening , despite signs that they're stuck in a Stable Time Loop , and everyone — from a clairvoyant who can see the future perfectly to Yo-Yo's future self who lived through all this already — warning that it can't be altered.
Ultimately, they do succeed, as in the Season Finale Daisy successfully kills the insane Glenn Talbot before he can crack the world open, thus breaking the loop. Despite her Trope Namer talk in Angel , Fred's ultimate fate is to be taken over bodily, her soul supposedly destroyed, by an ancient evil , in full agreement with ancient prophecy. As Battlestar Galactica wound down to its conclusion: Adama: In other words, it's our destiny to go after her, right? Starbuck: facial expressions and body language indicates "yes". Adama: Wrong. Look where it's left us.
The ass end of nowhere; nearly half of our people are gone; Earth, a worthless cinder; and I can't even walk down the halls of my ship without wondering if I'm gonna catch a bullet for getting us into this mess. The Doctor: History says there was an explosion here. Who am I to argue with history? Rose: Usually the first in line. River Song: If you die here, it'll mean I'll have never met you. The Doctor: Time can be re-written! River Song: Not those times. Not one line.
Don't you dare. Hajime: To comply with our instincts and fight is the fate of the Undead. Kenzaki: Then I'll fight fate Dean: So screw destiny. Right in the face. I say we take the fight to them, do it our way. Lacuna Coil wrestles with destiny often, especially in "Senzafine" "I'll choose my own destiny, if it really can be resisted" [loose translation] and later even more bluntly in "Swamped" "Destiny?
Who cares?! Gordon Bok's "Tails and Trotters" focuses heavily on this. A mother tries to convince her son that his future has already been decided, he He pretends to be a rich and important person and is accepted into the upper crust of society. Eventually, he becomes what he pretended to be in every way. He's a pig, and his prescribed fate was to be butchered and eaten.
Destroy the Godmodder : Many players' reactions when they discovered that twin has to die to keep the timeline on track. Unlike a few incidents mostly caused by the godmodder blocking prophecies this one has a fairly low chance of working, but its there nonetheless. Tabletop Games. In Exalted , various people not only have this ability, but can also be completely Immune to Fate. The best of them make The Destinies a grand total of five of them their bitches. In one Vampire: The Masquerade sourcebook, Gehenna has begun and the Antediluvians the first vampires whose powers border on Physical God wake up and seek to devour all vampires.
It takes perfect stat assigning, a benevolent GM, and the luckiest rolls to ever be, but it's possible to kill them and end the vampire apocalypse though given that this is the old world of darkness , it would probably just make things worse. Segismund, Prince of Poland, is prophesied to overthrow his father and become an Evil Overlord. At the start of the play, everyone is talking about how human free will can overpower destiny. Then it really looks like Segismund is going to go crazy and kill everyone and we'll end up learning that You Can't Fight Fate.
He doesn't, and we don't. So there. Greek tragic heroes invariably try to do this, only to bring the feared fate down upon themselves anyway. If Laius, for example had simply accepted his fate and reared his son Oedipus, it is highly unlikely that things would have unfolded as predicted. Video Games. In spite of all that happens in the world of Asura's Wrath With the demigods and the Gohma being in a constant endless war with each other revealed to be the machinations of a godly being that has destroyed the world and rebuilt it countless times just to find an heir to rule over everything Asura refuses to become Chakravartin's chosen heir, and ends the cycle that Chakravartin created, even if it's at the cost of his own life.
Sure, you could rescue the princess as The Chosen One , or you could note that she's a demoness bent on world domination and fight her, or just tell both sides to get stuffed and walk away. According to Word of God , this is the underlying reason as to why every BlazBlue match starts with the announcement " The wheel of fate is turning. This forms the plot and underlying theme of Chrono Trigger , after the characters travel to a future in which the world has been destroyed and set out to prevent it from happening. Though if hints in Chrono Cross were any indication, their attempt to screw destiny altered the present time enough that it screwed THEM over, got them all killed except for Robo, but he dies near the end of the game , and turned Porre into a world superpower.
Fortunately, Chrono Cross solves this by having Schala, who has been screwed by the cast of Chrono Trigger 's screwing of destiny, screw destiny herself to make things better. Unfortunately, this makes things EVEN WORSE, and the game goes through several cycles of attempting to screw destiny and either making things even worse or going closer to the original fate before they FINALLY get everything back to the previous game's "destiny has been screwed" world status, accepting an unfortunate fate for themselves in the process and not even bothering to screw this one.
Yes, the game is somewhat confusing, why do you ask? A major theme of Cirque De Zale. Alexander does not care at all about the prophecy saying that he is destined to be a hero. No matter how hard fate tries to force him to save the world, he just does not want to be anything other than a circus ringmaster, even going as far as to deliberately ignore the imprisoned Damsel in Distress when he could easily save her.
Every player character in City of Villains is told that they have the potential to be the Destined One , assuming they can survive long enough to meet the Evil Overlord Lord Recluse himself, who has initiated Operation: Destiny in accordance with a prophecy. After clawing their way up the levels, players soon find out that being the Destined One means being a sacrificial victim for Lord Recluse to gain infinite power, destroying the world in the process.
And the player character gets to screw this destiny in a very spectacular way. They are told by a Sumerian Warrior Priest that they will eventually enter a collective conscious and go into a dreamless sleep, only to be awakened by those who attempt to awaken the Firstborn. Although the team initially accepts this and try to say their final goodbyes to each other, Delgado decides that Antadurunnu is bullshitting them, stating that all they've seen of their predecessors is them being stuck to combat hellish horrors for all eternity.
He states that they should just try and kill the Firstborn itself to end the cycle, proceeding to shoot Antadurunnu in the head. Ultimately, the choice you make doesn't actually matter on the cosmic scale since these same events will repeat themselves and some other hapless schmuck will eventually have to make the same choice that you did.