Bc.vc
Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Al.ly
Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
Fas.li
Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Dwindly
Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
Last but not the least you get payments on time within four days.Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Welcome To Savi Savi Nenapu
Naveen Chinthakaaya
Friday, March 29, 2019
The Ultimate List of The 18 Best URL Shortener Services
Legend Of The Golden Mask Game Free Download Full
legend of the golden mask game free download full
Sorting the abandoned attic of my grandfather, who was an explorer of treasures lost in the jungle of Latin America, what can I find? Search in the scene the list of objects that you see in the lower part of the screen; Throughout the game you will find pieces of an image and other mysterious objects, in addition to the ones you have to find. Advance level after level until you solve the final mystery! of legend of the golden mask.
GENRE: HIDDEN OBJECT GAME
SIZE: 378 MB
YEAR: 2015
SYSTEM REQUIREMENT
OS: Win Vista/XP/Windows 7/Win 8
Processor: 1.2 or better
MEMORY: 1 GB
DirectX: 8.0a
legend of the golden mask game free download
Food Game
Find the following food items in the kitchen! A game to practise food vocabulary (fruit, vegetables, drinks, meat, desserts...). Check out our Food and Drink Vocabulary List.
In-depth List Of All Driver Settings.
So, you've got the driver installed, and you want to know how to make the most of it. Let's go through the options one by one.
First up is the "sensitivity" variable. In povohat's readme for the driver, he writes, "if your intention is to replicate your existing QL mouse settings, set this value to your in-game sensitivity and continue to use this sensitivity value in-game." It technically multiplies the sensitivity into the driver before acceleration calculations happen, and then divides it out after the calculations are done. Simply put, keep sensitivity at 1 unless you are coming from Quake Live.
The "Acceleration" variable controls how quickly the mouse sensitivity will go up. Pretty straightforward - the closer to 0, the closer to "no accel/flat sensitivity." It's dependent on your mouse DPI and USB refresh rate, so keep that in mind when changing your hardware/mouse software around. Also note that the Pre-Scales and Post-Scales will change this too! There is an option in the GUI dropdown "Settings" menu that allows you to scale acceleration to maintain the same slope when changing post-scales and pre-scales. I highly recommend checking those options once you have an accel curve that you like.
"Sensitivity Cap" is the glorious variable that determines where acceleration stops kicking in. It's a multiplier of your base sensitivity (post-scale and pre-scale variables), so a cap of "2" means that accel will only double your sens from its slowest. If you want to maintain muscle memory for flicks, you'll want to scale the sensitivity cap with post-scales and pre-scales too (Settings dropdown in the GUI).
"Speed Cap" is a gimmick. I say this because I specifically asked povohat to add it :). If you've ever been in a game with a vehicle that limits you from turning too quickly, that's what the speed cap feels like. I asked for it to see if you could use it to get perfect turning rate circle jumps in Quake. It's really not that useful though.
"Offset" determines how long it will be until mouse acceleration starts to kicks in. You can effectively make the sensitivity flat (no accel) for a short period of time, then let the accel raise it up after that threshold is met. This is nice in theory, but I found that having an offset made it difficult to get used to small changes in the curve. I keep mine at 0, but if you have a curve with a non 0 value that you are happy with, that's quite fine.
"Power" determines the exponent of the curve. If you set it to 2 (the default), acceleration is linear. If you set it to 3, you have a parabola. Personally, I like linear accel, but I did try stuff like 2.5 for a while and enjoyed it. Similar to the offset, I found straying from the default made it harder to adjust to small changes to your accel curve, but there's nothing fundamentally wrong with using non standard values.
"Pre-Scale X"/"Pre-Scale Y" is a flat multiplier on top of everything (separated into horizontal and vertical mouse movements), but it occurs before the acceleration and offset calculations. Changing this has a tendency to change a few other things inconveniently... I recommend using the next values:
"Post-Scale X"/"Post-Scale Y" is what you will change to affect your starting sensitivity before the acceleration kicks in. It also impacts the other variables you will be changing, but not as dramatically as the Pre-Scales, and as seen above there are options to make the important variables scale with changes to your Post-Scale X value. The X value is for left/right, Y is for up/down. If you want to have your horizontal sensitivity the same as your vertical sensitivity, there is a check box under settings to lock Y to X.
"AngleSnapping" allows you to make mouse movements that are close to a right angle be snapped to a right angle - basically it lets you draw horizontal and vertical lines with your mouse easier. I haven't found much use of it in FPS games, so I keep mine at 0.
"Angle" is a rotation of the initial mouse movement before any other calculations are performed. It is there to correct for any oddly placed mouse sensors. If you move your mouse perfectly left/right on your mousepad and see that it isn't moving perfectly left/right on screen, you might want to tweak this value.
First up is the "sensitivity" variable. In povohat's readme for the driver, he writes, "if your intention is to replicate your existing QL mouse settings, set this value to your in-game sensitivity and continue to use this sensitivity value in-game." It technically multiplies the sensitivity into the driver before acceleration calculations happen, and then divides it out after the calculations are done. Simply put, keep sensitivity at 1 unless you are coming from Quake Live.
The "Acceleration" variable controls how quickly the mouse sensitivity will go up. Pretty straightforward - the closer to 0, the closer to "no accel/flat sensitivity." It's dependent on your mouse DPI and USB refresh rate, so keep that in mind when changing your hardware/mouse software around. Also note that the Pre-Scales and Post-Scales will change this too! There is an option in the GUI dropdown "Settings" menu that allows you to scale acceleration to maintain the same slope when changing post-scales and pre-scales. I highly recommend checking those options once you have an accel curve that you like.
"Sensitivity Cap" is the glorious variable that determines where acceleration stops kicking in. It's a multiplier of your base sensitivity (post-scale and pre-scale variables), so a cap of "2" means that accel will only double your sens from its slowest. If you want to maintain muscle memory for flicks, you'll want to scale the sensitivity cap with post-scales and pre-scales too (Settings dropdown in the GUI).
"Speed Cap" is a gimmick. I say this because I specifically asked povohat to add it :). If you've ever been in a game with a vehicle that limits you from turning too quickly, that's what the speed cap feels like. I asked for it to see if you could use it to get perfect turning rate circle jumps in Quake. It's really not that useful though.
"Offset" determines how long it will be until mouse acceleration starts to kicks in. You can effectively make the sensitivity flat (no accel) for a short period of time, then let the accel raise it up after that threshold is met. This is nice in theory, but I found that having an offset made it difficult to get used to small changes in the curve. I keep mine at 0, but if you have a curve with a non 0 value that you are happy with, that's quite fine.
"Power" determines the exponent of the curve. If you set it to 2 (the default), acceleration is linear. If you set it to 3, you have a parabola. Personally, I like linear accel, but I did try stuff like 2.5 for a while and enjoyed it. Similar to the offset, I found straying from the default made it harder to adjust to small changes to your accel curve, but there's nothing fundamentally wrong with using non standard values.
"Pre-Scale X"/"Pre-Scale Y" is a flat multiplier on top of everything (separated into horizontal and vertical mouse movements), but it occurs before the acceleration and offset calculations. Changing this has a tendency to change a few other things inconveniently... I recommend using the next values:
"Post-Scale X"/"Post-Scale Y" is what you will change to affect your starting sensitivity before the acceleration kicks in. It also impacts the other variables you will be changing, but not as dramatically as the Pre-Scales, and as seen above there are options to make the important variables scale with changes to your Post-Scale X value. The X value is for left/right, Y is for up/down. If you want to have your horizontal sensitivity the same as your vertical sensitivity, there is a check box under settings to lock Y to X.
"AngleSnapping" allows you to make mouse movements that are close to a right angle be snapped to a right angle - basically it lets you draw horizontal and vertical lines with your mouse easier. I haven't found much use of it in FPS games, so I keep mine at 0.
"Angle" is a rotation of the initial mouse movement before any other calculations are performed. It is there to correct for any oddly placed mouse sensors. If you move your mouse perfectly left/right on your mousepad and see that it isn't moving perfectly left/right on screen, you might want to tweak this value.
Some Christmas Themed Monsters
The Court of the North Pole are a fairy court inhabiting the upper reaches of the arctic circle. Dormant beneath the ice for most of the year, they awaken on the night of the winter solstice and ride out in a wild hunt, to punish sinners and reward the virtuous.
All of the Court of the North Pole possess the following qualities:
The encounters are suitable for mid-level parties, level 4 to 8 perhaps.
Elves of the North Pole (the lesser fae)
Child-sized creatures whose bodies and faces nonetheless seem elderly. Sharp of mind, with cunning, dexterous fingers. Like all elves, they show little regard for civilised needs, living in a state of wild innocence among the snow-drifts and ice floes. Here, they can dedicate themselves to their arts - they favour brewing, the construction of clever toys, and elaborate confectionery - and throng around the noble fae of the court.
HP 4, HD 1, AC as leather, Attack with tools (+1, d6), saves as Elf 1.
Twice per day (after sunset), can cast Animate Objects on any Toy, Artwork or Food/drink they made with their own hands.
Once per day (after sunset), can cast Sleep.
Can perform mundane work supernaturally fast; a task such as lock-picking, mending equipment etc that would normally take them a turn takes them only a round, and other tasks are similarly accelerated.
The Yule Lads (lesser fae of the court).
A gang of thirteen less wholesome elves. Where most such elves concern themselves with making confectionary and toys, these thirteen delight in mayhem and theft, creeping out to torment those whose homes are vulnerable in the mid-winter.
Their mother, Grýla, is an old she-troll dwelling in the mountains around the north pole. She is known to make stew from the bodies of wicked children, a feast all the court enjoy.
HP 4, HD 1, AC as leather, Attack with tools (+1, d6), saves as Elf 1.
Twice per day (after sunset), can cast Invisibility on any object they're touching.
Can enter any residence by creeping under doors, down chimneys, through pipes etc so long as all within are asleep. No locks, defences or magical wards will keep them out, although this ability fails should anybody within remain awake.
Reindeer (fairy steeds of the North Pole's wild hunt)
Enormous arctic deer, shaggy-coated and with large branching antlers reminiscent of crowns. Intelligent, capable of speech. Wild in temperament, taking delight in storms, reckless chases and dangerous hunts (as prey or hunter). Often serve as mounts for other fairies of the court, or draw their chariots.
HP 7, HD 2, AC as leather, Attack with antlers (+2, d6), saves as Elf 2.
Can cast Flight at will, on themselves or a fairy of the court touching them.
At will - so long as they are not observed by any non-fairy - can teleport from anywhere within a blizzard or storm-cloud to anywhere else in the world experiencing similar weather. Any fairies of the court that see them do so can follow with them.
Knights of the North Pole
There are 6 knights in service of the court:
When midwinter comes, the knights set out to hunt sinners. Their methods vary. Some beat them to within an inch of their life, some slice their bellies open, and some spirit them away never to return. Those whose sins are mild might escape with only a beating and a symbolic gift of a stone, coal or bundle of sticks. The truly wicked likely perish.
Lesser knights encountered include Klaubauf, Bartel, Pelzebock, Befana, Pelznickel, Belzeniggl, Schmutzli, Rumpelklas, Bellzebub, Hans Muff, Drapp, Buzebergt. Each takes a similar appearance; a ragged or bestial figure, often horned and dressed in furs or robes. They serve as squires and heralds to the six main knights, and should one fail or perish a squire will step up to take their place.
HP 15, HD 5, AC as leather, Attack with whip (+7, d6 or 2d6), saves as Elf 5.
Can cast Detect Sin at will (as Detect Evil, but rather than an objective measure it detects those who've transgressed against local standards and expectations). Their whips do 2d6 damage to those they know to be sinners, or d6 otherwise.
Once per night, they may cast Sleep, Silence, Darkness and Create Snowstorm.
Jack Frost (eldest of the court)
Jack Frost is the first of the court, older than humanity, older - he claims - than warm-blooded life. A fairy spirit of ice and darkness. His body a mass of interlocking ice crystals, all edges and spikes.
He cares little for the court's work of punishing sinners and rewarding the virtuous. To him, all that matters is that he spread the frost and snow that is his main delight. To him, humanity - and indeed the modern fairies - are but interlopers in a world that is at its heart cold and cruel and beautiful.
HP 7, HD 7, AC as plate, Attack twice with claws (+7, d4), saves as Dwarf 7.
Merely being in his presence is uncomfortably cold. 1 damage each round, you get a Save vs Paralysis to avoid it if you're wrapped in thick winter clothes.
Can create blizzards at will, and perfectly control any cold weather, snow etc.
Triple damage from fire.
Can animate snow into crude lumpy Snowmen (7 HP, 2 HD, AC as Leather, bludgeon +2, d6, Save as Dwarf 2, triple damage from fire.).
Saint Nicholas (confessor to the court)
Taking the appearance of a frail man in a red monk's habit and hood, carrying a large sack over one shoulder.
A christian saint, who long ago abandoned humanity and mortality, taking up a sort of eternal half-life among the fairies of the arctic. He accompanies the court, absolving the fairies of the sins they commit against those they punish (and rest assured, the fairies sin; they cruelly murder those they deem wicked, and have little restraint, engaging in theft, arson, lechery and drunkenness when the fancy takes them). For his own part, the old saint accompanies them on their hunts and rewarding the few whose virtue is sufficient for the fairies to spare them.
It has been, at this point, several hundred years since Saint Nicholas turned his back on humanity. Why he abandoned mankind and his reward in Heaven is unclear.
HP 21, HD 7, AC as leather, Attack with whip (+7, d6 or 2d6), saves as Cleric 7.
(lesser knights have only 3 HD, 9 HP and other stats appropriately).
Can cast Detect Sin at will (as Detect Evil, but rather than an objective measure it detects those who've transgressed against local standards and expectations). His whip does do 2d6 damage to those he knows to be sinners, or d6 otherwise.
Saint Nicholas and those who accompany him count as holy and magical, and completely bypass any damage resistance or immunity possessed by supernatural beings.
At will, can cast Cure Wounds, Create Food & Water, Purify Food & Water, Cure Disease and Break Curse.
Papa Noël (king of the court of the north pole)
Papa Noël appears much like his six knights; an old man, in long fur robes, with a wild beard. Sometimes his appearance includes antlers, sometimes his face is hidden below a red hood. Where he travels, a blizzard follows in his wake. He travels in a chariot drawn by reindeer, and hunts out those of notable virtue or vice to receive appropriate rewards.
Many peasants leave out offerings of food and alcohol on the night of the solstice, that Papa Noël will stay his hand. Sometimes, this even works.
HP 30, HD 10, AC as leather, Attack with whip (+5, d6 or 2d6), saves as Elf 10.
(lesser knights have only 3 HD, 9 HP and other stats appropriately).
Can cast Detect Sin at will (as Detect Evil, but rather than an objective measure it detects those who've transgressed against local standards and expectations). His whip does do 2d6 damage to those he knows to be sinners, or d6 otherwise.
Can enter any residence by creeping under doors, down chimneys, through pipes etc so long as all within are asleep. No locks, defences or magical wards will keep them out, although this ability fails should anybody within remain awake.
Can cast Time Stop at will, affecting all those within a single residence so long as everybody present is asleep.
Encounters with the Court of the North Pole
The Wild Hunt of the North Pole is only encountered as random encounters, in the month around midwinter. Whenever a random encounter is rolled, roll an additional d6, and on a 6e instead the Wild Hunt is encountered.
The first encounter with the Wild Hunt does not involve any of the fairies in person. Instead, a blizzard brews up, with enough snow in the air to reduce visibility to a few yards. Even underground, the PCs will find themselves trudging through snow-drifts and noticing frost forming on surfaces.
For as long as the blizzard lasts (until sunrise) any subsequent encounters roll on the following chart instead of what you'd normally use:
All of the Court of the North Pole possess the following qualities:
- As fairies they take double damage from iron weapons and cannot use iron themselves, preferring equipment made of tin or brass.
- They can see in starlight as if it were broad daylight.
- They are immune to any damage or effect that relies on cold or ice; even blizzards, walls of ice etc etc have no effect on them.
- Other weaknesses or vulnerabilities of elves/fairies in your system & setting apply to them.
The encounters are suitable for mid-level parties, level 4 to 8 perhaps.
Elves of the North Pole (the lesser fae)
Child-sized creatures whose bodies and faces nonetheless seem elderly. Sharp of mind, with cunning, dexterous fingers. Like all elves, they show little regard for civilised needs, living in a state of wild innocence among the snow-drifts and ice floes. Here, they can dedicate themselves to their arts - they favour brewing, the construction of clever toys, and elaborate confectionery - and throng around the noble fae of the court.
HP 4, HD 1, AC as leather, Attack with tools (+1, d6), saves as Elf 1.
Twice per day (after sunset), can cast Animate Objects on any Toy, Artwork or Food/drink they made with their own hands.
Once per day (after sunset), can cast Sleep.
Can perform mundane work supernaturally fast; a task such as lock-picking, mending equipment etc that would normally take them a turn takes them only a round, and other tasks are similarly accelerated.
The Yule Lads (lesser fae of the court).
A gang of thirteen less wholesome elves. Where most such elves concern themselves with making confectionary and toys, these thirteen delight in mayhem and theft, creeping out to torment those whose homes are vulnerable in the mid-winter.
Their mother, Grýla, is an old she-troll dwelling in the mountains around the north pole. She is known to make stew from the bodies of wicked children, a feast all the court enjoy.
HP 4, HD 1, AC as leather, Attack with tools (+1, d6), saves as Elf 1.
Twice per day (after sunset), can cast Invisibility on any object they're touching.
Can enter any residence by creeping under doors, down chimneys, through pipes etc so long as all within are asleep. No locks, defences or magical wards will keep them out, although this ability fails should anybody within remain awake.
Reindeer (fairy steeds of the North Pole's wild hunt)
Enormous arctic deer, shaggy-coated and with large branching antlers reminiscent of crowns. Intelligent, capable of speech. Wild in temperament, taking delight in storms, reckless chases and dangerous hunts (as prey or hunter). Often serve as mounts for other fairies of the court, or draw their chariots.
HP 7, HD 2, AC as leather, Attack with antlers (+2, d6), saves as Elf 2.
Can cast Flight at will, on themselves or a fairy of the court touching them.
At will - so long as they are not observed by any non-fairy - can teleport from anywhere within a blizzard or storm-cloud to anywhere else in the world experiencing similar weather. Any fairies of the court that see them do so can follow with them.
Knights of the North Pole
There are 6 knights in service of the court:
- Belsnickel, a ragged, masked man in a fur coat (varyingly his own hide or crude clothing) with a long, prehensile tongue.
- The Badalisc, a wide-mouthed bestial creature, with a furry hide, small horns and red eyes.
- Knecht Ruprecht, a limping man in tattered robes with a huge wild beard.
- The Krampus, a figure with claws, goat-like horns, a monstrous face complete with long fangs, and a beast-like furry skin, who carries a knife to slit open the guts of those who sin.
- Perchta, an ugly old woman with a single large swan's leg in place of human legs, horns, and sharp teeth.
- Père Fouettard, a man in dark robes, with wild straggly hair and beard, carrying a whip and with a basket upon his back to carry away sinners.
When midwinter comes, the knights set out to hunt sinners. Their methods vary. Some beat them to within an inch of their life, some slice their bellies open, and some spirit them away never to return. Those whose sins are mild might escape with only a beating and a symbolic gift of a stone, coal or bundle of sticks. The truly wicked likely perish.
Lesser knights encountered include Klaubauf, Bartel, Pelzebock, Befana, Pelznickel, Belzeniggl, Schmutzli, Rumpelklas, Bellzebub, Hans Muff, Drapp, Buzebergt. Each takes a similar appearance; a ragged or bestial figure, often horned and dressed in furs or robes. They serve as squires and heralds to the six main knights, and should one fail or perish a squire will step up to take their place.
HP 15, HD 5, AC as leather, Attack with whip (+7, d6 or 2d6), saves as Elf 5.
Can cast Detect Sin at will (as Detect Evil, but rather than an objective measure it detects those who've transgressed against local standards and expectations). Their whips do 2d6 damage to those they know to be sinners, or d6 otherwise.
Once per night, they may cast Sleep, Silence, Darkness and Create Snowstorm.
Jack Frost (eldest of the court)
Jack Frost is the first of the court, older than humanity, older - he claims - than warm-blooded life. A fairy spirit of ice and darkness. His body a mass of interlocking ice crystals, all edges and spikes.
He cares little for the court's work of punishing sinners and rewarding the virtuous. To him, all that matters is that he spread the frost and snow that is his main delight. To him, humanity - and indeed the modern fairies - are but interlopers in a world that is at its heart cold and cruel and beautiful.
HP 7, HD 7, AC as plate, Attack twice with claws (+7, d4), saves as Dwarf 7.
Merely being in his presence is uncomfortably cold. 1 damage each round, you get a Save vs Paralysis to avoid it if you're wrapped in thick winter clothes.
Can create blizzards at will, and perfectly control any cold weather, snow etc.
Triple damage from fire.
Can animate snow into crude lumpy Snowmen (7 HP, 2 HD, AC as Leather, bludgeon +2, d6, Save as Dwarf 2, triple damage from fire.).
Saint Nicholas (confessor to the court)
Taking the appearance of a frail man in a red monk's habit and hood, carrying a large sack over one shoulder.
A christian saint, who long ago abandoned humanity and mortality, taking up a sort of eternal half-life among the fairies of the arctic. He accompanies the court, absolving the fairies of the sins they commit against those they punish (and rest assured, the fairies sin; they cruelly murder those they deem wicked, and have little restraint, engaging in theft, arson, lechery and drunkenness when the fancy takes them). For his own part, the old saint accompanies them on their hunts and rewarding the few whose virtue is sufficient for the fairies to spare them.
It has been, at this point, several hundred years since Saint Nicholas turned his back on humanity. Why he abandoned mankind and his reward in Heaven is unclear.
HP 21, HD 7, AC as leather, Attack with whip (+7, d6 or 2d6), saves as Cleric 7.
(lesser knights have only 3 HD, 9 HP and other stats appropriately).
Can cast Detect Sin at will (as Detect Evil, but rather than an objective measure it detects those who've transgressed against local standards and expectations). His whip does do 2d6 damage to those he knows to be sinners, or d6 otherwise.
Saint Nicholas and those who accompany him count as holy and magical, and completely bypass any damage resistance or immunity possessed by supernatural beings.
At will, can cast Cure Wounds, Create Food & Water, Purify Food & Water, Cure Disease and Break Curse.
Papa Noël (king of the court of the north pole)
Papa Noël appears much like his six knights; an old man, in long fur robes, with a wild beard. Sometimes his appearance includes antlers, sometimes his face is hidden below a red hood. Where he travels, a blizzard follows in his wake. He travels in a chariot drawn by reindeer, and hunts out those of notable virtue or vice to receive appropriate rewards.
Many peasants leave out offerings of food and alcohol on the night of the solstice, that Papa Noël will stay his hand. Sometimes, this even works.
HP 30, HD 10, AC as leather, Attack with whip (+5, d6 or 2d6), saves as Elf 10.
(lesser knights have only 3 HD, 9 HP and other stats appropriately).
Can cast Detect Sin at will (as Detect Evil, but rather than an objective measure it detects those who've transgressed against local standards and expectations). His whip does do 2d6 damage to those he knows to be sinners, or d6 otherwise.
Can enter any residence by creeping under doors, down chimneys, through pipes etc so long as all within are asleep. No locks, defences or magical wards will keep them out, although this ability fails should anybody within remain awake.
Can cast Time Stop at will, affecting all those within a single residence so long as everybody present is asleep.
Encounters with the Court of the North Pole
The Wild Hunt of the North Pole is only encountered as random encounters, in the month around midwinter. Whenever a random encounter is rolled, roll an additional d6, and on a 6e instead the Wild Hunt is encountered.
The first encounter with the Wild Hunt does not involve any of the fairies in person. Instead, a blizzard brews up, with enough snow in the air to reduce visibility to a few yards. Even underground, the PCs will find themselves trudging through snow-drifts and noticing frost forming on surfaces.
For as long as the blizzard lasts (until sunrise) any subsequent encounters roll on the following chart instead of what you'd normally use:
- 2d6 Elves of the North Pole.
- d6 Elves, each riding a Reindeer.
- 2d6+1 Yule Lads.
- A lone Knight.
- A Knight, accompanied by 1-2 lesser knights and d6+1 Elves.
- Jack Frost, and d6 Reindeer.
- Jack Frost and d6 Snowmen.
- All six Knights.
- Saint Nicholas, and a 50% chance of d6+1 Elves.
- Saint Nicholas, a Knight, and d6+1 Elves. All riding a Reindeer.
- Papa Noël, Six Reindeer, and a 50% chance each of a single Knight and Saint Nicholas.
- The full court: Papa Noël, Saint Nicholas, Jack Frost, all six Knights, all twelve lesser knights, all thirteen Yule Lads, 3d6 reindeer and 3d6 elves.If this shows up, your PCs should just flee or pray.
Your PCs are almost certainly Sinners according to the court (violence, tomb-robbing, failure to say their prayers, lack of respect for their social superiors, not taking care of their parents, etc etc. Inventing suitable fairytale sins for them shouldn't be too hard): those with the ability to Detect Sin will use it early and often, loudly proclaiming the sins of those they survey and setting about them with whips. This is a good excuse to reveal the secret crimes any PCs might be hiding, or for that matter those of any nearby NPCs (learning that a trusted NPC is actually a cultist of Shub Niggurath when Santa turns up and attacks him with a whip is always good for a laugh).
The court arrives suddenly, out of the snow or around the next corner. All (except Jack Frost and Saint Nicholas) are probably uproariously drunk, possibly encountered swigging from a bottle of brandy or brandishing a leg of duck. As far as they're concerned, this is a wonderful game, and the PCs shouldn't sin if they don't want to be punished by gleeful partying murder elves.
The court arrives suddenly, out of the snow or around the next corner. All (except Jack Frost and Saint Nicholas) are probably uproariously drunk, possibly encountered swigging from a bottle of brandy or brandishing a leg of duck. As far as they're concerned, this is a wonderful game, and the PCs shouldn't sin if they don't want to be punished by gleeful partying murder elves.
If your PCs (or at least one or two of them) are actually genuinely good people, they get a pass from the mayhem.The Knights, Saint Nicholas and Papa Noël all carry sacks. The truly virtuous can ask them for a magic item or other treasure as reward, and 50% of the time they recieve it from said sack. If their requested treasure isn't there, then they either get something close (a magic sword rather than their specific magic weapon of choice) or else just booze and chocolate.
Remember to ham it up when playing these loonies. Say HO HO HO a lot, ask if they've been good. That said, this isn't cosy and jolly per se: your PCs are trapped in a storm being hunted by mad fairies obsessed with sin and carrying big whips. Insanity, excess and the brutal winter are all elements here.
Go have fun with it.
Remember to ham it up when playing these loonies. Say HO HO HO a lot, ask if they've been good. That said, this isn't cosy and jolly per se: your PCs are trapped in a storm being hunted by mad fairies obsessed with sin and carrying big whips. Insanity, excess and the brutal winter are all elements here.
Go have fun with it.
Political Relationships
In most political theories and ideologies, there is a preposterous oversimplification about what kinds of political relationships are desirable, common, or even possible. Given the irreduceable complexity of society, any summary of real-world political relationships is by necessity going to be greatly oversimplified, but most such movements neglect even very broad and common kinds of political relationships. So herein, based on my extensive study of the legal relationships between political players that have existed in a very wide variety of polities, is a classification scheme:
Let's define a "polity" as any entity with some coercive powers. Polities can range in scale from the United Nations to the jail cell at the back of your local shopping mall. By studying polities over many years, and borrowing from previous work on law and political science, I have identified three basic kinds of legal relationships between polities. The basic legal structure, or constitution, of a polity can also be characterized by how much and in what ways it is composed of each kind of relationship. The three basic kinds of political relationships are:
(1) Delegation: This includes any kind of delegation from a principal to an agent. The principal authorizes the agent to act for him, e.g. by making a contract or treaty with a third party to which the principal will be bound. A principal can be a boss, a contractee, or voter; the corresponding agents being employee, contractor, or representative. We can characterize principal/agent relationships by representation distance, with each extreme common:
(A) at a very short representation distance is the master/servant (in modern parlance, employer/employee) relationship. The master gives orders to the servant who is delegated to carry them out and closely supervised. A military dictatorship, for example the Roman Empire, is or was dominated by commander-subordinate relationships. In such a system, to paraphrase the legal code compiled for the Emperor Justinian, the emperor's will is law.
(B) at the other extreme, an extremely long representation distance, is the relationship between millions of voters and the representatives they vote for in most modern governments. Voters do not give orders, but rather are treated as having delegated most their coercive powers to their representatives. Representatives in modern governments usually further delegate political and legal power to unelected bureaucracies themselves dominated by type A (boss/employee) relationships.
(2) Subsidiarity: for example the relationship in the United States between counties and states, or between the states and the federal government. Often these combine supremacy clauses (when in conflict the law of the encompassing jurisdiction trumps that of its subsidiaries) with typically enumerated powers (the subject matters of the encompassing power is typically limited relative to that of the subsidiary). We can characterize subsidiarity relationships by how much and what kinds of coercive power can be exercised by the encompassing jurisdiction.
In medieval England, the subject matter of the encompassing jurisdiction was very small, the Crown essentially having jurisdiction only regarding procedural laws for interactions between subsidiarity jurisdictions (which like the encompassing Crown were held as property by individuals or corporations), as well as some war-making powers. Substantive law was almost entirely in the hands of the encompassed jurisdictions, including the specialized merchant courts as peers enforced an international standard of business law, the lex mercatoria.
By contrast in the modern U.S., the substantive legal jurisdiction of the encompassing power has become vast in scope. Nevertheless one can still find many examples of fine-grained subsidiarity, down to "stand your ground" laws, citizen's arrest, and those shopping mall jail cells.
In property law (which once was also procedural law and essential to defining political relationships), the landlord/tenant relationship is a subsidiarity relationship. The landlord is generally not the master of the tenant, and cannot issue the tenant arbitrary commands, but rather their relationship is governed on both sides by the constraints imposed by the tenancy.
(3) Peer-to-peer: these include any agreements made between polities where neither is a subsidiary of the other, or a standard law arrived at in parallel, either through parallel development of precedent (as in the lex mercatoria and many other bodies of law) or codification of a standard law (e.g. the Uniform Commercial Code, which is not federal or national law, but a standard set of laws separately enacted by 50 separate jurisdictions, the states of the United States, as peers). Peer-to-peer relationships most commonly involve maintaining distinct sets of laws adapted to local conditions along with agreements or mutually evolved practices for resolving conflicts of laws. Conflict-of-laws law itself was primarily developed through parallel development of judicial precedent, through courts respecting each other in order to maintain their reputations for enforcing the rule of law. On a larger scale wars and treaties between nations are peer-to-peer relationships. In medieval Italy, a wide variety city-states that were often at war with each other nevertheless also developed through this process most of the body of modern conflict-of-laws law.
Since political theory developed in universities out of the study of Roman imperial law, it has been dominated by imputing to polities only one of the above kinds of relationships -- namely master/servant or commander/subordinate relationships, or at best delegation in general. This is especially apparent in the quixotic search for a "locus of sovereignty", a search that typically amounts to conspiracy theory in search of a hidden commander-of-all when in fact far more sophisticated combinations of the above kinds of relationships are at play.
For further reading:
Conflict-of-laws law
Substantive vs. procedural law
Jurisdiction as property (subsidiarity and peer-to-peer relationships via property law)
Representation distance
Liberty of house (common law origins of stand-your-ground laws)
Let's define a "polity" as any entity with some coercive powers. Polities can range in scale from the United Nations to the jail cell at the back of your local shopping mall. By studying polities over many years, and borrowing from previous work on law and political science, I have identified three basic kinds of legal relationships between polities. The basic legal structure, or constitution, of a polity can also be characterized by how much and in what ways it is composed of each kind of relationship. The three basic kinds of political relationships are:
(1) Delegation: This includes any kind of delegation from a principal to an agent. The principal authorizes the agent to act for him, e.g. by making a contract or treaty with a third party to which the principal will be bound. A principal can be a boss, a contractee, or voter; the corresponding agents being employee, contractor, or representative. We can characterize principal/agent relationships by representation distance, with each extreme common:
(A) at a very short representation distance is the master/servant (in modern parlance, employer/employee) relationship. The master gives orders to the servant who is delegated to carry them out and closely supervised. A military dictatorship, for example the Roman Empire, is or was dominated by commander-subordinate relationships. In such a system, to paraphrase the legal code compiled for the Emperor Justinian, the emperor's will is law.
(B) at the other extreme, an extremely long representation distance, is the relationship between millions of voters and the representatives they vote for in most modern governments. Voters do not give orders, but rather are treated as having delegated most their coercive powers to their representatives. Representatives in modern governments usually further delegate political and legal power to unelected bureaucracies themselves dominated by type A (boss/employee) relationships.
(2) Subsidiarity: for example the relationship in the United States between counties and states, or between the states and the federal government. Often these combine supremacy clauses (when in conflict the law of the encompassing jurisdiction trumps that of its subsidiaries) with typically enumerated powers (the subject matters of the encompassing power is typically limited relative to that of the subsidiary). We can characterize subsidiarity relationships by how much and what kinds of coercive power can be exercised by the encompassing jurisdiction.
In medieval England, the subject matter of the encompassing jurisdiction was very small, the Crown essentially having jurisdiction only regarding procedural laws for interactions between subsidiarity jurisdictions (which like the encompassing Crown were held as property by individuals or corporations), as well as some war-making powers. Substantive law was almost entirely in the hands of the encompassed jurisdictions, including the specialized merchant courts as peers enforced an international standard of business law, the lex mercatoria.
By contrast in the modern U.S., the substantive legal jurisdiction of the encompassing power has become vast in scope. Nevertheless one can still find many examples of fine-grained subsidiarity, down to "stand your ground" laws, citizen's arrest, and those shopping mall jail cells.
In property law (which once was also procedural law and essential to defining political relationships), the landlord/tenant relationship is a subsidiarity relationship. The landlord is generally not the master of the tenant, and cannot issue the tenant arbitrary commands, but rather their relationship is governed on both sides by the constraints imposed by the tenancy.
(3) Peer-to-peer: these include any agreements made between polities where neither is a subsidiary of the other, or a standard law arrived at in parallel, either through parallel development of precedent (as in the lex mercatoria and many other bodies of law) or codification of a standard law (e.g. the Uniform Commercial Code, which is not federal or national law, but a standard set of laws separately enacted by 50 separate jurisdictions, the states of the United States, as peers). Peer-to-peer relationships most commonly involve maintaining distinct sets of laws adapted to local conditions along with agreements or mutually evolved practices for resolving conflicts of laws. Conflict-of-laws law itself was primarily developed through parallel development of judicial precedent, through courts respecting each other in order to maintain their reputations for enforcing the rule of law. On a larger scale wars and treaties between nations are peer-to-peer relationships. In medieval Italy, a wide variety city-states that were often at war with each other nevertheless also developed through this process most of the body of modern conflict-of-laws law.
Since political theory developed in universities out of the study of Roman imperial law, it has been dominated by imputing to polities only one of the above kinds of relationships -- namely master/servant or commander/subordinate relationships, or at best delegation in general. This is especially apparent in the quixotic search for a "locus of sovereignty", a search that typically amounts to conspiracy theory in search of a hidden commander-of-all when in fact far more sophisticated combinations of the above kinds of relationships are at play.
For further reading:
Conflict-of-laws law
Substantive vs. procedural law
Jurisdiction as property (subsidiarity and peer-to-peer relationships via property law)
Representation distance
Liberty of house (common law origins of stand-your-ground laws)
Nibbles & Kiwi
The early days in Kanto were tough. I didn't have enough money to survive on my own for long. What little money I did have I spent on food, lodging and a meager collection of Pokéballs. Aside from my companion, Rascal, that's all I had. Even though I had a Pokédex on loan from Professor Oak, I was still a long way off from building the Sanctuary and filling it with Pokémon from all over the world. I remained in good spirits, but I had to make some tough financial decisions. I knew that Pokémon trainers dealt primarily in PokéDollars which were universally accepted, but in order to earn some I'd need to find other trainers interested in competitive battling for prize money. Losing was not an option, because the risk of losing money to another trainer would doom the entire adventure. Winning a competitive match certainly meant bolstering my team, so while I waited patiently for the Viridian Pokémon Gym to reopen its doors to the public, I set out to capture new companions.
Rascal was really thriving due to our training. He had grown much stronger from our first encounter in the fields beyond Pallet. His progress filled me with confidence. West of Viridian City in the foothills of the Indigo Plateau, we encountered an aggressive, little Nidoran. As absurd as it may seem, I think the Nidoran was weaker than Rascal when Professor Oak and I first caught him. He was puny and feeble, but he made up for it in sheer enthusiasm. I named that little fellow Nibbles and we began training as soon as he was rested. Nibbles was always eager to train and never shied from a challenge.
Now, I do recall the Pokédex made the distinction that Nibbles was male. I remember clearly because I pondered this several times throughout my journey in Kanto. Pokémon gender at the time was nothing more than hypothetical conjecture. There was no definitive study on the subject, and Professor Oak's Pokédex entry on the Nidoran species compiled by me and other contemporary Pallet Town trainers would spark a more conclusive investigation in the near future. I used the computer in the Viridian Pokémon Center to email Professor Oak several times about Nibble and the Pokédex entry. He requested I find a female variant of the species, but in all my searching of Kanto that year, I was never able to capture one. The closest I came to a female Nidoran was in trainer battles which collected a good amount of data, but unfortunately not as much as I'd be collecting on Pokémon directly in my care.
Training Nibbles was a lot of work. In those early days, he was pretty useless in a battle. We relied heavily on Rascal to teach him how to handle himself and get him ready for competitive battling in the future. Some days we were out in the south training against wild Rattata and Pidgey. On other days we made our way into the shadow of Indigo Plateau to the west and were fighting Rattata and other Nidoran. Eventually, Nibble's aggressive and enthusiastic nature paid off and he was able to protect me from all the wild Pokémon we encountered. He was ready, but unfortunately the gym was still closed. So we ventured to the north side of Viridian City for the first time to see what we could find, capture and study there.
On Route 2, Nibbles pinned down a Pidgey which I expertly captured. Kiwi was a welcome addition to the team. Kiwi was the strongest wild Pokémon we'd subdued so far, possibly stronger than both Rascal and Nibbles combined when I first met them. This made him a lot easier to train. He was able to steadily hold his own against wild Pokémon right away. The four of us continued to train around Viridian City until my two weeks worth of paid lodging expired. At that point, it was time to move on. There were no trainers to fight in Viridian City and I had given up on the gym reopening in time to rescue me from my financial crisis. I would have to take the team north through the forest to Pewter City and hope the competitive Pokémon scene was better.
I packed my meager supplies into my backpack and headed out the north gate. I would have been well on my way down Route 2 toward the Viridian Forest, except I had happened to overhear a conversation between two children. They noticed the Pokéballs holstered to my backpack and began excitedly chatting. They found it coincidental that I happened to be leaving just as a new trainer was arriving. I casually approached the children, trying to pretend I wasn't eavesdropping, but soon was crouched down beside them. With wide and eager eyes and perhaps a hint of desperation in my tone, I asked them where I could find this new trainer in town.
They began jumping up and down in excitement, asking if we were going to battle. Laughing, I told them it would be up to the other trainer, but I was hoping to challenge him. The next thing I remember, all three of us were rushing through the city streets toward Route 22. My heart was pumping at the thought of my first trainer battle. My finances were completely forgotten, too. My brain was a complete blur. The only thing I could think about was the challenge and the thrill. Despite building and training my team for two weeks, I really wasn't prepared for what we would find on the road to Indigo Plateau.
Current Team:
Attacks in Blue are recently learned.
Rascal was really thriving due to our training. He had grown much stronger from our first encounter in the fields beyond Pallet. His progress filled me with confidence. West of Viridian City in the foothills of the Indigo Plateau, we encountered an aggressive, little Nidoran. As absurd as it may seem, I think the Nidoran was weaker than Rascal when Professor Oak and I first caught him. He was puny and feeble, but he made up for it in sheer enthusiasm. I named that little fellow Nibbles and we began training as soon as he was rested. Nibbles was always eager to train and never shied from a challenge.
Now, I do recall the Pokédex made the distinction that Nibbles was male. I remember clearly because I pondered this several times throughout my journey in Kanto. Pokémon gender at the time was nothing more than hypothetical conjecture. There was no definitive study on the subject, and Professor Oak's Pokédex entry on the Nidoran species compiled by me and other contemporary Pallet Town trainers would spark a more conclusive investigation in the near future. I used the computer in the Viridian Pokémon Center to email Professor Oak several times about Nibble and the Pokédex entry. He requested I find a female variant of the species, but in all my searching of Kanto that year, I was never able to capture one. The closest I came to a female Nidoran was in trainer battles which collected a good amount of data, but unfortunately not as much as I'd be collecting on Pokémon directly in my care.
Training Nibbles was a lot of work. In those early days, he was pretty useless in a battle. We relied heavily on Rascal to teach him how to handle himself and get him ready for competitive battling in the future. Some days we were out in the south training against wild Rattata and Pidgey. On other days we made our way into the shadow of Indigo Plateau to the west and were fighting Rattata and other Nidoran. Eventually, Nibble's aggressive and enthusiastic nature paid off and he was able to protect me from all the wild Pokémon we encountered. He was ready, but unfortunately the gym was still closed. So we ventured to the north side of Viridian City for the first time to see what we could find, capture and study there.
On Route 2, Nibbles pinned down a Pidgey which I expertly captured. Kiwi was a welcome addition to the team. Kiwi was the strongest wild Pokémon we'd subdued so far, possibly stronger than both Rascal and Nibbles combined when I first met them. This made him a lot easier to train. He was able to steadily hold his own against wild Pokémon right away. The four of us continued to train around Viridian City until my two weeks worth of paid lodging expired. At that point, it was time to move on. There were no trainers to fight in Viridian City and I had given up on the gym reopening in time to rescue me from my financial crisis. I would have to take the team north through the forest to Pewter City and hope the competitive Pokémon scene was better.
I packed my meager supplies into my backpack and headed out the north gate. I would have been well on my way down Route 2 toward the Viridian Forest, except I had happened to overhear a conversation between two children. They noticed the Pokéballs holstered to my backpack and began excitedly chatting. They found it coincidental that I happened to be leaving just as a new trainer was arriving. I casually approached the children, trying to pretend I wasn't eavesdropping, but soon was crouched down beside them. With wide and eager eyes and perhaps a hint of desperation in my tone, I asked them where I could find this new trainer in town.
They began jumping up and down in excitement, asking if we were going to battle. Laughing, I told them it would be up to the other trainer, but I was hoping to challenge him. The next thing I remember, all three of us were rushing through the city streets toward Route 22. My heart was pumping at the thought of my first trainer battle. My finances were completely forgotten, too. My brain was a complete blur. The only thing I could think about was the challenge and the thrill. Despite building and training my team for two weeks, I really wasn't prepared for what we would find on the road to Indigo Plateau.
Current Team:
Attacks in Blue are recently learned.
Wednesday, March 27, 2019
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Fallout 4 (Bethesda, 2015)
Fallout 4 was released one year ago - and even if this wasn't the case it seems appropriate to talk about a video game that depicts the apocalyptic breakdown of America in the weeks surrounding the election of Donald Trump.
This game has eaten up more of my time than any other this generation and it's far from perfect, but like any other Bethesda RPG its difficult to put the controller down because there is always one more hideout to clear out, one more quest to complete, one more piece of armor to craft or one more secret to discover. So I thought I'd talk about the different reasons why I think Fallout 4 is S.P.E.C.I.A.L.
1. The Setting
This separates Fallout from other run of the mill works of post apocalyptic fiction - its futuristic yet retro universe injects 1950s post war culture into the year 2077. In this alternative reality, the world is utilising atomic energy to create advanced technology like domestic robots and micro computers. Of course, this all goes wrong when different powers begin to fight over the soon strained resources. The juxtaposition between the modern and the nostalgic gives the games a really distinct and unique feel, so you can walk around listening to Billie Holiday while shooting bandits with a high powered lazer gun.
White picket fences, the fear of the red menace and the conformity of society - where everyone's homes look identical is part of the series' criticism of the American Dream. Everyone has a television, fridge and robot butler during peacetime. It's an interesting parallel, that many Americans during the 1950s were scared of appearing anything other than normal for fear of prosecution over communist sympathizing. Even in a world ravaged by nuclear war there is still witch hunts over suspected individuals known as 'Synths' - robotic humanoids that look and act like normal beings but are being hunted down because of the fear that they are going to replace humans. This similarity may have been completely unintentional, but it's hard not to be reminded of Invasion of the Body Snatchers (Sigel, 1956), a film famously seen as an allegory for the Cold War era, where inhabitants of a small town are replaced by emotionless imposers.
Remnants of the world before the bombs dropped still remain, and do a great job of telling a story without words - the consumerist society of the 50s and 60s Mad Men era is clear to see. Advertising posters and other merchandise for Nuka Cola, the game's fictional soft drink are littered all around - so much so that in the post apocalyptic world the new currency is now the caps from these bottles.
It takes a funny, deadpan approach to the issue of nuclear war too, with Protect and Survive style public service announcements acting as tutorials whilst the game is booting up - advising the commonwealth inhabitants how to survive in their new, post - apocalyptic world:
"Following total atomic annihilation the rebuilding of this great nation of us may fall to you"
Unlike Skyrim, the combat is very satisfying. Skyrim largely consisted of button mashing with your sword (with your eyes closed if you were fighting those giant spiders, in my case) and involved little to no skill, especially in comparison to other, more recent fantasy RPGs such as The Witcher 3 which implemented a dodge and roll button. However, in this, each gun feels different, distinct and you'll have to master and get used to the recoil of every one. Furthermore, you'll have to make every bullet count - it's no good just spraying bullets everywhere, because ammunition is extremely limited if you don't upgrade the appropriate luck perk, which adds a real sense of desperation to the combat. The V.A.T.S targeting system, which allows players to target specific limbs of their enemies now only slows down time, when in previous games it would freeze it completely, again this adds to the tension since you're no longer invincible when picking your targets.
Added to all of this, human enemy AI is very impressive. They'll take cover effectively even in derelict buildings where the infrastructure is demolished, and for the most part will practice self preservation by healing themselves after taking a few hits. You'll learn during gameplay that the superhuman enemies that you face all have different weaknesses, and the appropriate weapon will have to be used to ensure maximum effectiveness. Given the setting, you'll have to battle the effects of fallout, and when you enter a contaminated area your total health will drop, so you'll have to keep your eye your character's well being more than usual.
To be honest, much of it is pretty much a carbon copy of Fallout 3, and this has always been a criticism against Bethesda games. They found a formula that worked and are somewhat reluctant to deviate from it. There also an odd disconnect between the main storyline (a search for your missing son) and the story you make yourself (pissing about shooting super mutants and finding the best looking armour ) - because of course you're free to ignore main missions and shun your duties as a parent looking for their newborn. But is this not the case with every sandbox? I think if a massive game such as this had players who weren't getting distracted, that would be an an even bigger worry. It's just a testament to how fun Fallout 4 is to play that this happens, and although some have criticised it for rarely deviating from a game where you just shoot everything you see, there is actually a quite large amount of diversity in it. You may also find yourself voluntarily switching up your playing style depending on the companion that you have following you at any given time. For example, whilst one companion with admire you for acting in a reckless and remorseless way, another will hate you for it - and this makes you change your approach to many dialogue and combat options that are presented to you.
3. Crafting To be honest, much of it is pretty much a carbon copy of Fallout 3, and this has always been a criticism against Bethesda games. They found a formula that worked and are somewhat reluctant to deviate from it. There also an odd disconnect between the main storyline (a search for your missing son) and the story you make yourself (pissing about shooting super mutants and finding the best looking armour ) - because of course you're free to ignore main missions and shun your duties as a parent looking for their newborn. But is this not the case with every sandbox? I think if a massive game such as this had players who weren't getting distracted, that would be an an even bigger worry. It's just a testament to how fun Fallout 4 is to play that this happens, and although some have criticised it for rarely deviating from a game where you just shoot everything you see, there is actually a quite large amount of diversity in it. You may also find yourself voluntarily switching up your playing style depending on the companion that you have following you at any given time. For example, whilst one companion with admire you for acting in a reckless and remorseless way, another will hate you for it - and this makes you change your approach to many dialogue and combat options that are presented to you.
All those items lying around in Fallout 3 that you could pick up but do nothing with other than sell? They helped to immerse you in the world sure, because it meant that everything was interactive - but they achieved little more than this. Now literally everything you pick up, from duct tape to an old broken camera can be utilised and scrapped into materials for settlements, armour or guns.
After liberating a location such as a farm, you'll have to grow and maintain it, overseeing new settlers who are looking for a safe place to sleep and grow crops. This soon becomes a time consuming and addictive mini game in itself, building important facilities such as water purifiers, generators, beds and makeshift buildings is integral to getting your community to both grow and stay happy. Soon you'll have several different pieces of land on your map, and setting them up to trade supplies with each other will ensure that you'll have enough materials to grow and grow. Because you have to scavenge materials for these essential items through exploration, it doesn't feel like some unnecessary add on that is divorced from the rest of the game, but instead an integral part of it.
This scavenging also feeds into the weapon upgrading - pretty standard stuff. You can make rifles automatic, more powerful, stealthy and also increase the ammo capacity. And hey - if you can't be bothered with all of this and would rather use all the junk you've collected as a weapon, then Fallout 4 still has you covered:
4. Exploration
Soaking in the wold that Bethesda have created feeds you curiosity - it's impossible to simply get on with a given quest without straying off the beaten path to investigate an abandoned subway station or an old shack. Jim Sterling once said, in his review of Skyrim that playing a new Bethesda game is like preparing to die, because once that disk goes in the user may have well departed from this mortal world - these games steal so much time from you it could rightfully be considered "criminal". Likewise, Fallout 4 it quite literally impossible to complete, and completing every main, faction and side quest will take weeks... and this is if you choose to follow a linear path without getting distracted, which we all know is impossible. Yes, it's quite possible to have a tremendous amount of fun just through random encounters in the wasteland.
Occasionally you'll stumble across radio towers throughout the environment, and once you've activated it the player can receive various different transmissions. Some of these will be pre-recorded distress signals sent by stricken 'survivors' who are trapped in their basements or shelters and are desperate to make contact. What makes these encounters memorable is the human aspect, it may be a husband hoping in vain that the rest of his family may come across the signal, or a woman who got trapped in the safe of a jewelry store on the day that the bombs dropped - all of them are terrified and hoping to make contact with another friendly face. You're left to find these locations on your own, there is no map marker or compass - instead the player is left to find the location by the landmark clues given on the radio, or by determining the distance by paying attention to the strength of the signal. These moments were a nice surprise, and its much more satisfying to find encounters like this by chance rather than following a quest marker. Although you'll get a trunk full of loot at the end of it, the real treat is actually the road you take to find these bunkers, and the way they contribute to the world building with their well-told, self contain stories.
Like Skyrim these games are full of lore that is waiting to be discovered, environmental storytelling is great because it leaves the audience to fill in the gaps, so you can wonder in to the remains of a family home and imagine what happened to the inhabitants before the war. Besides this there are computer terminal entries and holotapes, and you'll be left to collect the breadcrumbs and piece together information if you want to find out the story behind it. All of this exploration is held together by an excellent ambient music score that's a real treat to listen to - my favourite track is here:
5. DLC
Bethesda aren't saints when it comes to DLC - we all remember the Oblivion horse armor fiasco. They're still slightly guilty of it this time around too - settlement building is giving them an excuse to give away somewhat lazy downloadable content in the form of simple town building items that seems greedy given the generosity of other developers like CD Project Red - who have been putting out armor, hairstyles, missions and new game modes entirely for their customers, free of charge.
Nonetheless, Bethesda have been doing the odd free bit of DLC with items such as furniture, but since release I've been enjoying the two biggest expansion packs - Far Harbor and Nuka World. Both of these give players new, large areas to explore along with plenty of new missions that are dictated by the player. Far Harbour, for instance sees the player character investigating the case of a missing girl on an gloomy, foggy island where several factions are battling against each other - the aforementioned synths, the local townspeople and a group of deranged cultists known as the Children of Atom. Each one of these factions has their own starkly contrasting beliefs, with more and more intrigue revealed as you begin to gain the trust of each one, when you'll ultimately have to decide whether to reach a peaceful and diplomatic solution or a destructive one. This expansion was a chance for Bethesda to make the charisma perk more effective than it was in the main game - enabling you to make important decisions by talking with other NPC's rather than simply setting guns ablaze - and although like i've mentioned the combat is great fun, this still a welcome change.
Nuka World is by far the most colorful DLC, and since it's set in a theme part it's certainly the most creative in terms of its environment. Those players that are sick of being the good guy all the time now have the chance to take their anger out on those innocent settlers. You can choose to take up allegiance with one of the three gangs that have taken hold over Nuka World - an amusement park based on the popular drink, or you can simply kill everyone and free the locals that have been taken captive. If you choose the former, the commonwealth will become your playground as you become the leader of your chosen gang, pushing out settlers from their land and taking it over as your own. But the real star of the show is the theme park itself - split up into sections including a Galactic Zone, Kiddie Kingdom, Safari Adventure, a Nuka Cola bottling plant and a wild west shanty town. It may not be a particularly groundbreaking setting, Left 4 Dead had a theme park map yet it didn't have as many distinct areas. Story-wise it doesn't have as much going on for it as Far Harbour - it's simply about clearing out areas of enemies and choosing your allegiance to a particular raider gang, but despite this I still had great fun with it.
Introducing AdSense Auto Ads
Finding the time to create great content for your users is an essential part of growing your publishing business. Today we are introducing AdSense Auto ads, a powerful new way to place ads on your site. Auto ads use machine learning to make smart placement and monetization decisions on your behalf, saving you time. Place one piece of code just once to all of your pages, and let Google take care of the rest.
Some of the benefits of Auto ads include:
How do Auto ads work?
Auto ads will now start working for you by analyzing your pages, finding potential ad placements, and showing new ads when they're likely to perform well and provide a good user experience.
And if you want to have different formats on different pages you can use the new Advanced URL settings feature (e.g. you can choose to place In-feed ads on exampleurl.com/games but not on exampleurl.com/sports).
Getting started with AdSense Auto ads
Auto ads can work equally well on new sites and on those already showing ads.
Have you manually placed ads on your page? There's no need to remove them if you don't want to. Auto ads will take into account all existing Google ads on your pages.
Already using Anchor or Vignette ads? Auto ads include Anchor and Vignette ads and many more additional formats such as Text and display, In-feed, and Matched content. Note that all users that used Page-level ads are automatically migrated over to Auto ads without any need to add code to their pages again.
To get started with AdSense Auto ads:
We'd love to hear what you think about Auto ads in the comments section below this post.
Posted by:
Tom Long, AdSense Engineering Manager
Violetta Kalathaki, AdSense Product Manager
Some of the benefits of Auto ads include:
- Optimization: Using machine learning, Auto ads show ads only when they are likely to perform well and provide a good user experience.
- Revenue opportunities: Auto ads will identify any available ad space and place new ads there, potentially increasing your revenue.
- Easy to use: With Auto ads you only need to place the ad code on your pages once. When you're ready to use new features and ad formats, simply turn them on and off with the flick of a switch -- there's no need to change the code again.
How do Auto ads work?
Select the ad formats you want to show on your pages by switching them on with a simple toggle
Place the Auto ads code on your pages
Auto ads will now start working for you by analyzing your pages, finding potential ad placements, and showing new ads when they're likely to perform well and provide a good user experience.
And if you want to have different formats on different pages you can use the new Advanced URL settings feature (e.g. you can choose to place In-feed ads on exampleurl.com/games but not on exampleurl.com/sports).
Getting started with AdSense Auto ads
Auto ads can work equally well on new sites and on those already showing ads.
Have you manually placed ads on your page? There's no need to remove them if you don't want to. Auto ads will take into account all existing Google ads on your pages.
Already using Anchor or Vignette ads? Auto ads include Anchor and Vignette ads and many more additional formats such as Text and display, In-feed, and Matched content. Note that all users that used Page-level ads are automatically migrated over to Auto ads without any need to add code to their pages again.
To get started with AdSense Auto ads:
- Sign in to your AdSense account.
- In the left navigation panel, visit My ads and select Get Started.
- On the "Choose your global settings" page, select the ad formats that you'd like to show and click Save.
- On the next page, click Copy code.
- Paste the ad code between the < head > and </ head > tags of each page where you want to show Auto ads.
- Auto ads will start to appear on your pages in about 10-20 minutes.
We'd love to hear what you think about Auto ads in the comments section below this post.
Posted by:
Tom Long, AdSense Engineering Manager
Violetta Kalathaki, AdSense Product Manager
Surfmonkey, Final Fantasy Tcg, Pokemon Tcg, And Buddyfight!!
Pokemon Mania continues in our household as many games of the TCG and TCG Online are happening.
SurfMonkey and I got together for the monthly game session. This time I conned...convinced him into getting into a fast-paced and cool Bushiroad game called Future Card Buddyfight. The game with the dumb name and great gameplay. We also broke out the Final Fantasy TCG. Expect to see more of those games in the future.
SurfMonkey and his Son of SurfMonkey will be over Saturday for a playdate. Expect an update. Until then, shuffle the cards and chuck the dice.
Sunday, March 24, 2019
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