The more I've watched Bannerfall, the more I've started to notice something.
Which is that I think the Red Kingdom has actually been losing the war for a WHILE now. Like "this is the most equal the 2 kingdoms have been in a while" type losing.
#1- The Blue Kingdom has the ability to be picky. There's at least 2 different characters who were rejected from the Blue Kingdom, and this has happened both before and after the most recent battle. I DOUBT the Blue Kingdom would be turning down people willing to fight for their cause if they thought that they were at risk of losing.
Meanwhile, anything ANYONE has said about the Red Kingdom is that they are willing to let in anybody who's willing to fight Blue. If Blue's even slightly annoyed you- you're in- welcome to the kingdom! This kind of gives the impression that the Red Kingdom is in much more need of extra hands than the Blue Kingdom is.
#2- The Blue Kingdom also has more people generally, or at least more survivors of the recent conflict. There are at least 4 people in the Blue Kingdom who have lived there a majority of their lives, and more who are implied to have been residents for at least a little while (a few months/years).
Meanwhile, the Red Kingdom is a collection of travelers and outcasts. Martyn, Cherri, Apo, and Cam are all new to the Red Kingdom. Kitty has been there for a few weeks/months, arriving just before the battle (which she completely avoided.) Katie may have been in the Red Kingdom longer, but reminder, she's FROM THE BLUE KINGDOM ORIGINALLY.
That means that the only 2 people who are actually from the Red Kingdom are Sausage and Bek. And the center of Bek's story is that she MISSED the big battle and feels very guilty about that.
It seems HIGHLY likely that there were only 1-2 survivors of the battle that took place in the Red Kingdom. Everyone else is dead. (And yes, Blue also faced a lot of causalities, but in a numbers game this small 4+ is a LOT more than A MAX OF 2. ESPECIALLY WHEN ONE OF THOSE POSSIBLE 2 WAS A DEFECT FROM THE OTHER KINGDOM)
#3- The Blue Kingdom has external resources. In the past, they've been able to send powerful people to 'take care of' deserters (see Kitty's backstory), send knights out for bounties (Nom+4C), and conscript mages from surrounding villages (Scott).
There's... nothing like this about the Red Kingdom. All of the people they've had join either just happened to show up there or have reason to not be in the Blue Kingdom instead.
#4- So, we've established that the Red Kingdom was almost fully wiped out during the recent battle, has no external resources, and has been needing extra hands for at least a little while now.
Now, I think this fact actually makes a lot of sense, lore wise. First of all, the Blue Kingdom has MUCH better natural fortifications than the Red Kingdom. (Mountain range, stone buildings, portcullis, etc.)
Why is it unbalanced like this? Well, fun fact; when the 2 Kingdom's were one, they used to be IN THE BLUE KINGDOM. The Red Kingdom were ALWAYS the ones who left. Their castle is in an open field; it's made of wood instead of stone. They're newer! And at a big disadvantage because of it.
#5 (Conclusion)- So as we can see, things are not as balanced as they have been presented. The Red Kingdom is pulling themselves back from the brink of oblivion. They brought their rival down an apparition of its former glory- but almost lost everything in that gamble. Now they have to quickly pick up the pieces to keep up the fight.
So then it's kind of funny-
That their only surviving mage is a necromancer,
And the new king they chose to rule is a healer.
No one has talked about the possibility that the two different kingdoms of blue and red will be like sort of inheritors of soluna going through an inheritance crisis. I mean we obviously have the princess, but we also have the king and a necromancer, and I think it's entirely possible that the factions that exist will probably be a kind of deciding who the new ruler is going to be. Be I mean I'm not 100% sure but I have this theory that basically that sausage is going to revive the king, the dead king of soluna and the red faction because I'm assuming sausages in the red faction are going to be team, the king should be in charge. So we got to revive him and figure out how to do that with magic and then it works out that cherry fire is part of the Red Kingdom in that way because she is team her dad should be in charge. Meanwhile the blue Kingdom is team the princess should be in charge and then it makes sense why Apo as part of the Blue Kingdom? Because she believes in the princess, also, I think that the colors for each faction will probably be green, white blue, and the red fraction will do red, orange, black based on the fact that we don't have obvious red and blue color variation that we have a lot of white, green, black and orange.
These are just transcript of the tutorials, for those who wanted a quick reference as to each class' traits/abilities.
The Knight (as taught by ZombieCleo)
So you want to be a knight huh? Well it ain't easy. We don't have the sneaky tricks or fancy spells of other classes. What we do, we do with our strategy and raw strength. We're the front line of the kingdom, if we fall, it falls. So you better listen up.
Now your job is simple. Just stand between the enemy and everybody else. So when the mages are waving their hands around mumbling nonsense, when the rogues are off doing... whatever it is that they do in the shadows... you'll be the one trading blows face to face. And that is where the real fight happens.
Your first lesson, parrying. When you're holding a sword with nothing in your off hand, you can attempt to parry. Just block like you would with a shield. You'll have a split second window where if someone swings at you, you'll deflect their blade and leave them wide open. They can't attack, they can't defend, so riposte with a strike of your own if your parry was successful. Timing is everything though, you miss that window and well, you'll be as defenseless as a jester in the stockades.
If you want to turtle up, forgo parrying with a shield. But you know that that slab of wood can do more than just defend. If you jump while blocking, you'll bash forward. Slam right into them. There's nothing fancy about it, just physics and willpower, and it gets the job done. Here, take this shield and give it a try.
You'll find any blockhead can swing a sword or spear around, but only a knight can deal proper damage with one. You have the training to make your hits count, so don't get weak in the knees just cause a mage is pointing a stick at you.
You'll notice something when you strap on a suit of iron or diamond. Mages and rogues, they slow right down under all that weight. Can barely move. But you? You've trained for this. Heavy armor feels like a second skin. While they're stumbling around, you'll be moving just fine.
Iron swords, diamond pickaxes, the art of smithing, that's a knight's job. We're the only ones who know how to craft proper weapons and tools from iron and diamond. The kingdom depends on us for it's arms and industry. Don't take that responsibility lightly.
See that anvil over there? That's yours. Only yours. Mages can't use it. Rogues can't use it. Meaning your kingdom is relying on you to repair and name its gear, Remember, a knight with a broken sword is nothing more than target practice.
What's more knightly than some good ol' fashioned mounted combat? And only we can do it. Sure the mages and rogues can ride the horses, but they can't deal a lick of damage while they're in the saddle. Charge in, strike them down, ride out before they know what hit em.
I can tell you've got the spark of something unique in you, rookie, what ability will you be using in the battlefield?
Remember. No magic. No tricks. Just steel, strength, and the will to stand your ground. Now get out there and hold that line.
The Mage (as taught by impulsesv)
Ah, a new student of the arcane. Excellent. While the knights swing their crude weapons and the rogues skulk about in darkness, we shape reality itself. You see magic is not a gift. It is a discipline. Master it, and you will wield power beyond their comprehension. Fail to respect it, and it will consume you.
Many see mages as the supporters of the kingdom, but we are much more than that, you see we are the lynch pin. Protect yourself wisely, protect your concentration, and unleash devastation when the moment is right.
Each night when the stars align, you may visit your kingdom's orb to commune with the arcane. There you will select which spells to prepare for the next coming day. You can choose up to four, and choose wisely; for your choices will be locked in until the next nightfall. And you will receive a spellbook containing your selections. Guard it well.
Magic is divided into schools. Each with its own philosophy, and its own strengths. You may dip into the spells of any school, but you will master in only one.
Mastery grants you an edge. Spells of your chosen school become easier to cast and recover faster. A master of fire will always outpace a generalist when flames are called for. But specialization sacrifices flexibility. Consider carefully what kind of mage you wish to become.
Casting is not as simple as pointing and wishing. When you invoke a spell, you must complete a sequence. Enter this sequence correctly, in order, and quickly. The more complex the spell, the longer the sequence. Fail the sequence, and the spell will fizzle out.
Succeed, and your spell is primed. You then have but a few seconds to release it. Left-click with your spell book to unleash what you have prepared. If it is a touch spell, left click on your target. To cast a spell on yourself, just look downwards and left click.
Some spells require sustained focus. For instance: Flight, Invisibility, Mage Armor. These are all concentration spells. You may only maintain one at a time. Though while concentrating, you are vulnerable. Take damage and there is a chance your focus shatters. If the spell ends, so too does its effects. If you must cast another concentration spell, the first will break.
As a mage, many will turn to you to do the impossible. To brew potions, to enchant weapons and armor. These are privileges that only mages hold. Knights can't even fathom them. Rogues lack the patience. So help your fellow citizens, and conquer your enemies.
Do not let pride blind you. We have weaknesses. Heavy armor is gonna slow you down to a crawl, and what we possess in mastery of elements we lack in swordplay. You cannot cast from horseback, so dismount before any attempt of magic. And forget about smithing with an anvil. That is a knight's work. We shape reality, not metal.
Study. Practice. Respect the craft. Magic is not a shortcut. It is a lifetime of dedication. But for those who walk this path, the rewards are beyond measure. Now go, and achieve the impossible.
The Rogue (as taught by GoodTimesWithScar)
Oh oh oh, look at what we have here! A new associate. Welcome, welcome. While the knights are busy crashing around in their tin cans, and the mages are waving their magical hands, we get all the real fun. Sneaking, climbing, borrowing things, it's quite a wonderful life really. Come come, let me show you: the tricks.
So here's the thing, standing in front of people and getting hit? Not very fun, and quite painful I'm told. Much better to take the scenic route. Slip through a window, have a look around, maybe pocket a souvenir, and report back to your kingdom. That is your job, nay, your pleasure, as the rogue.
We possess many skills, but we can't master in all of them. Use this command to open your rogue menu, and allocate your limited points to what type of rogue you want to be.
When you crouch somewhere nice and dark, you simply... disappear. The darker the corner, the easier it is. But, if you get hit, hit someone, or remain hidden for too long, your invisibility will wear off. The more points you put into this skill, the longer you can stay hidden, and in lighter areas too.
Walls, yes, WALLS, are a rogue's best friend. Crouch in the air while touching one, hold a direction, uncrouch, and off you go. Each point in this skill gives you an extra wall jump before you have to reset.
Is stealing bad? Only if you get caught. Walk up to someone, and right click them to give their inventory a peruse. If you're feeling brave, you can lift something before they notice. Stackable goods like blocks and food are easier to pinch. Unstackable things like weapons and named items are a little more riskier. Get caught, and they'll know exactly who tried to rob them. Put more points into pickpocketing and your fingers will get a lot stickier.
When words fail, there's always the knife. Get behind your target and land a critical hit by jumping. They'll take a nasty dose of poison on top of the damage. More points in backstabbing means more poison. A skilled rogue can drop someone before they even turn around.
When in enemy territory, knights and mages can barely swing a pickaxe. Mining fatigue hits them hard. But you? Nothing. You're a rogue, you dig just fine. And the time it takes for you to place blocks is also much lower. Infiltration is what we do, but it doesn't mean you can swiss cheese the enemy's side without consequences. If you're going to break a block, make sure it counts.
What goes up must come down, but it doesn't mean it has to hurt. Just before you hit the ground, crouch and you'll mitigate all the damage you otherwise would have taken. It takes a bit of practice, but soon you'll be hopping off these cliffs for fun.
Now, try not to get too excited, being a rogue is fun after all, but there are things we cannot do. You're going to need to rely on knights to make your weapons, and mages to enchant them. Oh and, don't bother with iron armor, it'll slow you down, just stick to leather.
That is all there is to it. Have fun causing mischief, and try not to get caught too often. It's after all bad for our reputations.
Do not trust people like me.Ā I will take you toĀ museums, and parks, and monuments,Ā and kiss you in every beautifulĀ place, so that you canĀ never go back to themĀ without tasting meĀ like blood in your mouth.Ā I will destroy you in the mostĀ beautiful way possible.Ā And when I leaveĀ you will finally understand,Ā why storms are named after people
I was so flummoxed by this I had to learn more, so I took to Google, where I found this blog post by Dan Cardone, who was a grip on this film. Some highlights:
This was the first set I had been on that featured three directors, and hopefully the last. One director was there to primarily film the sex scenes, which he did effectively and economically. The other two directors handled what is called in porn-lingo āB-Rollā, i.e. everything non sexual. Which on this film was substantial. The plot for To The Last Man involves two ranches populated entirely by horny men who have random sex and feud over water, as they are in the middle of a crippling drought. Which is why we filmed in Arizona during thunderstorm seasonā¦
Itās amazing no one got killed, or seriously injured. There was horse riding, there were fight scenes of rocky escarpments, there were drownings. When the real guns and live ammunition came out for a scene I thought, āThatās it, Iām going back to the truckā.
Fortunately, one of the models was also a fully qualified nurse, so that saved money, time and also lives. Plus, he was sexy, so it was win/win.
All this talk and no one posts a link. God damn it, have to do everything myself around here! Hereās the promo page with previews and a purchase link from the actual Raging Stallions Studios website.
Looking for Hermitcraft fics? Hereās an ongoing list of my favourites, hope you find something you like :D
The Woods by InsaneWeasel: Mumbo Jumbo centric horror AU. Really cool worldbuilding, very well paced and just so, so unnerving! Words: 55360 Chapters: 8/?
The SunseekersĀ by MawoftheMagnetar: Part of a wider Eldritch! Keralis AU, this fic features the whole Hermitcraft cast, and is one of the most horrifying and engaging stories Iāve read! Have not been able to stop thinking about it for days. Words: 39032 Chapters: 22/?
Poison the Well by HighAsAFlyingFish: Grian POV urban fantasy/murder mystery AU. Incredible worldbuilding, very few human hermits, and an intriguing storyline!Ā Words: 29837 Chapters: 9/?
the INCREDIBLE CASE of the BODY SWAPPING SERIAL KILLER by iamsolareflare and ThaineZane: A Fallen London AU, focused on Grian and Mumbo but including a lot of other hermits. A super cool and unusual universe for an AU, with the main plot centered on a murder mystery.Ā Words: 37873 Chapters: 26/26
The GRANDEST PERFORMANCE of OUR LIVES by Deadlybeautyblue and ThaneZaine: AĀ āwhat if it all went wrong?ā AU for the previous fic! Really interesting exploration of a darker story, but still with a happy ending.Ā Words: 23511 Chapters: 20/20
The 8th Bureau by sleepyrinas: A full Hermitcraft cast fic, taking place in a very haunted hotel. Three factions divided by clashing ideals find themselves locked in the 8th Bureau, which may be infested with ghosts and demons, but it also has scheduled arts and crafts activities!Ā Words: 22818 Chapters: 3/7
Au Clair de la Lune series by Hypno_Cat: Boatem during the Moon Big arc, aka sleep deprivation central! Really good hurt/comfort, love the characterisation and dynamics. 3 complete works.
Healing is a Four Letter Word also by Hypno_Cat: Watcher! Grian escapes and goes into hiding on the Hermitcraft server. Some hermits take notice of the new woodland cryptid, and, well, friendship!Ā Words: 20070 Chapters: 6/6
nothing bad ever happens at a haunted carnival by maybeans: Part of a wider Paranormal Investigators AU, where Etho, Grian, Mumbo and the resident ghost Bdubs investigate a haunted carnival. Spooky, fun, and definitely full of sound decision making.Ā Words: 14426 Chapters: 1/1
Horse Sense by RedWinterRoses: A very nice fic where TFC gives Mumbo some advice over cocoa. Unlikely duo, but Iām all here for it!Ā Words: 2853 Chapters: 1/1
This is Boatem (We Have a Dragon) also by RedWinterRoses: Dragon! Grian baby!! Featuring all of Boatem, itās unintentional shapeshifting fun with a bit of hurt/comfort.Ā Words: 2864 Chapters: 1/1
Good to Be Alive by doctortrekkie: One of my all time favourite Watcher! Grian fics, featuring Mumbo and Xisuma, and about the process of joining Hermitcraft. Love the characterisation!Ā Words: 5549 Chapters: 1/1
Phantom Prayer by ShadeSwift99: Do you want to see Mumbo completely losing it? Do you want to see him break, begging for the love of a god who canāt hear him? Read this fic! Itās a heartwrenching exploration of Mumboās state of mind as a Mooner in Season 8. Words: 1728 Chapters: 1/1Ā
EXPERIMENT 76844537: SUBJECT 47426 by HaloRocks1214: A really lovely fic, where Zedaph instructs Grian to get hugs from the other Hermits in the name of science! Words: 10904 Chapters: 1/1
Of Profanities and Love by yuukomi: Mumbo has a rough week, but the rest of Boatem is there to cheer him up. Love the characterisation of one Mr Jumbo in this, and itās overall just really nice!Ā Words: 7560 Chapters: 6/6
- More will be added later! Feel free to reblog/comment to promote your own fics or to recommend others! -