Pharos Fidelis: A Postcomp Journal

The sequel to Radiance Inviolate: A Postfestival Journal.

Pharos Fidelis on itch.
Pharos Fidelis on IFDB.

Beware the principle of semantic dilution.

This “author” of such tiresome trinkets as “postmodern fantasy-horror gay demon melodrama,” and now, this “postcomp journal,” ignored this wisdom.

And look what it got him—exactly as much and as little as he deserved.

⚞L. Raekard

This is a thread intended for people who, for whatever reason, want to read a lot of my thoughts about mostly frivolous things. It’s especially intended for people who already read Pharos Fidelis and want to know even more about it and an odd selection of tangential topics.

Feel free to read some, all, or none of the sections. There are a ton of postmortems out already, that you could read instead of this. But even if you pass this one by, it will still be here later if you or I want to come back to it. I wanted to capture and share as much of what I was thinking about as possible, in many facets, and put it here to be accessed for a long time. A kind of ostentatious stamp upon the moment.

This thread serves a secondary purpose as well. Since there was not a dedicated thread for this entry during the event itself I would—a bit selfishly, I know—invite anyone who resonated with Pharos Fidelis or this postcomp journal, but didn’t want to write a big review or whatever, to share any lingering thoughts they want to here for posterity. No pressure, but consider: it would be pretty cool.

Now, onto Skyrim.

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Part 1 of 3: Originary Fragmentslag

As I previously discussed in my postfestival journal for Radiance Inviolate, I have a bunch of ideas for “atmospheric gay demon short fiction” floating around in my head at any given time. It has been one of my dreams to eventually write enough of these to form a collection.

Over the last year and change, interactive fiction has become the primary vehicle for that. I’ve finished more IF projects than anything else, really, so the medium is making my dream feel weirdly achievable.

The sections in this post detail a selection of the core fragments of ideas I had and influences that piled up into Pharos Fidelis, in roughly descending order of relevance.

Ascended (?) Skyrim Fanfiction

This work has a lot of contributing influences. Bizarrely, the most prominent influence is The Elder Scrolls V: Skyrim (2011). I played Skyrim, had a lot of thoughts about it, and came up with an idea for a fanfic. But I never wrote it, until suddenly it had its moment, and its elements got swept up into Pharos Fidelis. I’m surprised that of my “atmospheric gay demon fiction” ideas, the Skyrim fanfic one ended up becoming a 14th place IF Comp entry. Sure, why not.

I know that Skyrim is like, a gaming cultural monument, but nonetheless, I guess I should explain what it is? The Elder Scrolls V: Skyrim is an open-world fantasy RPG by Bethesda. Unlike Morrowind, the only other one in the series I’m familiar with, which feels a lot more distinctive, Skyrim is a pretty straightforward pastiche of fantasy tropes with vaguely Norse aesthetics glossed over it. On one hand, the game presents itself as gritty, realistic, and epic, promising violent duels with dragons and murky moral choices. On the other hand, the game’s notorious glitchiness, unserious and repetitive dialogue, and thoroughly broken combat mechanics transform it quite often into camp. I think it is much more remembered for its wackiness than any of its dramatic beats.

The game world of Skyrim has many strange implications if you spend time thinking about them, a process that the game half-encourages. Sometimes, the player is presented with decisions that are at least posing as moral questions, and the game draws your attention to this. Are you going to choose to be evil, power-hungry, and violent for no reason whatsoever, or try to be a good person? It clearly wants to register as having something to say about morality. Yet, at the same time, it does not wish for you to linger on these thoughts during combat. The game is all too happy to label people anonymously as “bandits” or “forsworn” who will relentlessly attack the player, thereby justifying their slaughter in an RPG-protagonist-power-fantasy-centered morality.

In this vein, the game clearly wants you to do the Dark Brotherhood questline (requiring you to become an assassin and kill random people because a mummy said so), while at the same wanting you to be the ultimate hero of the narrative. To be clear, I absolutely agree that you should do the Dark Brotherhood questline. And the Thieves’ Guild, too. Why else are we even here? And of course you should collect the Daedric artifacts. There’s an achievement for it. I don’t recommend investigating the dragon rumor at the Western Watchtower, though; if you do that quest, it bricks your save file.

This kind of moral compartmentalization is in no way unique to Skyrim whatsoever, but what I’m getting at is that, when you notice and pick at this effect, it results in some (to me) fascinating ways of analyzing the experience of playing it.

One of the schools of magic you can pursue in Skyrim is “conjuration,” a skill that allows you to summon progressively stronger entities from Oblivion (a hell-like dimension) to fight on your behalf for a certain duration of time.

On my most recent playthrough a few years ago, I decided to make this branch of magic my focus. At higher levels, you can eventually summon a “dremora lord,” a tall and kind of grumpy demon guy who will shout the same 4-5 aggressive phrases in combat as he tears down whatever random hostile NPCs you come across in your travels. You can eventually summon two of these guys at once, causing the word “lord” to lose a lot of meaning. What are they lording over, exactly, that there are hundreds if not thousands of completely interchangeable tall and grumpy demon guys wandering around in the void somewhere? Do they each have a little parcel of Oblivion that they get to have their own personal dominion over? Can I visit?

As I played this conjuration class type, I started to think a little too much about it. Like, what’s the vibe here really? Are we chill? Are we friends? After a dremora lord shouts “There you are, weakling!” at a mudcrab or hapless wolf for the fifth time or so, it starts to sound sarcastic to my ear. Is he joking? Am I in on the joke?

The answer seems to be no, not really. Due to my class focus I encountered a somewhat obscure quest called the Conjuration Ritual Spell, which takes place at the College of Winterhold. The conjuration specialist (Phinis) instructs you to summon an unbound (rather than bound) dremora lord. You are required to summon and kill the dremora lord a few times before he will agree under duress to steal a sigil stone from Oblivion for you.

The dialogue during these exchanges (when you summon the unbound dremora) are revealing (quoted from the UESP wiki):

Unbound Dremora: You dare bring me here? You will be punished.

Player: You will do as I say!
Unbound Dremora: I serve no mortal!

or

Player: I summoned you. I control you now.
Unbound Dremora: You control nothing, mortal!

[the player kills him and summons him again]

Unbound Dremora: I am not your plaything, worm!

Player: Are you ready to submit?
Unbound Dremora: Never!

or

Player: Admit that I control you.
Unbound Dremora: I’ll tear out your heart first!

[the player kills him and summons him a third time]

Unbound Dremora: I am not yours to toy with!

Player: Do you submit, or do I need to banish you again?
Unbound Dremora: I… I submit. What is your bidding, master. [sic]

or

Player: I can do this all day.
Unbound Dremora: No, I… I submit. No more. What is your bidding?

Player: Bring me a Sigil Stone. Now.
Unbound Dremora: Yes, my lord. Summon me again, and I shall have your stone.

Throughout the game, Skyrim and its lore work very hard to convince you that dremora are flatly evil. This doesn’t just apply to dremora, by the way. The treatment of enemies like bandits or forsworn are similarly dehumanizing most of the time. It’s oil that greases the gameplay along, so you can proceed from one combat event to another. Empathy would be grit in the works.

I am really not trying to be a damp rag here, by the way. This is not a moral condemnation of Skyrim or something; it’s part of the fiction. But I suffer from a case of “evil gay DemonApologist brain” which will introduce a certain level of melodrama into my gaming experience from time to time, and I like to lean into it because it makes things more interesting for me. It’s not clear that Skyrim should have (or ever would have) treated its world in a more empathetic or internally consistent way. That would be a fundamentally different game.

But this quest is really interesting. Dremora, whom the world’s characters constantly call “it” and you are repeatedly assured would tear you to pieces if given the chance, whose hearts are a potion/crafting ingredient, are revealed to be disconcertingly human here. The nameless unbound dremora has enough sentience and emotion to be prideful and fearful toward his abuser—the player. This says a lot about what conjuration spells represent in-universe, and the kind of person the player’s character has to be in order to be able to cast those spells without a second thought.

This quest really stuck with me more than anything else in the game plot-wise, and so I had an idea for a Skyrim fanfic following the following sequence of questions/premises:

  • What if the dremora aren’t ontologically evil, and their toxic negative relationship with mortals has some kind of historical and cultural roots that could be interrogated?
  • What if, instead of roleplaying the power fantasy of abusing a powerful demon and making him do what you want, you could roleplay as a character who objects to the structure of conjuration spells entirely and tries to rewrite magic to make summoning as consensual as possible?
  • What if that dremora, when invited rather than forced to appear, thinks that the opportunity to spend time wandering around Skyrim with the player is probably better than the daily grind of Oblivion?
  • What if you find the hot springs in Eastmarch and have some very interesting interactions there, the kind that might get you geoblocked in the UK?
  • What if you eventually fall in love?
  • What if the daedric prince Mehrunes Dagon is furious that you have “stolen” one of his laborers—sorry, lords—and tries to claw him back, and you have to make a deal with the perennially amusing daedric prince of drunken revelry Sanguine to get out of trouble?
  • What if you show up at the Temple of Mara a little bit drunk with your arm around your dremora lord fiancé and ask them to bless your marriage?
  • What if the Vigilants of Stendarr catch wind of this nonsense and try to assassinate you because of what your unholy union represents, and then you have to enter a fraught alliance with some of the vampires from the Dawnguard DLC?

Now that’s a DemonApologist version of Skyrim if ever there was going to be one. It’s very silly, but also kind of fun and dramatic, which I feel is a good place for a fanfic idea to land. It also has almost nothing to do with Skyrim, really.

But the truth is, there is almost no chance I ever would’ve gotten around to writing a Skyrim fanfic. Though, in hindsight, maybe I should have? I unironically think that would’ve gotten more readers and engagement than Pharos Fidelis has so far. Let me know in the replies if I should just ditch interactive fiction altogether and churn out Skyrim fanfics instead. I promise that I will pretend to want to read the fanwikis for accurate lore. If you insist.

Anyway, I shouldn’t have to spell out all the resonances between what I described above and Pharos Fidelis. While almost all of the Skyrim-specific elements got ditched, you can still see them hanging out here. There’s a magical college fortress (Cairnveld vs. Winterhold), a shady summoning expert (Luminary Raekard vs. Phinis), and even a healing expert (Luminary Jethel vs. Colette). Remember Colette? She’s the one who insists, “Restoration is a perfectly valid school of magic!” Colette did nothing wrong.

There’s probably a bunch of other things I subconsciously lifted from Skyrim that I didn’t even notice or remember. Oh well. Go find them, if that’s fun for you!

Astronomy Picture of the Day

On occasion, I like to look at the Astronomy Picture of the Day. Since it’s run by NASA, as of the time of writing, the most recent APOD is from October 1st, 2025, owing to the ongoing U.S. federal government shutdown. (If you are wondering why the U.S. Federal government is in shutdown, you might want to look into “Fascism - On Topic” for more information.)

Anyway, on December 28th, 2019, the Astronomy Picture of the Day was this photograph taken by Elias Chasiotis of a partial solar eclipse happening at sunrise, colloquially called a “devil horns” eclipse because of the shape created by the crimson bits of the sun still visible.

As someone who likes both demons and astronomy photos, I naturally found this image very inspiring. Total solar eclipses get the most publicity, because of how iconic, weird, rare, and cool they are. And I mean, fair enough. But there are a lot of interesting things that happen like this in partial eclipses as well.

Later, in May 2024, when I was looking to expand my roster of demon OCs for that year’s ArtFight event, I remembered this photo, and designed the character Vosaphar around the theme of “solar distortion demon.” For a little bit of context, ArtFight is an annual art trading event taking place in July where you can sign up to have your original characters drawn/depicted, and do that in turn for others.

I’m not the strongest artist in a technical sense, since I haven’t had much training and haven’t prioritized developing it as a skill in a serious way. I feel vulnerable sharing art. But even if I feel a bit disappointed in my artistry, I still took ArtFight as an invitation to try designing /developing new characters that are specific and visually interesting. I wanted anyone interested in drawing Vosaphar to get a sense for who he was, so I wrote up a few paragraphs of lore explaining what kind of story he might appear in.

In this lore outline, generations had failed to complete a lighthouse, and everyone eventually gave up on building it, except one last sorcerer who was still convinced he could get it to work. It was kind of like, the Hearst Castle of lighthouses, a monument to ostentatious failure, and The Tower in a major arcana tarot sense.

The last sorcerer decided to summon a demon from a cold, dark backwater of the hells—Vosaphar—and bound him by contract to steal a drop of sunlight to power the lighthouse’s lens. Given this Promethean conscription, Vosaphar was obligated to make the theft, and used the cover of an eclipse—when the sun and its guardians are most distracted by the moon—to make the attempt.

The stolen sunlight caused the lens to undergo a supercritical meltdown and shattering, killing the summoner and lodging lens fragments in Vosaphar’s body. An agent of the sun—in this version, I imagined the sunspot as a terrifying and slightly lovecraftian solar paladin who had broken off from the collective consciousness singularity of the sun and wielded a nasty spear—tracked down where he washed ashore. She was going to smite him, but he begged to be spared in light of the contract the sorcerer bound to him without his consent. In light of this, she stayed her hand, but nonetheless cursed him with the powers of solar distortion: fata morgana, mirages, green flashes, and so on.

Ever since, Vosaphar became a kind of cryptid for seafarers, drifting the seas near the unfinished lighthouse. Pirates would occasionally find him and take him aboard, coveting the powers of illusion Vosaphar now commanded. Eventually, though, Vosaphar’s distortive influence would instigate enough paranoia that he would be set adrift again and start the cycle anew. Maybe he would eventually connect with a friendly crew member and find his way out of it through the power of being gay and horny and consenting, a state known in some fell circles as “love”.

Really, that was it. Just some paragraphs of random lore that I threw together in 45 minutes or whatever. Not to diminish it, I think there were good ideas in there. But the important thing is, I had some characters, and a setting, and some plot events all based on a random astronomy photo. He ended up being one of the more popular demons in my ArtFight crew—and who can blame them, uwu—and that was that.

When I came across the IF community later that summer/fall, and did my IFComp 2024 responses to learn more about the genre, I started thinking about what project I would want to write for EctoComp 2024. I decided I wanted to write Vosaphar’s story. But I had a moment of revelation. I realized that I could combine the interesting elements from my Skyrim fanfic idea into Vosaphar’s ArtFight lore to create a third, maybe better thing: Pharos Fidelis.

Alfred Schnittke Visits the Dreg Heap

Alfred Schnittke is a late Russian composer of classical music. One of his best known compositions is Concerto Grosso No. 1 (1977).

This is a fascinating—if challenging—piece of music to listen to. I’m not going to pretend I absolutely love it, or love all of it. In particular, I find the fourth movement (“Cadenza”) almost unlistenable, and I usually skip it to get to the good parts (the “Toccata,” “Rondo,” and “Postludio”). How heretical, I know.

Concerto Grosso No. 1 is, essentially, a postmodern reinterpretation of a Baroque form. The instrumentation for this piece includes two solo violins, a small string orchestra, a prepared piano (this means that chunks of metal are put inside the piano on its strings to cause it to sound distorted and haunted), and a harpsichord. If you’re unfamiliar, a harpsichord is a baroque instrument that to me is a kind of proto-piano. It sounds a bit percussive and out of tune and can’t sustain notes well. (Musicologists/music historians, do not interact about this description. Especially do not interact about “equal temperament” or “just intonation” and how what I’m calling “out of tune” is actually more in tune than a modern piano because of the “pythagorean commas,” whatever those are, I’m so tired, please, let me rest.)

What Schnittke asks this ensemble to perform is, to my ears, what the history of Western classical music would sound like if you set it on the hot pavement on a sweltering day until it all melts together into slag.

If you try listening to one part of this piece, definitely listen to the fifth movement (“Rondo”). I’ll provide it here, in fact, like I did in the private author’s forum.

What you’ll hear at first is a somewhat traditional baroque volley between the violin soloists before it gets progressively weirder and more dissonant. At around 2:26 in the linked performance, the contrapuntal melody fades to make way for a bizarre tango led by the harpsichord, and the violins are just like, “Sure, we can do that now, I guess?” The tango folds into the pastiche, getting ever louder, and more dissonant and unpleasant, until finally arriving at an amazingly satisfying unified dramatic climactic melody (at 5:56) that shatters its own arrival at a cadence by cutting off (at around 6:11) to make way for the prepared piano to bang out its version of the lullaby from the opening of the piece.

When first listening to Concerto Grosso No. 1, my original opinion was that it was kind of incoherent, but despite that, there was still something intriguing about it. I kept listening to it again and again. Some kind of weird brain alchemy happens when you do this with dissonant classical music. The repetition causes it to become familiar, and I started to feel more of the push and pull between tension and release, where the tension is the sections that sound bad (to be a bit blunt) and the release is the stuff that more resembles the kinds of approachable harmonies/melodies that my ear is more comfortable with. It’s both serious—avant-garde classical music—and deeply unserious.

I thought I was listening to fragmentation—random scattered shards with no association—but I realized that I was actually listening to slag—these pieces melted together and taking on qualities from each other to create a single seething mass. (UK residents, do not interact about any other meanings of the word “slag,” which are not being referred to here. According to OSA, you shouldn’t know about those anyway.)

I pair this Schnittke example with a closely related bit of inspiration. The Dreg Heap is a location in The Ringed City DLC for the game Dark Souls III (2016), and serves as the penultimate location of that trilogy. This is a unique location that really stood out to me when I first played the game a few years ago. It’s a place where time and space have distended, reality in the process of collapsing upon itself. It’s an unusually vertical region. You start at the top and travel down, falling through decontextualized (and now recontextualized) buildings and set pieces from the previous three games all jumbled together. The “dregs” being “heaped” are the sum of all the in-game societies’ yearnings to build something and have a legacy, and all of it is sloshed together in still-eerily-beautiful ruin.

Continuing this theme, the boss of this area is a pair of demons—the last two, supposedly, but not actually—who try fighting off the player. In the Dark Souls trilogy, “demons” are the result of a powerful sorcerer’s—the Witch of Izalith’s—failed attempt to create a duplicate copy of the first flame, the source of most of the power/energy in the game. This failed copy backfired, corrupting everything around it and melting it, and the living creatures nearby twisted together and transformed into demons. The presence of these last two demons in this environment resonates with the in-universe history of their creation. (Soulsborne fanwiki editors, do not interact about my from-memory explanations of lore that may or may not be accurate.)

Once the player has successfully killed one of these two demons, the other rushes to absorb the last of their power, becoming an amalgamation of all demons that came before it, until the player kills that one, too. If the Dreg Heap represents the world of Dark Souls turning the environments into slag, its boss represents turning all its already-corrupted demons into slag as well.

I wanted the structure of Pharos Fidelis to feel like shattermelting fragmentslag (kaemis, do not interact about subconsciously kaemian phrases like “shattermelting fragmentslag,” especially not at gunpoint). Shards of glass, melting together. A unified whole composed of a lot of arranged pieces with disparate tones and elements that nevertheless orient toward each other.

You might at this point be like, did you seriously spend your entire summer writing and designing a novella-length work of interactive fiction because you were weirded out by a throwaway obscure side-side-side-quest in Skyrim, and also like Russian classical music and Soulsborne games?

Well, yes. I guess I did. Under these conditions, wouldn’t you have done the same?

The Three Principles of Summoning

Now that the bigger stuff is out of the way, I can explain the origins of a few elements that are still relevant, but not as overarching as the last ones.

One of the first things the reader sees when they start Pharos Fidelis is a reminder—courtesy of Luminary Raekard—of the Three Principles of Summoning. As a reminder—courtesy of me, this time—these instructions for how to safely and effectively force a demon to do what you want them to are summarized for the in-universe characters as a kind of litany: (1) obey the principle of authoritarian primacy; (2) beware the principle of semantic dilution; (3) account for the principle of planar reversion.

The direct inspiration for these comes from the game Outer Wilds (2019), which I played a few years ago. This game is especially vulnerable to be ruined through spoilers, but it takes place in a cute and never melancholy miniature solar system and is a genre that I saw somewhere described as a “metroidbrainia,” the idea being that all the progression is knowledge-based, and once you know about something or an in-game physical rule, you can make advancements to open new possibilities for what to do.

One location in Outer Wilds is called the Quantum Moon, and has three “quantum rules” that the player must learn in order to navigate it successfully, that are memorialized as plaques once you get there. The game is fascinating and horrifying and sad, and this location is where I had some of my most emotional moments with it.

At any rate, I had the quantum rules turning about in my head over and over as I worked to understand them, and it stuck enough that I referenced their structure/litany here.

Return to Title

A key element of the Pharos Fidelis user interface is a link at the bottom center of most passages that says “Return to Title.” However, upon clicking these, the reader is shunted instead to a false copy of the title screen that replaces the menu items temporarily with a cryptic message based on the passage they departed from. This is an intensification of a mechanic that I used in Radiance Inviolate, now fully realized.

The “Return to Title” misdirect in Pharos Fidelis is inspired by the FromSoftware game Otogi: Myth of Demons (2002), one of my favorite weird games that no one seems to know about when I ask. (People who know about Otogi and/or its sequel, do not interact, but only because you are willfully neglecting your responsibility to instead be creating Crimson King x Raikoh shipping fanworks.)

In this action game, the player controls the undead warrior Raikoh like a puppet, while the Princess—an NPC not seen directly—provides eerie guidance in an echoey voiceover. The game takes place in standalone stages with a built-in time limit. If Raikoh runs out of magic—a constantly depleting resources which powers his actions that he must steal from demons to survive—he dies again, and the player fails that stage.

Between stages, or after failing a stage, you can go to a menu to check out the shop or stage select. But if you do, you might encounter the Princess, obscured as a hazy figure in the background. Every so often, if you try to use the menu, she will freeze the screen temporarily to deliver some cryptic dialogue before allowing you to continue with your tasks. I love this feature of the game because it brings the simultaneously supportive and oppressive princess closer to the edge of the fourth wall. Instead of simply being a voice narrating the self-contained stages, she haunts the player in interstitial spaces that are normally safe from this kind of intervention. And you, the player, might notice that you are more similar to her than Raikoh than you wish to be, since both of you are attempting to control his actions for him.

I wanted to create a version of this eerie menu screen effect in Pharos Fidelis, hoping to spook some of the more thorough and attentive readers who might try to “Return to Title” while hunting for endings, and further draw out the relationship between the unknown narrator and the Warden of the Calciferous Wastes with these strange little messages infesting the title menu.

I don’t know that I want the reader to feel fully comfortable with their exploration of the timeline, and searching for every permutation just for the sake of completionism. Maybe the Warden doesn’t care about tormenting the characters, and I can’t force the player to do anything, but I can at least ask, “Must / your tenure / devolve / into scum / salvation?”

The Title to Return to

I came up with the title, “Pharos Fidelis,” very early in the process, on October 1st, 2024. I was brainstorming names for the in-universe lighthouse.

I was reminded of the word “Pharos,” not out of some high-minded attempt to reference antiquity, but instead because I had recently been replaying Dark Souls II (2014). I think that’s now every part of the Dark Souls trilogy mentioned in this journal, and the fourth FromSoftware game.

That game features a prominent and iconic lighthouse at Heide’s Tower of Flame, and a later area called the Doors of Pharros [sic]. Oddly, these two areas are not directly connected to each other in the (strangely constructed) game world of Dark Souls II. But I made the connection between the lighthouse and “pharos” all the same.

The first (bad) name I came up with was Pharos of the Howling Seas, which feels very weird to read now that I’ve typed and read the words “Pharos Fidelis” thousands of times, but I quickly (within minutes) moved on to the title Pharos Fidelis.

I like it for a bunch of reasons. I really enjoy the novelty of the visually clashing Ph vs. F alliteration, the English language just crunching random Greek and Latin roots together as it does. The English language is slag.

The phrase “Pharos Fidelis” means, roughly, “faithful beacon,” which I thought in-universe would be a very sarcastic way for people to describe the lighthouse. Oh yeah, that faithful beacon, that’s under an endless cursed storm and covered with shipwrecks. I feel like people often have a dark sense of humor about this kind of thing in real life.

And another thing, something I really love doing when making up names in or for projects, is to try to invent words and phrases that don’t exist in Google searches yet. Now there’s like, nine Google results for “Pharos Fidelis” instead of zero. You love to see it.

Much later, toward the very end of the process in August, I realized a stunning coincidence. Vosaphar (named in May 2024, much earlier than this game), contains both syllables, “phar” and “os.” I wish I could say I named the game after him on purpose, but I think it was just a subconscious word/sound association from having all these syllables floating around in my head. Coincidentally, Why Pout? (2024) was the last IF Comp game on my review list, finished up just prior to coming up with a title that subconsciously rearranged the syllables of the name of a key character.

So maybe the title is somehow Andrew Schultz’s fault. Really makes you think.

The Archives Will Haunt You

Some of the weirdest sections of this story—if I’m allowed to make that judgment—are the “Chronicles,” passages that represent in-universe archival documents that the characters annotate and discuss, if you click on the ⛯ (unicode “map symbol for lighthouse”) on those pages.

A few of these are too weird to have a direct inspiration. For instance, I have no real idea what the Era of Lightning chronicle is, or why it’s like that. My best guess is that it’s something to do with the iterative structure of fairy tales, with different groups of people volleying back and forth with the Emperor as they try to follow her misguided suggestions. I don’t know if it’s fully a poem, or what. The characters in their annotations are as confused and annoyed by it as I am.

At any rate, two of the Chronicles do have a specific inspiration. The Era of Pyrelight (that is, the pyretender consignment report) is a take on an office memo I found in the archives, describing thousands of copies of “obsolete” paperwork that were “destroyed by burning.”

In the context of historical violence conducted by a state, it carries a sinister weight, transforming the visceral act of watching paper peel and flake as the flames consume it into something unremarkable, commonplace. The memo describing the destruction is itself an obsolete text that could be discarded, yet it avoided the fate that it condemned others to, surviving in the archives, where I eventually saw it. I imagined, in Pharos Fidelis, a slippage from burning things that are simply unneeded out of convenience, to burning things that are undesirable. Things that aren’t person enough to continue to exist under a regime of burning.

Another chronicle, the Era of Sunlight, takes the form of an interview transcript between an unnamed Justiciar and Leisenelle, the Accused. This is meant to emulate the experience of reading old trial transcripts, where an attorney and the witness on the stand are required to contort their communication into a stilted question and answer performance for the judge and the jury. Stylistically, I wanted this (the oldest document in-universe) to feel the most jarring, so I loaded it up with uncannily modern-sounding language to set it apart from my more standard fantasy prose voice.

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Part 2 of 3: Hell Development

In this part, I’ve collected the journal entries that are primarily about technical developments.

Gradients Inviolate

In Radiance Inviolate, I learned how to do a few simple CSS gradients—that is, use the stylesheet in Twine to turn the background of each page from a solid color to a blended range of colors. In that project, I used these in a restrained way to show the passage of time through the night, arriving at a dawn that could be either beautiful or brutal, depending on what the reader allowed to happen there.

I took gradients a lot further this time. If it isn’t clear, every background in Pharos Fidelis is composed of one or more CSS gradients, rather than a static image asset like a jpeg or png. If you open the story and grab the lower right corner of your browser window and move it around, the gradients will recalculate/re-render to those new proportions. I most recommend doing this on a “Calciferous Wastes” page; see how the hellrora sky seethes and churns. It will not be a calciferous waste of time.

As in previous projects, the writing takes precedence over everything else. I’m writing fiction first and foremost, so it’s my responsibility to do my best to make sure the narrative, characters, and line-editing are on point. Despite this, in this project, the visual presentation became progressively more integral to my process.

Pharos Fidelis is a strange mosaic of scenes of different types: chapters from different points of view in different locations, recollections, dogma, chronicles, motes, and weird one-off events at key moments. While a text-only version of the story would still work—I’ve described the rain more than enough times for you after all—the visual design collaborates with it, supporting and intensifying what the narrative describes.

Each page type needed to have enough in common with the others to feel cohesive, but be distinct enough to help the reader gradually come to terms with the structure of the narrative, the onslaught of worldbuilding and wild tone shifts. The story is happening in the backgrounds, too.

I have never made something like this, where the visual element of storytelling became so prominent. And like, I know this has nothing on a “real” VN with character sprites and illustrations, sound effects, and music, but for me to work through alone (except for some beta reading notes of course), the writing, editing, visual design, and coding is a lot for one person to take on. I went from first learning how to change a solid background color in Twine, to simulating a solar eclipse, hellfire aurora borealis, unsettling eldritch light rays, fog layers, and bits of simple architecture in CSS gradients. It’s basically the only html I know how to do. I know how to make weird-ass gradients.

I don’t generally think anyone should use my code in Twine as a model. But, if there’s one part of Pharos Fidelis’s code that I actually am proud of as like, baby’s first technical achievement, it’s these background gradients. So if you liked them and want to understand more about how they worked, I encourage you to launch the project in Twine and look at the CSS sheet. I tried to organize and comment on all the layers of each gradient, to help anyone reading it see which layer is doing what. I feel very vulnerable right now in the sense that like… do a lot of IF people already know how to make weird-ass CSS gradients and I’m like the last person to learn about this and I think I did something cool? I’m just stumbling around in the dark here, I know almost nothing.

I didn’t necessarily set out to do this in a super organized way, but I gradually and iteratively developed color schemes associated with settings, characters, and key dramatic moments, to connect related things together. It is tempting to go through and just analyze all the colors for you, but I think it would be healthier to let readers talk about the colors among themselves, if they are interested in it.

Still, as an example, is it terribly gauche of me to overstep the author boundary a little more to talk about just one color? I want to talk about blue. Vosaphar is blue. He’s a blue demon, and this project was built around him. So I expected there to be a lot of blue in the backgrounds. As it turns out, there is almost no blue, except for one passage.

There are a few key/climactic moments that I hope are visually shocking because of the background change. While not the most plot-critical of these, Vosaphar’s memory of his lazurynthine rebirth is one of them. After experiencing so many blueless backgrounds, I wanted the reader to feel suddenly overwhelmed by the amount and intensity of blue happening at once, to feel like they are being engulfed with him in a blue-hot starlit hellfire inferno.

I really wish I could somehow bring you into feeling what I feel when I imagine this moment, as I desperately try to project it and filter it through the writing and visuals. If only. In actuality, the total effect is nowhere even close to the intensity that I yearn for it to be. I can only write and design so well. These aren’t AAA graphics. It’s just—my goodness—it’s just some gradients on a random webpage. It is, like me, easily defeated by foes as weak as dim screens, bright rooms, and mobile devices. But that is the kind of thing I’m trying to do with color, you know?

I should apologize for that, I guess. The colors aren’t doing enough. I should’ve given them more to do. To get a little closer to getting the feeling right.

There are some technical issues with the gradients that I wanted to mention. So, since I don’t know anything about html, it never once occurred to me that browsers might render the backgrounds differently by using different methods of interpreting the same code. Unrelated to the project, I switched from Chrome to Firefox in late July this year, and when I first launched a page to preview the project while working on it, I was shocked. Unlike Chrome, which expressed the background gradients smoothly, Firefox expresses them incorrectly, creating a nasty, stripey effect.

This effect can look cool if you are doing it on purpose—think of dithering or posterization in pixel art, for instance—but having it happen when you’re expecting something smooth and blended is an unwelcome surprise. After that, I quickly checked in the third browser on this computer, Safari, and found that it rendered the gradients correctly (like in Chrome), but some of the pages uniquely and unexpectedly threw errors, resulting in a solid black background instead of a gradient.

Fortunately, this was long enough before the deadline that I could make peace with it through a combination of acclimating to how terrible Firefox-rendered gradients look, and also developing new strategies to formulate gradients that minimized the banding effect.

For instance, the worst-looking gradients were the ones between two very similar colors at the extremes (because there are fewer “steps” between the colors). The simplest gradients also looked the worst, because they didn’t have any overlapping translucencies to blur the colors. So, the solutions there are to make more complex gradients, that span a wider range of tones than I was working in by default.

I don’t think anyone should take programming advice from me. But I want to help anyone else who, like me, really likes making weird colors seethe on the page in Twine, but is not savvy to any of the coding principles involved. If you’re designing a Twine project, you should try launching the web page you are making in a few different browsers to see if it looks passable, because they apparently interpret CSS code in impactfully different ways. This is probably very obvious to anyone who does “real” web development, but in my case, I only stumbled on this by accident.

Another key technical fix was suggested by one of my beta readers, vane, who told me I could add the line “background-attachment: fixed;” to the CSS background code. Previously, any time the reader clicked on a “reveal more text” style link, it caused the background to stretch progressively more and more vertically (this is how it works in the current version of Radiance Inviolate, which I plan to update with this fix for Short Games Showcase.)

Not knowing that this stretching was a situation that I didn’t have to put up with, I had just been working around it to make stuff that looked passable enough when vertically distorted. This is similar to how I had been accepting the “first link being the global (wrong) color instead of the color I assigned to it” problem for so long, not knowing how to fix it. Thankfully, vane intervened about the background stretching, and I’m trying to get better about asking people about things rather than assuming a ridiculous thing I am acclimated to is the only way it can be.

Dyslucence Mode

I’ve made an (extremely marginal) improvement in how I coded light mode in Harlowe. Last time, I made two copies of every passage, doubling the Twine board, with the light/dark mode select page sending the reader to the other set of the passages. In this project, I realized I could use an “if-else” variable to instead embed the two copies of the text within one passage, making it slightly less inefficient.

A feature that I tested and had to scrap involved using an “if, else-if, else-if, else” structure to embed four copies per passage instead (light mode first visit, dark mode first visit, light mode later visit with the links opened up, dark mode later visit with the links opened up). The reason to do this is to smooth out the experience for re-readers going ending-hunting. If they return to a passage they’ve been to before, it’s better if they don’t have to click to reopen all the text they’ve already clicked. Even if that’s difficult for me to code, that’s a feature worth pursuing when possible.

Unfortunately, I had to scrap this feature because it made some of the chapters especially laggy on the Safari browser when I tried running it there. So I instead went with the two-copy version, and just made the “click to reveal” links a lot less frequent, which I think was a significant improvement anyway. Recently I’ve been working on the visual overhaul for my first project, Lazarrien: A Love Story (2024), so I’m cautiously optimistic that I can beg one of my friends (well, they know who they are) to teach me how to implement light mode in a more programmerly way that doesn’t require instantly making 49% of the total file into virtually identical redundant copies.

But beyond that, what I really want to talk about light mode and how weird and hard it is for me to design for. The weird thing to me, is that you can’t just do a 1-to-1 color value swap from dark mode to light mode and expect things to work out. I’ll try to explain what I’m getting at.

I’ll start with dark mode, which is the default state that I design in. For me, dark mode is much more comforting to look at, and the details in color really pop out. I assumed, from an accessibility perspective, that you would want the maximum possible contrast of light text on a dark background. However, a few of my beta readers said that the contrast was actually too high and was creating some weird headaches/visual effects for them, so I reduced it to a 12-to-1 contrast ratio to try and balance it, and they seemed to think that was more or less right for dark mode.

Light mode… I have no idea how to design for it so that it looks right. There are a few problems I have. The first struggle I have with it is that I find it just physically difficult to look for any extended amount of time because it’s, well, bright. I’m not beating the vampire allegations. (Not that I would want to, of course.) So that makes it that much harder for me to implement and experiment with. The second major problem is that the near-white background absolutely washes out all the tint in text color variation. I can’t make the text color variants too light because low contrast is especially bad here. But tinted text in light mode that is still high contrast, instead of being vibrant and popping like it does in dark mode, looks kind of muddy and unappealing to me, at least how I’ve constructed it. And further, adding any amount of tint to the background results in making it kind of pastel? How am I supposed to do dark fantasy aesthetics effectively in pastels?

So there is a significant skill imbalance here. I spend the vast majority of my design time fine-tuning dark mode so that it is the correct aesthetic match for the project and its narrative elements. I would like to be able to do the same for light mode, to have the experience and skill and physical ability to make an equally aesthetically strong presentation there, but I haven’t figured out how to do this. It’s just bad. I want to do right by light mode, but it always looks bad to me, and I don’t know how to fix it yet, or at the very least, to get rid of that weird psychological block I have around it.

Highs and Harlowes

There are some new types of interactive elements that I’ve tried for the first time here. To clarify: these are not new to other people, but rather, this is just the first time I have personally tried implemented them in a project.

I’m including this section because I roast myself a lot for all the ways that I’m horrible at coding, so I wanted to at least talk about things I put in that worked out.

The first of these details is a kind of interactive flourish that has a specific goal: to spook or unsettle an attentive reader. On the “Dogma” passages—the ones where Raekard reminds you about the three principles of summoning—the go-to-next-page link at the bottom changes when you touch it with the cursor, and then stays changed. For example, on the very first page, “Ignore this wisdom” shifts to “Ignore his wisdom.”

Why include something this minor? Generally, I aim to avoid feeling like I’m jingling car keys in front of the reader’s face to desperately beg for their attention. This would be doing things like giving interactive elements like overly similar dialogue options, or cycling links that are just there for the sake of being something to click on but aren’t accomplishing much for the themes or narrative or what have you. Think of that Fallout 4 meme where the dialogue choices are essentially “yes/yes/sarcastic yes/no, but really yes.” As a reader/player, when I encounter these, I dislike them.

In the context of interactive fiction, I would rather the author either craft a convincing illusion that those dialogue choices do something branch-wise, offer them as a way of expressing a meaningful personality trait preference for the player character in second-person type narratives where player-character customization is prioritized, or otherwise, just present the best-written or most interesting one of the options as linear text. Since that’s my personal preference, as an author, I try never to include an element just for the sake of adding something interactive, and instead include it only when I have a specific effect that I feel like I can make a case for.

Despite my reticence to include random minor interactivity, I still want to challenge myself to make sure I’m gradually building up a repertoire of new techniques in the medium project by project, and this shifty link is the kind of subtle detail that I felt would create an effect that I wanted. I thought, I wonder if I can make the link change when the reader touches it, and it turned out that it is possible.

I couldn’t figure this out, but thankfully Tabitha did. The big problem ey solved is the formatting weirdness. By default, Harlowe wanted the touchable link to have a weird underline that wouldn’t go away. I wanted the link to look identical, except for the text in the link changing (and then staying that way) when touched. The solution created a strange issue, though. I had to declare one specific touchable link color globally, which meant that the link color had to be the same in both light and dark mode. Since these passages were so infrequent, I decided that slightly compromising on contrast for this particular link was worth having the unsettling shift happening underneath the reader’s cursor.

In hindsight, based on what I’ve learned since the beginning of IF Comp, I now think there was a way I could’ve customized it for light mode or dark mode in the CSS. But I’m just describing what happened at the time and how I worked around the constraint I believed the feature came with.

The second new thing I wanted to learn, was how to create branching within a single passage, while still retaining the “click to reveal more text” nesting. Previously, I couldn’t figure out how to accomplish this in Harlowe, which is why I always had branch points send the reader to a new passage instead of continuing within the same passage where it made sense. Unlike the spooky link from above, this was a much more critical feature. The warden’s first chapter (Chapter XVII) had to be structured that way to have the disproportionate impact that I wanted, to shove the reader out of the pattern previously established.

Once again, I had no idea how to solve this, so I asked Tabitha and ey figured it out for me. These were difficult to manage because of all the brackets, but this was an important enough moment that I felt it was worth dealing with that whole mess to make my vision for Chapter XVII work.

So, uh, I guess it turns out that actually all the coding knowledge is nothing that I can really claim, I just learned to ask Tabitha to solve it and then go from there. Well, it is what it is. I know how to do two more Harlowe things now. If you liked Chapter XVII, thank em for it. It wouldn’t have worked without em.

Cut Content

In October 2024, I wrote out an outline of the structure of the branching choices, did a lot of brainstorming, and worked on a few of the scenes. Unfortunately, the scope of the project was massively out of scale for EctoComp, so I delayed it to SpringThing 2025. Then it was still massively out of scope for SpringThing due to my health and attention issues last winter, so I delayed it to IFComp 2025. Somewhere around mid August 2025, I hit a turning point where I realized that it really was going to be finished for IFComp, saving me the feeling of frustration of deferring it a third time to EctoComp 2025.

The outline more or less held up. It just got massively fleshed out as I developed the characters, lore, wrote scenes in specific, and so on. There were adjustments, and some planned scenes and timeline variants that got cut for various reasons. The part of the narrative that got most reduced was the daily life and relationship-building between Finnit and Vosaphar.

As an example of this, I planned a weird food-gathering scene, where after running out of rations, Finnit and Vosaphar (who as a demon, doesn’t have to eat “food”) discuss what to do, and Vosaphar flies out to the ocean to collect seaweed, like, fantasy kelp or whatever, bring it back, and then they would roast the seaweed over some eldritch hellfire and eat it.

Unfortunately, this scene was almost impossible to jam into the narrative. Either Vosaphar has to have his wings back much earlier, or the story has to pivot from the warden plot twist reveal immediately to a scene about roasting seaweed before swerving into the climax of the narrative. It just… didn’t work. But it’s cute to imagine it being there.

I also, for example, really wanted to have Finnit and Vosaphar explore the island more. Oh, not to solve the mysteries. I wanted them to find some hot springs. There was not a plot-related reason I could articulate for that, so I reluctantly gave up on it.

I cut some conversations of Finnit and Vosaphar talking to each other about their personal histories, which is very important content in developing a relationship, naturally, but I felt like I was fighting against the pacing here. There was an especially wild anecdote about Vosaphar encountering Ossativo (another one of my demon OCs) at the lazurynthine forges.

If it seems like only the relationship dynamics got trimmed, don’t worry, I also cut the many steps of solving the “reignition” task. Again, it just felt like in this latter part of the story, I didn’t want to bog down the pacing, I wanted things to keep intensifying. So a more realistic depiction of back and forth process of experimentation and failure felt like it was hindering that pacing concern. This is partially what inspired the Chronicle annotations. While I always wanted to have these, I realized that each annotation provided an opportunity to give a snippet of Finnit and Vosaphar’s relationship bonding and/or puzzling through the mystery. I wanted, essentially, to give the reader the sensation of almost a research montage, and get those bits of writing to accomplish more than their actual word count indicates.

I planned for there to be more consequential branching, but I encountered an unexpected aesthetic issue. Because of the already densely arranged order of mosaic pieces, if a branch would meander enough to require a new chapter getting added only to that branch, it would create a situation where, for example, the same text might be labeled as “Chapter XXI” in one branch and “Chapter XXII” in another branch. I thought this would be too disruptive, so I implemented a kind of decay effect where, for earlier choices, generally, the most immediate text after the choice is different, but it gradually bends its way back toward the main timeline. Essentially, railroading.

But, there are early choices that still matter beyond the vibe shift that happens based on what version of a scene the reader gets. In one quarter of the branches, where the reader picks “Hunger” over “Fatigue,” and then also picks “Envy” over “Dread,” they set up the finale of the story for unusually bad endings. In the hunger-then-envy route, Vosaphar is powerful enough to “successfully” kill the anchor-collecting sunspot in Chapter X, preventing her from being available in Chapter XXII to fight off the second sunspot. Because of this, the second sunspot crashes those endings, leading to a variant set of (usually horrible) outcomes. This major branch reflects more of what I wanted to do throughout. I wanted to include more variants on what happened in the climactic scenes, so this was my way of still doing that while making sure I could finish and polish the project.

I do think the IF Comp 2-hour judging limit impacted the structure of the story. While it’s true that you can submit a much longer work to the event, I wanted to stick to the novella length and make it work, so that people judging the entry would have a fair shot at reaching an ending before assigning a score. IF Comp gave me the pressure I needed to actually finish this, or it would’ve become yet another years-long unfinished project. So, I’m glad that I still just went ahead and did it, even if it prompted me to make these cuts.

Does the Front Matter?

In an event where a significant proportion of active reviewers choose what to review based on the dictates of a random number generator, it can feel like the work you put into the front matter does not, in fact, matter. You’d think I would be in enough trouble already with various deities, without needing RNGesus to smite me as well.

I view the front matter as having two essential goals: I want to invite people in who have a good chance of connecting with the work, and gently filter out people who are less likely to connect with the work. I’m not trying to be exclusionary, but for instance, if you don’t think you would enjoy a long queer Twine story in a general all-encompassing interactive fiction event, isn’t it good if I tell you that Pharos Fidelis is a long queer Twine story, so you can prioritize reading/playing the type of work that delights you instead? Maybe some quirk of this work will cause it to be the exception for whatever reason, but odds are, it won’t be.

Title

I talked about the title in the journal section above titled, “The Title to Return to,” so that’s been dealt with already.

Cover Art

My primary visual art medium is digitally colorized charcoal drawings. This cover art depicts the devil horns solar eclipse, and a somewhat abstract representation of a demonic lighthouse tower with a dark lens at the very top.

It was harder to make this than I expected. I wanted to avoid two things: (1) an extraordinarily phallic tower shape; and (2) depicting Barad Dûr from Lord of the Rings. On the first point, yes, while it’s completely reasonable to have phallic imagery in the cover art for a fic featuring a gay romance arc, I could try a little to mitigate that, at least? On the second point, yes, while the aesthetics of Sauron’s tower are eerie and captivating, I wasn’t specifically aiming to reference Mordor here.

I want my art to stand out, and I think in some ways it does, because it has a distinctive texture and style. At the same time, charcoal is the natural enemy of crisp, bold lines that scan well at a glance.

In the staggering wash of unrelated colors and aesthetics and concepts that make up the cover art on the 2025 entries list, I think Pharos Fidelis’s art probably just kind of gets swallowed up. But I did my best to make something that represents the story and its aesthetics, and I think it does.

Blurb

The blurb has two parts that work together.

The first: “a romantic island getaway,” has a (hopefully now obvious) double meaning. For as dark and scary as it supposedly is, the Pharos Fidelis island becomes a romantic domestic setting for Finnit and Vosaphar. And, at the climax of the narrative, they accomplish a romantic island getaway by very literally getting away from the island.

The second is a list of accurate, but a bit austere, content warnings: “CW: graphic violence, sexually suggestive content, toxic academia, denial of agency, hunger, death.” I put the content warnings in the blurb instead of the in-site system, because they are an essential piece of the blurb itself that “A romantic island getaway” cannot function without. The two halves are in productive friction with each other; “A romantic island getaway” suggests something vaguely cozy and pleasant, and the dramatic content warnings clash with it.

To entice the reader—at least, in theory—I hoped they would see something short and enigmatic among a lot of more marketing-copy-type blurbs and wonder, wait, how are both of these things true of the same work?

Duration

While writing, I had no idea how long it would take people to read. My first guess, before doing my round of beta reading, was an hour and a half.

My first beta readers took something like 5-6 hours to read it. In SpringThing, I was somewhat blindsided by learning that most reviewers read about twice as fast as my beta readers. So, with that knowledge in mind, I narrowed down my options to “two hours” or “more than two hours.” My third beta reader read it in just over two hours, so I decided to go with two hours.

It seems like that was more or less correct. More correct because that reflects the median time people have reported back so far on IFDB. Less correct because selecting any specific value fails to account for the dramatic range in reading speeds. However, the IF Comp website still only gives you the option to select a specific time, instead of specifying a range that accounts for variation.

Genre

Originally, I planned to list the genre as, “postmodern dark fantasy cosmic horror gay demon melodrama.” I wanted the reader to feel the genre writhing on the page like an infernal incantation, its overclocked tone shifts threatening to melt the rest of the IF Comp entries page into slag, too.

You might be surprised to learn that this exceeded the character limit of the entry box on the form. So I had to make some really devastating cuts there.

I included “postmodern” as a kind of cue for readers to be more attuned to thinking about how to take the escalating point of view shifts, the restrictions on their agency, their complicity when they did get to choose, and the in-universe self-undermining historical documents with annotations and commentary. Maybe interactive fiction is an always already “postmodern” medium, so it’s pointless to mark it that way. But I wanted to signal what I was thinking about what I made. For the themes.

“Dark fantasy” is the true/essential genre without all the extra stuff. Or just “fantasy,” really. As for “cosmic horror,” the sun, sunspots, and warden feel like cosmic horror entities to me. Especially the sun, which is cosmic horror in real life. It’s very weird that, in order to cope with existence in the presence of something so terrifying as the sun, we have to just go about our day not thinking about it too much. For the comp version, I condensed these into just “fantasy-horror.” I felt “dark” and “cosmic” were redundant enough with the rest of the front matter, especially the cover art.

There was a ribbon option that I received during SpringThing for Radiance Inviolate, “Best Melodrama,” that I didn’t select. At the time, I felt a bit stung by the ribbon, since they’re anonymous, I thought it was being submitted to sort of subtly skewer my story. The reason I felt this way is that, when you say that writing is melodramatic, you usually are saying, in effect, that it is bad and unserious.

In hindsight, though, I regret not picking it as one of the three. Reflecting on it months later, I came to the realization that “melodrama” is not as bad of a label as I took it as, initially. What am I trying to do in my writing? I want to develop big, intense emotions, characters having passionate experiences, twists and turns, and a writing style overwrought enough to skid into camp at times. It’s not not melodramatic. So maybe I like melodrama? I tested out how it felt to embrace it here, and found that I liked what it was adding to the front matter. Radiance Inviolate should’ve been proud to be the “best melodrama,” and I’m sad I let my insecurities rob it of that.

At any rate: whatever high-minded reevaluation of “melodrama” I contorted above, you shouldn’t fully believe me. Self-describing my work as “melodrama” is a defensive gesture, I think. Didn’t I really label it this way to pre-emptively shield it from those accusations? So keep that in mind, too.

Hitting “submit” on an IF Comp entry labeled “postmodern fantasy-horror gay demon melodrama,” is certainly a choice that I made. It’s the kind of wacky genre label that really speaks to where I’m at with things, and shockingly, a genre label that earned its way into the top 20 of the competition.

Maybe the front did matter, at least a little.

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Part 3 of 3: Queer Coda

In the final part of this journal, I’ve collected the entries focusing on themes of queer authorship, and what I want to do next.

(And also, the section that got shoved here because of this site’s character limit. :skull: )

The Part That’s Really, Actually, A Spoiler

This one was meant to be at the end of Part 1. Oh well.

Okay, this element of Pharos Fidelis is hard to talk about, mainly because it’s something I think is cool that I hope people experienced unspoiled on their own. I think that the reviewers might have felt similarly, given that people talk around it.

At this point, while the comp is over, I can’t safely assume that people have read the story, especially given that it was in the lower tier of both rating and review counts. So, I don’t know, if you’re somehow engrossed enough in this weird journal that you’re still interested in reading Pharos Fidelis for yourself, this is the section to bow out of and save for after that. I can’t stop you, of course.

As I’ve mentioned, I first had the idea for this project in late September 2024, as I was wrapping up my IF Comp response thread. It was originally a project intended for EctoComp 2024. In addition to all the other pieces that I’ve discussed in “Originary Fragmentslag,” when I sat down to make another project that was “interactive fiction” specifically, the most important piece of it was to try and execute a big point of view twist that only would work well in this medium. This idea was specifically inspired by two entries from IF Comp 2024 that left me thinking.

The first is my personal favorite from that event, The Saltcast Adventure (2024), by Beth Carpenter. Not only does it hit on a lot of themes I cherish, namely empathizing with misunderstood monsters, it has a twist at around the two-thirds mark that delightfully upended my experience as a reader.

Look, I know there’s people who have read everything and played everything and nothing is shocking or fresh or interesting to them anymore. I’m guilty of that from time to time. Maybe to them, that game’s twist is nothing special. It’s fine, it’s all a matter of taste in the end. But this time, I was in the right headspace while reading The Saltcast Adventure such that when I got there, it made me feel something. And I’m glad when I could still feel something about a plot development. Invigorated by the cool twist, I was excited to think about how I could use the medium of Twine to restructure and enhance the kind of twisty fantasy plots that I love to write.

The second IF Comp game that motivated my development of this project was Forsaken Denizen (2024), by C.E.J. Pacian. You might think this is a little weird as an interactive fiction influence for my entry, since It doesn’t really have anything structurally in common with Pharos Fidelis. Forsaken Denizen is a survival horror parser game that is very much a game, unlike what I made, which is much more similar to a novella.

But Forsaken Denizen is the game that demonstrated for me, for the first time, the inherent instability of point of view in interactive fiction that produces a lot of meta tension if authors allow it to. In this game, instead of being written in a second-person format, it’s in a (to me) unusual-feeling first-person format. The narrator/player is Cathabel, but the actions the player types on the command line are executed (or ignored) by her girlfriend, Dor. So the action hero doing the plot is Dor, at the behest of narrator Cathabel’s instructions, which are supplied by the player.

While the “triangle of identities” between the player, the player character (usually the “you” of second person), and the narrator describing the events is a pretty well-known and discussed IF thing, for me just showing up without any context, it was something brand new and weird to think about, and this game puts on a masterclass of doing something interesting with it.

So, once I had an idea for taking the pieces of prior concepts and bringing them together (Vosaphar as a character and his backstory; the Skyrim fanfiction premise), the third critical piece that made it an “interactive fiction” project idea was to have the reader gradually, and then suddenly realize they had been an in-universe character in the story, rather than this external alien force making choices from safely beyond the veil in third person. By the end, I wanted it to feel difficult for the reader to answer the question, “who is the main character of this story?” because that answer would keep changing underneath them.

In the first third of Pharos Fidelis, the reader would have their agency severely restricted. The reader would be following Finnit in a third-person story that is (apart from a few minor flourishes) an unbranching narrative that they cannot control.

Then, when Vosaphar enters the story at around the one-third mark, the player suddenly would gain access to branching events (via the motes of hellfire) that influence Vosaphar’s actions. The story has kind of folded over, making Vosaphar seem like the player character, since he’s the one you can directly affect.

At the two-thirds mark, after a few second-person hints, the point of view would fold again to reveal that the reader, “you,” have been an in-universe character: the Warden of the Calciferous Wastes. I wanted the reader to be invited to face and respond to having their complicity in the story brought to the forefront, and the story would end with a kind of power struggle between what the reader wants, what the reader’s character, the Warden evasively wants, Vosaphar’s potential rebellion against the Warden and reader’s choices, and the kind of cackling fourth voice of the narrator.

To clarify: this is not necessarily what the project is. That’s what the idea for this project was. I wanted it to build toward a kind of climactic identity power struggle crashout at the end. Whether or not the final version actually does, successfully, any of what I described above, is not really my place to say. What I want it to be, and what I hope it feels like, is not necessarily what the reader experiences. In fact, it almost certainly isn’t.

For example, I don’t think readers were unsure who the main character was. People seem to still generally say that it’s Finnit, either to kindly avoid spoiling the story, or because the person you follow first and most is still effectively the main character even if weird meta stuff goes down. And I should accept their verdict, I think.

But I wanted to explain where the spark of the idea came from. It came from combining all these pieces together—my past experience in writing multi-POV fantasy, random story and character ideas I had floating around in my head, and my experience of reading/playing IFComp games last September.

Cozy Fiction: A Brief, Concise, and Succinct Interlude

I wasn’t conscious of this at the time I was writing it, but given the weeks I’ve had to reflect on the project as IF Comp passes me by, I’ve made the realization that Pharos Fidelis is, at its core, my version of “cozy.” I was reminded of this thread from last year where people talked about the “cozy” genre label.

I would not label Pharos Fidelis as “cozy” in a marketing context given the way the term is normally used—I mean, look at the content warnings—but when I originally started thinking of it as “a romantic island getaway” as a meta joke, the description stuck for me because that simply is what it is. Yeah, there’s a massive amount of other stuff going on, and a lot of it is scary or unsettling, but at the core of the story, Finnit and Vosaphar are just hanging out together in what might as well be a cabin, being all cute. It makes one wonder if Luminary Raekard was shipping them together on purpose. Airbnb? More like air-DND.

When I read works that are framed as cozy in the traditional sense, I often experience a considerable amount of friction. Coziness for whom? Happiness for whom? If things are outwardly aesthetically pleasant, that’s dishonest and inauthentic. So says my inner contrarian, who is mostly the one in charge of what I think and feel. Like of course I get that other people find these appealing and escapist. Maybe for them, going through a lot of real life tragedy and hardship leads them to want something bright and sunny where things aren’t so complicated and you can trust that everything works out. I don’t begrudge anyone that. But for me, it’s things that are dark and melodramatic that have escapist appeal. This is an aesthetic preference, not a value judgment on normatively “cozy” works themselves and the people who make and enjoy them.

But I think it’s worth asking, why do I think this? It’s hard to say, exactly. A core childhood memory for me is sitting at the very back of a minivan, the youngest by a significant margin, while my parents and my older siblings in the rows of seats ahead of me engaged in lively and energetic conversation. During this, I sat in silence, neither thought of nor spoken to. Everyone else around me was happy, the environment was happy, but I was not. They were a family together, that I felt marginal to. Extraneous to. A moment like that is instructive, it teaches that external happiness must be in some way false, inauthentic, or incomplete. To be clear, I question the reliability of this memory. These are my recollections of the paranoid thoughts of an insecure child. Like, of course I was thought of. Of course I was spoken to, eventually, probably. Right? At any rate, sometimes paranoid and insecure children are not able to overcome this condition, and grow into paranoid and insecure adults.

I can see the origins of my aesthetic perspectives all over what I do remember from this time, though. Take music. When I was learning piano, I noticed that pieces in major keys sounded static and uninteresting, except for their temporary modulations into minor keys, which were brief and quickly resolved. In this type of western classical music theory, a major key’s central cadence is major-to-major-to-major (IV-V-I). There’s tension in this sequence, but not a lot of it. But a minor key’s central cadence is minor-to-major-to-minor (iv-V-i), embedding the leading tone in a more interesting context. Minor keys have melodrama infused into them that major keys lack (at least, in beginner level classical music, though even for advanced works, a major key piece has to do a lot more work to prove its “interesting” credentials for me). Minor keys are unstable—protean, to reference Mike Russo’s description of the demons—having multiple versions (natural, harmonic, melodic) and a wider emotional range. Many minor key pieces resolve to a major (Picardy) third at the end, but many more do not. Isn’t that more exciting, to not know for sure what will happen at the conclusion of a dark and moody journey? Why would anyone ever write in a major key and thereby forfeit all the stakes of the composition? The fact that I only wanted to practice minor key pieces further withered my approval rating with other members of the household.

Maybe you read the paragraph before this one and your immediate thought was something like, “Of the major keys, B Major is a good one, there are some lovely things written in B Major, really, some very evocative and fresh things, and it’s weird to pretend otherwise,” and you’re right, of course. I can’t think of any examples off the top of my head, but you’re right. I do have a feeling that there’s something “not-yet-outgrown” about my aesthetics. Like isn’t the whole cultural narrative around moody children and teenagers that they are rebellious and contrarian just for the sake of it, and they outgrow this eventually to become functioning adults? I don’t think an adult well-calibrated to the social world around them would’ve written a work like Pharos Fidelis.

What is so cozy about it, then? Well, to me, coziness rings false unless it arises from contrast. The more relentlessly dark, rainy, and austere the environment is, the more honest that the relief feels when something good happens. What is a hot devil appearing in a cold room, if not an invitation to get cozy? I think this is why I gravitate to hurt/comfort-style romance fics so much. Someone is in pain, or otherwise having a miserable time in isolation, and they find someone else who is also having a miserable time, but they can help each other through it, heal, bond, and have sex (if you’re in the UK, pretend I didn’t mention that last part). This is cozy to me; moving from a state of misery and isolation to a state of closeness and empathy. Comfort becomes meaningful in the context of its prior scarcity and the threat of its future scarcity.

I wonder if people hoping for something kinkier or more erotic find my work to be dreadfully vanilla and restrained. Sure, there’s some light claw action, but I had an entire demon in the story and yet he barely got past some fade-to-black horny cuddling? Maybe that’s a huge disappointment to the gay demon romance fic audience. I can think of a time that I was somehow disappointed by a gay demon romance arc, when I watched the Critical Role mini-series Exandria Unlimited: Calamity.

In this four-episode DND campaign that streamed on Twitch and YouTube in 2022, a gay human player character (Zerxus) has a romantic arc where he comforts a wounded Asmodeus, an archdevil and Lord of the Nine Hells, and falls in love with him. And wow, did I feel seen. Like that’s what I would do in a DND campaign, if someone were brave enough to invite me to a campaign these days. I would have a big, inappropriate, plot-crashing crush on an archdevil and want to take care of him and treat him like someone worth valuing, against the dictates of DND lore. You cannot be fawning over Asmodeus, this is a serious campaign. People are dying, gorge.

A good DM would exploit the narrative drama such a situation would create. Indeed, that’s what happened in EXU: Calamity. For Zerxus, this affection ends in brutal betrayal and tragedy. What did he expect? A devil, in DND terms, is inherently evil. It is in his nature to betray. EXU: Calamity is a compelling and narratively well-constructed story, but for me, also a disappointing one. I felt big weird emotions, and while I appreciated experiencing them, it left me yearning for a better outcome. I just felt kind of sad and empty by the end of it.

So when I say that Pharos Fidelis might actually be a cozy fic, this is what I’m getting at. Finnit is a character who makes a series of baffling, reckless, and self-centered choices because there’s a hot demon he feels bad for and wants to help, and he’s also lonely and wants help with a research project. He is modeling neither common sense nor altruism, and thank goodness for that. But there’s a narrative logic that says that this simply shouldn’t work out, that Finnit needs to be held accountable, punished for doing what he does, in the same way that Zerxus falling for Asmodeus has to end horribly.

As the reader, if you really want to, you can dish out narrative “accountability” for the characters’ irrational decisions, if that’s something you care about for whatever reason. The possible tragic endings to Pharos Fidelis aren’t invalid, exactly. Even the most catastrophic among them have something to say. Where else are you going to learn the Fourth Principle of Summoning? But, I would be surprised if many readers prioritized choosing them first (or at all), instead of taking the late-story choices that overtly signal better outcomes. The reader is not punished for wanting things to work out, and even if they arrive at a monumentally bad ending by accident, they can revisit their choices. In most cases, even if Vosaphar unexpectedly swerves and rejects your influence at the last second, you can still recover a good ending out of it.

This is the kind of story I yearn for: one where you can be a gay loner and kind of a disaster, and fall in love with a big grumpy demon dude who is having a rough time, and against all narrative and cultural logic, the romance turns out to be tender and sweet and gentle and respectful, and becomes the brightest, warmest spark in a dark, dark world, and the reader can help nurture it and bask in the heat from that mote of hellfire too, if they like.

In my opinion, that’s what makes for a cozy kind of story, content warnings and all.

VosaFin

I had been calling the Vosaphar/Finnit ship “Finniphar,” but beta readers fen and vane, the latter of whom made this disgustingly beautiful fanart, call them “VosaFin.” Ultimately, it’s the fans who get to decide these things. That’s why I shouted out “VosaFin” and not “Finniphar” in my results-stream speech in a vaguely threatening way; as an unwelcome reminder that they chose this.

I hope that the relationship between Finnit and Vosaphar seems interesting enough to readers to warrant a closer look. My overarching goal was to depict was a relationship that included overlapping power imbalances that kind of canceled each other out to form a fraught and tense equilibrium. That sounds a bit abstract, but I will explain what I mean.

One power imbalance between the two of them is a significant difference in physical strength. Vosaphar cannot truly die. He is larger, and supernaturally strong, with horns, sharp claws, and a hooked tail. He can incinerate things in his vicinity with hellfire on an impulse. Even with no ill intention, Vosaphar risks causing harm to Finnit by handling him indelicately in crisis situations, or thrashing in his sleep when experiencing nightmares. By contrast, Finnit is a mortal who can do some magic, but his kind of magic is less instantaneous, requiring more focus and concentration. He is smaller, much weaker, and has the unfortunate ability to die. This is a significant power imbalance in a relationship that involves a lot of trust and good communication to maintain safely.

On the other side of the ledger, consider the stakes of the accord that Finnit and Vosaphar strike. Finnit has preemptively thought through everything to present Vosaphar with what he imagines a fair accord to be, without ever having spoken to a demon before to get their perspective on whether they would even want an arrangement like this, let alone the shape of it. While Vosaphar offers a few stipulations, he largely consents to the accord without that much pushback. Doesn’t this say a lot about their respective social positions? Vosaphar emerges from the calciferous wastes hungry, exhausted of magic, bleeding, and miserable. If the accord negotiation fails, he immediately returns to that terrible situation. From Finnit’s perspective, the accord not working out just puts him back at the status quo, where he can wait out a miserable few weeks in isolation before returning to Cairnveld to fail his discovery trial, but at least after that he would get to move on with his life. Were Finnit acting in bad faith, he could push a number of terrible contract clauses onto Vosaphar that Vosaphar would end up accepting, not unlike traditional devils of legend, who allegedly prey upon desperate mortals with imbalanced deals. Vosaphar is dependent on Finnit’s magic to remain on the mortal plane; otherwise, the principle of planar reversion will return him to the calciferous wastes where he will once again be unable to heal, sapped of energy, and hungry.

So, summing that up, Vosaphar is a physically powerful immortal being who is at a social structural disadvantage, while Finnit is a fragile mortal sorcerer with not-fully-realized social structural advantages. My hope was that this results in something that feels both balanced and tense, but I suspect that individual readers could have a lot of different perspectives based on what types of power imbalances feel more threatening to them.

Don’t get me wrong, all I really need from a gay monster fic is a hot devil and a cold mortal, and it will immediately make sense to me why they hook up with no further explanation required. Nevertheless, I wanted to show at least some challenges to making their dynamic work, and gesture toward the fact that there are ways it could go horribly wrong if they don’t attend to the emotional labor of understanding each other’s perspectives and building trust.

Something I’ve noticed in a lot of monster-related fics is that the authors like to explore the more aggressive dynamics that can exist in the context of having a ruthless villain as a love interest, often taking it in a BDSM kind of direction. These can often be very engaging—I’m not meaning to devalue these works and what their authors are expressing at all—but for whatever reason, at this point what I personally really crave to read is a more wholesome, respectful, and kind of vanilla relationship with a devil. Is it subversive to write that, because I’m writing the dynamic against-type? Or is it the exact opposite—did I undo almost all the subversion embedded in a devil-mortal relationship by trying to make it so normatively tender and romantic?

Is Luminary Raekard secretly the hottest character because he’s the most “traditionally demonic” in personality?

Scholars remain uninterested.

Whatever you think of it, my goal was just to write the dynamic I wanted to, and I did. I’m not going to write exactly this same dynamic every time, but I don’t know, I just feel like demons have been through a lot of hardship and disappointment in fiction and should get more chances to have positive experiences in stories. That’s my queer bliss, I guess. So, yeah. I ship VosaFin.

Sexually Suggestive Content

I still don’t really understand how to write about, or in proximity to, sex.

It feels important to me that if I want to, I should get to, and be able to, write well-crafted scene-work about men in love with each other who have sex as part of that.

I’ve read a lot of fanfiction on AO3, which means that I’ve read erotica at a charming range of skill levels, and seen many approaches to how people depict queer intimacy. But when people write about the actual literal mechanics of sex, I often don’t really enjoy it that much. It gets repetitive and I eventually just skip past those scenes because it seems like, once the author has orchestrated a way for the characters to get together, the interesting plot they’ve been building falls to the wayside. The most exciting parts are those directly leading up to, and immediately after. Those moments have the most character and tension and eroticism to me, with the “actual” sex in between being just like, ok, whatever.

Maybe this is an absurd analogy. But we’re this far into the journal, I feel like only the real ones are still here, and by “real ones” I here mean, “people with a delightfully high tolerance for absurdity.”

Oh, that joke structure reminds me, I want to go on a tangent about Lemony Snicket. I’m not going to, but I want to. Some other day. But, ugh, here: something something, postmodern gothic narrators, Elvira-core DemonApologist schtick, the blacked out pages in The Ersatz Elevator, dyslucence, Pharos Fidelis. That should be enough to sort it out.

I should’ve written every journal section like that, that was so much faster. What am I even doing?

Stalling, that’s what.

Anyway, the analogy. To me—and this is not some universal truth or whatever, this is just what I think—if sex is like the sun, too bright and challenging to look at directly, the most powerful eroticism I can actually access like is a total solar eclipse, the moon blocking enough of the light to reveal a less intense but more captivating sensory corona at the edges. This is how “sexually suggestive content” works for me as a writing device. I’ve blocked out the sun, and I now get to vividly describe the beautiful light that its brightness had previously washed out.

This is where I have felt most at home in trying to write about this topic, trying to find lush and sensual descriptions for the before and after, that bring the feeling of the characters’ intimacy together. This how I end up, for instance, at details like Vosaphar’s warm tail wrapped around Finnit’s thigh, uwu.

In my development log for August 5th, when writing Chapter XIX, I wrote:

I’m partially through another critical scene but it needs more time to cook. I want it to be like, the romantic pinnacle of project. Is it so much to ask, that I want it to be the hottest gay devil kiss I can possibly come up with? Isn’t this exact type of scene the whole point of “DemonApologist” as a creative endeavor?

I don’t think I reached this lofty goal, but I still really like Chapter XIX, especially how melodramatic it is. If you can’t be melodramatic when a hot demon has finally returned from the hells into the arms of his favorite summoner, when can you be? But more to the point: my default instinct is to shy away from the explicit, so I have to actively push myself to take it further, to be vulnerable and show a little more of what I want to be feeling.

I think I’ll keep writing within the “sexually suggestive” (rather than explicit) frame for now, in interactive fiction. I like it. The readers that I’ve heard from seem to like it. So, if we’re generally in agreement, why is there still something a little troubling about it?

I’ll try to sum it up, again, I guess. As I’ve stated here, I most prefer reading and writing within this frame of “sexually suggestive” content that is heightened and eroticized, but not explicit. Which side of this scale is closer to being true: (1) This is an accurate, reasonable reflection of my personal identity and I should explore the exact dimensions of queerness that I occupy and feel joy and warmth in writing about and depicting; or (2) everything about this is a rationalization coping for the challenges I experience navigating social existence and artistic expression as a queer person, and I have internalized these beliefs as desires only because of the context of the social pressure associated with this, and I am desperately afraid of losing even more of my tiny audience that I care about, by being too queer?

I think both of these things are true to some extent. I’m sorry. Really. I’m doing the best I can with this, right now.

Future Projects

I don’t have a personal website or blog, so I’m going to use this space to discuss two interactive fiction projects I have considered making in the next year. I am not going to promise to submit either of these to a particular event, or at all. But I would be happy to know if either of these spark any level of interest in people before I fully commit to working on them.

Saffron Incubus Apologia

This project would return to Vintopol (the city setting in Radiance Inviolate) in a story featuring another one of my demon characters, Ossativo, a saffron-themed incubus having a rough time dealing with a contract he has with the owners of money-laundering operation that daylights as a trendy café. As part of his “specificity,” in Pharos Fidelis terms, has an amulet that produces three strands of supernaturally potent saffron every so often, and their intensity and flavor depends on how he is feeling and how he has been treated by his romantic partner(s). Naturally, such an artificially scarce and niche ingredient would be quite a culinary delight for the bourgeois-eat.

How would he respond to the pressure provided by the mercurial taste preferences of flighty restaurant critics seeking to artfully dunk on exotic flavor profiles? And what does it mean to be an “incubus” in this universe anyway? Can I really thread the needle to write about a literal sex fiend in a way that is still approachable and accessible at the level of “sexually suggestive content”? That sounds like an interesting challenge.

My characters are generally very insular and socially isolated (reflecting my lived reality, I guess), so this project could be an interesting challenge in terms of the social worldbuilding. Ossativo lives in a city, and it’s probably hard to avoid unwanted attention as an incubus who cannot pass very well as an anonymous mortal citizen. I imagine we’ll see the return of some of the side characters from Radiance Inviolate, like Gannethil, Camille, and Gwendolyn. This is likely set just prior to the dorrie takeover, so I think Lysander would still be hidden away at the outskirts out of fear of the sun. Poor guy.

Another challenge will be in coding. This seems like it will call for more extreme branching (that is, more frequent consequential choices) than I’ve done to this point, so I’ll either have to be really crafty about pruning them, or learn how to use elements of Twine that I haven’t really been that comfortable with approaching yet.

Cursed Sword Apologia

The other project I want to do is some cursed sword apologia. A few years ago, I watched The Legend of Vox Machina (2022), and was fascinated by a particular NPC, a sentient cursed sword that did its best to influence its himbo user toward evil.

What does a cursed demon sword represent? There’s a kind of seduction toward power, isn’t there? And using that power to accomplish things like vengeance extracts a psychological and spiritual cost. Bloodshed is corruptive.

So taking all that into consideration, I think that a cursed sword is its own kind of well-worn trope that feels ripe for a DemonApologist take. Shouldn’t we be more empathetic in considering the cursed sword’s difficult circumstances? What would that look like?

I imagine a demon who suffered a violent smiting by holy blade, and then was bound and sealed within the metal. The sword locked away in a vault somewhere, leaving him to brood until the sword gets stolen by some thief or another. I mean, is it really even “theft” in this case, or more of an unintentional rescue?

I think “falling in love with a demon bitterly trapped within a cursed sword” is a bit wacky and comedic, so I would want to lean into that rather than resisting it, but there’s a lot of potential for pathos there as well. It must be incredibly lonely to be stuck in a form like that without much recourse, if one is accustomed to being a free-roaming fiend. It would probably be a grievous wound to a demon’s pride and sense of self-worth to be carried around everywhere and used in battle as a tool, without much say in whose flesh their metal carves into. Does the sword feel uncomfortably cold when it’s not wrapped up in the scabbard, and resentful toward not having the ability to sheathe itself? Maybe those are some difficult emotions to work through, that a kind and empathetic person might be able to relate to and help with.

From the human side of things, trying to cuddle up to a sword poses some not insignificant logistical challenges. A sword might be rather phallic, uwu, but it’s a forbidden phallus. It’s a bit of a long-distance relationship, even when the sword is right there next to you. Maybe it can temporarily project a faint, intangible shade of the demon that you could speak with, but still struggle to touch.

And even if the sword-binding is “solved”—hardly a guarantee—doesn’t that introduce a whole new set of relationship issues adjusting to your partner now having a more “normal” physical form? What if you were used to carrying him around and making the decisions and liked that dynamic, but now he’s far more physically imposing and has greatly expanded agency to pursue his own interests, and could even carry you around as a bit of situational revenge? Goodness.

On the technical side here, if I’m going to write a story about a sword, it would probably make sense to have at least some kind of combat system, even if it’s simple. Yikes! I’m definitely nowhere close to coding that yet, but maybe I’ll feel motivated to work on learning to do it. How scary to contemplate.

Should I have said more?

Probably not.

Thank you again and especially: fen, vane, Tabitha, Drew Cook, Juniper Lake Fitzgerald, and ecrusar, for various contributions in terms of beta reading, coding notes, and moral support.

Thank you to arlo, mathbrush, Jaded Pangolin, Mike Russo, and Tabitha (again), the five people generous enough to review my work during the event. And EJ, who sneaked in a secret sixth review after the deadline! All of you treated it kindly, and gave me something to think about.

Thank you to the judges whose collective choices caused “postmodern fantasy-horror gay demon melodrama” to place as unexpectedly high as 14th out of 85 in IF Comp, while also generating a very wacky-looking sixless score distribution. I can’t believe 27 (!) real live humans on earth rated it a 7 or higher. Damn. That means a lot to me.

Finally, thank you to the accursed sun, for continuing to be the ultimate source of cosmic horror.

Take care,
DemonApologist

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-shattermelting fragmentslag : a unified whole composed of a lot of arranged pieces with disparate tones and elements that nevertheless orient toward each other.


-Concerto Grosso No. 1 is, essentially, a postmodern reinterpretation of a Baroque form.


-a partial solar eclipse happening at sunrise, colloquially called a “devil horns” eclipse because of the shape created by the crimson bits of the sun still visible.


-dremora lord : a tall and kind of grumpy demon guy who will shout the same 4-5 aggressive phrases in combat as he tears down whatever random hostile NPCs you come across in your travels.


I can’t go back in time to play and rate Pharos Fidelis, but with these kinds of inspirations, I’m sure as Oblivion throwing it on top of my to-play pile.

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Oh man! That was my ribbon nomination and the intent was 100% positive - I definitely agree that there are pleasures to melodrama, and doing it well is actually really tricky, I think. I had a really good time with Radiance Inviolate so I’m sad that my dashed-off nomination made you feel bad - though reflecting on it I can see how it would do that, shorn of context - but happy that it eventually landed closer to my clumsily-communicated intent.

(This post-mortem is great, so long as I’m posting!)

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This was all very interesting to read! I didn’t twig to the Skyrim influences at all when playing, but now that you mention it, I’m like, oh yeah, how did I miss that. Anyway, I am 100% in favor of inflicting ascended gay fanfic on the IF community.

I feel you about the light mode thing—I have the same problem the other way around (as you saw!). If a certain type of color scheme will give you a headache no matter what, it’s hard to tell the difference between good and bad iterations of it. I think really the only thing you can do is make sure to get feedback from playtesters who prefer the color scheme that’s less intuitive to you. I don’t know if I’ll ever have a good feel for designing for dark mode, but at least with enough people telling me what’s wrong with whatever I came up with originally I can eventually arrive at something that works for the people who like it.

FWIW, I thought the light mode for Pharos Fidelis looked good and I deeply appreciate that you included it even though it was (it sounds like) a lot of work.

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This was a fantastic write up, thank you so much for a glimpse into the creation of Pharos Fidelis!

It was the last game I played in the comp and it was such a high note to end on. I really enjoyed it, to the point that I had few notes because I was so absorbed in the story.

You say you might not be well adjusted and questioned why you spent a summer writing a novella with the influences you had, but I think that’s the charm here. This is a work that could only have come from you. It’s truthful in that vein, and personally I think that’s the most powerful thing a work can do. So thank you for sharing it with us :slight_smile:

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Congratulations on your accomplishment as an author and crafter of CSS gradients; on the well-deserved top 20 placement; and articulating your process and inspirations so clearly here.

I was sorry to get around to playing Pharos Fidelis only after the voting closed (even though it had been sitting on my “to play” shortlist since Sep 1). But better late than never. Your evocation of atmosphere was immaculate — through the language, visuals, and pacing — and I do think that’s the thing that will stay with me the most.

(What are the odds, by the way, that there would be two authors in this year’s comp engaging with solar eclipses, Baroque music, coziness by some definition, and “monster” romances, whose initial inspiration came from fantasy RPG video games? Are you my evil twin? :joy:)

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Thank you! Funnily enough, I haven’t played Oblivion yet, even though that’s the one with a daedra-centric plot.

Thank you! Sorry for being too insecure to appreciate your gift. :sob:

Huh. I guess since I said that I was “stung” by this mysterious ribbon, does that mean I get credit for foreshadowing?

Thank you! I’m glad the light mode worked for you. I think it would be less work for me to implement light mode if I knew how to do it in an intelligent way rather than a blunt and inefficient way. :sweat_smile:

And congratulations for your 3rd place finish!! :heart:

Thank you! It’s been really cool to see people showing up to the thread who enjoyed the project, I appreciate it so much. Congratulations on your own awesome entry! :heart:

Thank you for your comments! And congrats on your three (!) great entries. :heart: #JusticeForAFlatMinor

Well, I don’t think anyone would accuse me of being the good twin…

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Yeah, it does seem like there must be an easier way to do it, but unfortunately my knowledge of Harlowe is pretty minimal, so I don’t know what it is.

And thanks! I doubt we could have done it without your last-minute assist on the playtesting. :heart: (At the very least, we might have picked up a few additional low scores before some reviewer mentioned we had, you know, not actually explained how to play the game.)

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This is a great piece of craft writing, flat out, interactive fiction or otherwise! I really enjoyed reading it.

Reading your discussion of front matter makes me wonder if the randomizer does authors a disservice. Unless the user intends to play every game, there is value in browsing what’s available and choosing based on the art (assuming a human made it) and descriptive text. After all, some authors invest a lot of time and care into this aspect of their work.

Since I never play every game, I will seriously reconsider my use of the randomizer in the future.

But back to the journal. I love the emphasis on video games. They are a natural fit, here. While I don’t think everyone agrees, IF and video games share a lot of DNA, if they aren’t actually the same thing. And for many of us, video games are media touchstones that influence us every bit as much as film, television, and text.

Thanks for putting all of this together! And for writing PF, one of my personal favorites this year.

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I think the intent of the randomizer isn’t for people to play every game, but to ensure every game gets some eyes on it—otherwise Aardvark Simulator’s cover art would be seen by everyone, and have a good chance of snagging some of their attention, while Meerkat Simulator would be buried deep in the middle.

At least, that’s how I use it; I pick and choose what to play based on cover art and blurbs, but now authors can’t game the system to be seen by more people.

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It’s all down to preferences, isn’t it? On balance, I’d prefer making choices based on content. It would be odd if I felt differently! I’ve been saying that packaging is content since the inception of Gold Machine in 2021.

I’d personally avoid playing off “the top of the stack,” but scrambling a list to sift through is not really what I have in mind.

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Or I suppose to use a different analogy—if you want to test which packaging and blurb is most effective (by showing people two options and asking them which they prefer), you need to randomize the order you show them, otherwise the one that goes first might get a big advantage (or vice versa). Randomizing the order people see the covers and blurbs in means comp judges are (hopefully) choosing only based on the content, not because one of them starts with “aaa” so it always comes first.

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We agree, then! I think allowing the randomizer to decide is a bad option for me personally, but using the randomizer to shuffle the deck seems fine.

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What I think I was trying to express re: discussing the randomizer in a section about front matter is more about working through processing my own bitterness in what I hope is ultimately a productive way.

As the author of a less-reviewed/discussed entry experiencing a 27-day review drought (60% of the length of the entire event), I had a lot of time to stew in irrational paranoia about that situation. Does everyone secretly hate it? Are they going out of their way to avoid discussing it because of something I said? That kind of thing. At the time, it was especially frustrating to see people (that is, people not planning to review everything), choose to re-review already “disproportionately” reviewed entries because it was next in their randomizer order, rather than based on their intrinsic interest in entries guided by the front matter, or a judgment on which entries might benefit from having more public discussion, or whatever else. I felt similarly frustrated during SpringThing when people chose to review entries in alphabetical order (since my entry started with “R”).

Looking at it in hindsight, though, I feel more sensitive to the fact that the anxiety of the competition put me in a more distorted and insecure headspace than normal. The reviews are a kind of variable-interval operant conditioning for authors, where at any time the next posted review could be on your entry, if only you refresh the page more, creating a heightened and tense experience I was not resilient enough to dissipate effectively during the event.

With the IF Comp miasma now lifted, I feel instead grateful to be in a situation where I miraculously only received generous, mostly-positive reviews during such an intimidating IF event. The marginal next reviews the story would’ve received could’ve been unpleasant ones that I was quite lucky to avoid reading.

At any rate, as is often said, IF Comp reviews are not just for authors of entries. I am expressing how I felt from the distorted perspective of being an author in an unnatural competitive event context. It’s hard not to be self-centered. This is my thing that I made, that I think is cool, and I put a ton of cool stuff in it that people should be talking about! It’s like that meme of the guy in the corner of the party, and I’m thinking, “they don’t even know about dyslucence.” But as much as I personally care about them, reviews of Pharos Fidelis are not primarily for me. If it brings reviewers joy to choose what subset of entries to review based on a random order, or alphabetical order, or based on their intrinsic interest in the entries, that is their prerogative.

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Really enjoyed reading this (even if it does mischaracterize me as some sort of Harlowe expert!). I especially wanted to comment on this part:

to say that I am very interested in both! I like the questions both setups raise and the interesting situations they create for the characters.

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Yeah, I had a bit of a review drought last year (not as long, but preceded by some less-than-stellar reviews, so emotionally it was still rough), and it really really sucks, but no matter what method people use to decide what they play in what order, I feel like it’s always going to be happening to someone, whether it’s the author whose game is at the end of the alphabet or the author whose game is not beloved of the RNG gods or the author who’s just not that good at blurbs (a separate skill from writing fiction!).

We could all decide to play and review whatever’s the current least-reviewed game, but there were a couple times this year when I was like “I’m going to do a good deed and review a game that’s been neglected!” and then like two or three people posted reviews for that game while I was writing mine, so I feel like that’s maybe more complicated than it seems (at least if you’re me and reviews take you forever to write because you can’t be succinct to save your life).

Edit: Though it occurs to me now that I should clearly have decided to focus on Pharos Fidelis earlier just so that two or three additional reviews would materialize out of the ether to spite me. Maybe next year I will be able to harness my power of getting review-sniped and use it for the greater good.

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Great idea! Like taking your umbrella everywhere to make sure it’s going to be a sunny day.

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