When a book is lost...
Mar. 24th, 2026 11:24 pmI panic. I panic a lot. I abhor mistreating books. When I was growing up, import prices meant books were expensive. They still aren't cheap. So books in my home might linger on shelves and gather dust, but outside extenuating circumstances, I don't tolerate scratching, wet marks, folded corners and stains. A friend recently asked a question about jinn that I thought I had the perfect reference book for. However, when I went to look for said book, it had vanished. Me and Seth checked the whole house for two hours. Pretty sure I near drove the spouse crazy in the process of fretting for a week afterwards. My copy of Islam, Arabs and the Intelligent World of Jinn by Amira El-Zein was a slim hardcover monograph my husband bought me as memorabilia frrom a date at the Asian Art Museum. We were there to see an exhibit on Arab pre-history, which is a particular interest of mine. The world had history before the arrival of Islam. One of the maddening fascinations of Islamic revivalists has been the diminishing, if not outright eradication, of history before Islam arrived in the countries that claim it as their primary religion today. Saudi Arabia, the place that exported Wahhabism as a global project, is ground zero for some of the worst excesses. But Muslims believe in jinn because they are acknowledged in the Quran. Ancient scholars went so far as to debate what legal rulings applied to jinn. Think about this for a second. The same people who would demolish the graves of their prophet's family to prevent idolising them would not question the existence of jinn, a supernatural being whose mythology predates the arrival of Islam, if not Abrahamic religions generally, in the Arab Peninsula. Ach, this makes me want to read that book again all the more. I'm this close to buying myself a replacement copy if it won't turn up.
In other news, I recently learned that potherbs refer to any leafy plant one might turn into dinner. I first saw the word 'potherbs' in a translation of the Quran some two decades ago, when I thought they meant actual culinary herbs, like mint, basil and thyme. It makes more sense that potherbs are leafy vegetables, since I vaguely remember the verse I read listed "potherbs and cucumbers" side-by-side. If anyone asks, I might need to start telling people I grow potherbs because it sounds cool. I am already a pretentious snob. I drink tea. Since last week was a scorching spring heat wave, I tried laying down seeds for mizuna and the parsnips I got from bolting scrapped tops last year. Truthfully, I tried growing an earlier batch of parsnips, but the stuff that came out of the ground look suspiciously like celery. Since winter, practically everything that has sprouted in any pot on my porch is celery until proven otherwise. If some poor gardener in one of my stories gets cursed to only grow celery, you'll know why. I just need to figure out how make a curse of eternal celery a harbinger of doom.
Lately, we have been playing Redemption Reapers. It's an SRPG with a grim Souls-like aesthetic--the sort of dark, lonely medieval fantasy where everyone is one step away from dying horribly to rigged RNG. You play a band of mercenaries desperately trying to live in a world overrun with Tolkien-esque orcs and cursed beings. Every mission is set up like a survival horror where your party is perpetually just making it to the next day. Half the story is told by documents and items left behind that fill the in-game encyclopedia as you progress, reinforcing the idea that your party is merely picking through the wake of destruction, not getting ahead of it. As a fan of Drakengard/Nier, this lore-building process particularly brings back fond memories. The group of characters and classes you have are set, but the skills and how they synergise are interesting. This makes the gameplay hyper-focused as you are encouraged to work with the tools you have, rather than several combinations of sprawling skill trees. It's sparse compared to say, Fire Emblem or Disgaea, but the freedom not to spend an extra hundred hours levelling is nice. As a bonus, NPCs on escort/hostage rescue maps actually stay behind your party where it's safe and generally don't run ahead into danger. It sounds like a small quality of life feature, yet I cannot emphasise enough the bottomless gratitude it evokes within me. You need to understand that pretty much 99% of SRPG escort/hostage rescue maps have NPC AIs that insist on being frail healers or paper-HP archers who voluntarily walk towards the enemy while your party is: a) far away on the bottom of the map; b) need to cross a minefield blindfolded to get to said NPC and c) there's a time limit to save that NPC from themselves. An NPC that modestly walks behind the party? Attacks then moves behind cover while your characters press forward? Someone needs to steal this and make it a trend.
I personally like the characters. It's easy to think they're generic fantasy tropes, but they have genuine camaraderie. The designs are reminiscent of Vampire Hunter D, with a haunting, voice-propelled soundtrack (again reminding me of Drakengard/Nier) and quite impressive visuals. Our favourite character by far is actually the one who looks like a dead ringer for D. He makes spears cool again and is voiced to ridiculous levels of effectiveness by the guy who starred in the live-action Way of the Househusband. Unfortunately, this game is definitely one of those I want a sequel to be made for but I know probably never will see one because it's too underrated and niche. I can hope, since Binary Haze Interactive (the devs) are still kicking and making games in our preferred aesthetic. Heck, Brigandine (another SRPG that fell from nowhere onto the Playstation) is getting a sequel. So at this point, the chances of seeing a sequel to Redemption Reapers is actually still statistically higher than the chances of someone remastering Eternal Poison (our go-to pin-hand-to-forehead tragedy of an SRPG cult classic).
In other news, I recently learned that potherbs refer to any leafy plant one might turn into dinner. I first saw the word 'potherbs' in a translation of the Quran some two decades ago, when I thought they meant actual culinary herbs, like mint, basil and thyme. It makes more sense that potherbs are leafy vegetables, since I vaguely remember the verse I read listed "potherbs and cucumbers" side-by-side. If anyone asks, I might need to start telling people I grow potherbs because it sounds cool. I am already a pretentious snob. I drink tea. Since last week was a scorching spring heat wave, I tried laying down seeds for mizuna and the parsnips I got from bolting scrapped tops last year. Truthfully, I tried growing an earlier batch of parsnips, but the stuff that came out of the ground look suspiciously like celery. Since winter, practically everything that has sprouted in any pot on my porch is celery until proven otherwise. If some poor gardener in one of my stories gets cursed to only grow celery, you'll know why. I just need to figure out how make a curse of eternal celery a harbinger of doom.
Lately, we have been playing Redemption Reapers. It's an SRPG with a grim Souls-like aesthetic--the sort of dark, lonely medieval fantasy where everyone is one step away from dying horribly to rigged RNG. You play a band of mercenaries desperately trying to live in a world overrun with Tolkien-esque orcs and cursed beings. Every mission is set up like a survival horror where your party is perpetually just making it to the next day. Half the story is told by documents and items left behind that fill the in-game encyclopedia as you progress, reinforcing the idea that your party is merely picking through the wake of destruction, not getting ahead of it. As a fan of Drakengard/Nier, this lore-building process particularly brings back fond memories. The group of characters and classes you have are set, but the skills and how they synergise are interesting. This makes the gameplay hyper-focused as you are encouraged to work with the tools you have, rather than several combinations of sprawling skill trees. It's sparse compared to say, Fire Emblem or Disgaea, but the freedom not to spend an extra hundred hours levelling is nice. As a bonus, NPCs on escort/hostage rescue maps actually stay behind your party where it's safe and generally don't run ahead into danger. It sounds like a small quality of life feature, yet I cannot emphasise enough the bottomless gratitude it evokes within me. You need to understand that pretty much 99% of SRPG escort/hostage rescue maps have NPC AIs that insist on being frail healers or paper-HP archers who voluntarily walk towards the enemy while your party is: a) far away on the bottom of the map; b) need to cross a minefield blindfolded to get to said NPC and c) there's a time limit to save that NPC from themselves. An NPC that modestly walks behind the party? Attacks then moves behind cover while your characters press forward? Someone needs to steal this and make it a trend.
I personally like the characters. It's easy to think they're generic fantasy tropes, but they have genuine camaraderie. The designs are reminiscent of Vampire Hunter D, with a haunting, voice-propelled soundtrack (again reminding me of Drakengard/Nier) and quite impressive visuals. Our favourite character by far is actually the one who looks like a dead ringer for D. He makes spears cool again and is voiced to ridiculous levels of effectiveness by the guy who starred in the live-action Way of the Househusband. Unfortunately, this game is definitely one of those I want a sequel to be made for but I know probably never will see one because it's too underrated and niche. I can hope, since Binary Haze Interactive (the devs) are still kicking and making games in our preferred aesthetic. Heck, Brigandine (another SRPG that fell from nowhere onto the Playstation) is getting a sequel. So at this point, the chances of seeing a sequel to Redemption Reapers is actually still statistically higher than the chances of someone remastering Eternal Poison (our go-to pin-hand-to-forehead tragedy of an SRPG cult classic).