Voyages of the We’re Here and Her Crew – Story 7 (The Were Here Series)

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Well, Tania had plans; Syngin did not. While Syngin tidied his hotel room, David Bresenham, a co-executive producer, gave me an update. Tania had said that she wanted a baby and a prenup. The producers fanned that something, encouraging Syngin to revisit a heated phone conversation. On the drive, after Tania had pulled into a parking lot and Syngin had loped off in search of tea and crew members had adjusted the fritzing GoPro batteries, the couple delivered. In the two following cars, the field crew listened, unembarrassed, as the fight grew increasingly heated.

Finally the couple stopped speaking and I started wondering about potential hashtags. Tania had been wondering the same. The drive, which should have taken about two hours, had taken nearly five, and the crew had detoured for a meal before further shooting. From the first days of filming, with Syngin asking for his cue, with Tania checking in on retakes, they had been savvy about what the show would ask of them.

In two months, they had grown even savvier, answering on-camera questions in complete sentences, preparing responses in advance, satisfying the producers as quickly as possible. They signed onto the show, Tania said, because they wanted to share their story. They have dreams, Tania said, of living off the land, of practicing permaculture and natural medicine. Like a lot of franchise participants, they had other reasons for signing on. Syngin makes necklaces — that day, he was wearing, for the camera, a banded jasper pendant. Tania makes soaps.

8.1—Exploration & Interconnection

Voyages of the We're Here and Her Crew - Story 8 book. Read reviews from world's largest community for readers. What happens when the. Voyages of the We're Here and Her Crew - Story 4 book. Read reviews from world's largest community for readers. All good things come to an.

Soon they will have tens of thousands of Instagram followers. Someone might even see the show and offer them a camper van or some land, he suggested. The couple living off the land — the obstacles, the livestock — sounded like surefire spinoff material. The daughter of Venezuelan immigrants and a social justice advocate she recently worked with Democracy Spring , she recognizes her own story — indeed any K-1 story — as a privileged one. A waiter took their plates away. Just before they left for the shed, Tania spoke about a night, a month or so ago, when a field crew had filmed her at her bartending job.

A patron, hearing her story, had described Syngin as a good immigrant, someone who wanted to come here and work hard. In July, after months of news stories about family separations and detention centers and inflammatory rhetoric, I asked him if the show ever would become political. The subject of immigration has polarized Americans, on and off, for centuries. Now and as the elections near, it is polarizing us again. Log In. No good pirate has just sailed off into the big blue without some scrap of paper that directs them to an X marking some spot, and the same thing can be said for Sea of Thieves.

Manifest - The First Act (Sneak Peek)

Getting gold is pretty much your main goal in Sea of Thieves and the main way to earn money is to complete Journeys for the three factions, which you pick up at their tents on any outpost island. The Gold Hoarders give you maps and riddles that point the way to buried treasure.

The Order of Souls task you with taking out undead pirate captains and bringing back their glowing skulls. And the Merchant Alliance are all about trading, from chickens and pigs to gunpowder and cannonballs. Near there is another table with a small sheet of paper on it. Here you can suggest a voyage for your crew to undertake, and all of them then have to vote on it. Bring out your compass and then hold RT to bring it up to your face. If your ship sinks for any reason, you can say goodbye to your treasure. Plus, the longer you leave it on your ship, the more you risk other players coming after you and stealing it all.

Of course, all that goes the same for other players.

The waters and the skies around you will start turning red, and then before you know it, your ship will start creaking as it begins to take damage. Lots of damage. Speaking of sirens, you shouldn't worry if you happen to fall off your ship - whether you're playing alone or with other people. You can either get your crew to stop and wait for you to swim back, or just look for the blue smoke rising from the waves, which indicates the siren is waiting there for you.

But don't worry, they're not the kind of siren that promises you your wildest dreams and then kills you, they actually just teleport you back to your ship. Chuck three tankards of grog down your neck and prepare to see it all come back up again in no time at all. But before you start cursing your bad luck and weak stomach, grab a bucket and chunder in that instead. When the sea between you and your ship is full of sharks or you need to get back in a jiffy, you might need to use the secret dash swim trick to glide yourself at a super speedy pace across the water.

You can pull it off from the top of a cliff, from your ship or just from the beach.

Author, Captain, Musician, Sign Board Maker

Cheers to Hidden Beach for the tip! When attacking an enemy ship using the cannons, make sure to aim below the waterline when you can. That way, you're not only damaging their ship, but making sure the water rushes in there as fast as possible, meaning they've got more problems than just a hole in the hull to deal with. Alternatively, you can always just shove one of your crew members in the cannon instead and watch them fly. While red waters signal the edge of the map, black waters are a sign of something much, much worse. Exactly what the political situation is on other continents is not known, although at least one overseas land has a despotic ruler.

The Air Traffic Control tells those who venture out to sea that they should turn back, that nothing beyond that sea has been explored nor is there current contact; whether this is an official government line or the truth is not known. Culturally, the Giant society closely resembles the contemporary United States of in various episodes it has a police force, private hospitals, prisons, a State Governor, radio and television services, a zoo, jazz clubs, even a racetrack — and the Giants speak English, drive American cars, attend Vaudeville-style theatres, and play chess.

The Earth people find themselves able to cope, and their efforts to get around are facilitated by the ubiquity of large drains leading directly from interior rooms to the pavement, in an outside wall of most buildings. The Giant government has offered a reward for the capture of the small Earth people whom the Giants call the little people. In spite of the authoritarianism, there are several dissident movements at work that either help other dissenters such as the Earth people or are actively working to unseat the ruling party.

The government has established the Special Investigations Department SID to deal with assorted dissidents but it also takes the lead in dealing with the Earth people.

The Giant technology mostly resembles midth century Earth, but inconsistently: significantly more advanced in some episodes e. The little people's objectives are: 1 survival, by obtaining food and avoiding capture by the Giants or attacks from animals, such as cats and dogs; and 2 repair of their spacecraft, so they can attempt to return to Earth. They largely manage to survive by the help of sympathizers and stealth, making the most of their small size, plus their ingenuity in using their technology where it's superior to that of the Giants.

They do not achieve the second objective, as the primary systems of the craft are severely damaged, although in some episodes including "The Flight Plan" Burton implies that only a lack of fuel prevents the ship lifting off. The secondary systems are insufficient to enable them to achieve the sub-orbital flight required.

They are unable to use Giant technology, as it is bulky and less advanced; in one episode an experimental nuclear reactor, provided by an engineering student, produces dangerous side effects and is prone to overloading. They also cannot trust the Giants, who in another episode "Target: Earth" offer the little people a ride home in exchange for technical assistance with their space program, but then double-cross them. They are aided in their first objective, and at least somewhat hindered in the second, by the leadership of Captain Burton. He behaves as a leader and as protector to the passengers and crew, and his leadership has rescued them from some difficulties.

But Burton also tries to keep the Giants from ever reaching Earth.

In the episode "Brainwash", Giant police officer Ashim Warren Stevens says "Maybe we can find the home planet of these little people. It may be a very tiny world, but rich beyond our dreams. At the end of those episodes, he destroys devices that would get the Spindrift back to Earth but which would probably enable the Giants to journey there too.

Voyages of the We're Here and Her Crew - Story 8 (The We're Here Series)

In multiple episodes, the Giants capture one of the passengers or crew, and the rest have to rescue them. The Earth people avoid capture most of the time, because their spaceship is hidden in a wood in several episodes, described by the Giants as a park outside the city limits.

COLLECTIONS

They also occasionally form alliances with individual Giants for some common beneficial purpose. The show had no proper conclusion about the humans' attempts to return to Earth, and the final episode, "Graveyard of Fools", was a universal tale that could have taken place anytime in the second season. The penultimate episode, "Wild Journey" guest starring Bruce Dern , has Steve and Dan using alien technology to travel back in time to Earth just a few hours before their ill-fated flight.

Origins and construction

In a storyline lifted from the Lost in Space episode "The Time Merchant" , they attempt to alter the timeline but only succeed in ensuring that the events of the first episode, "The Crash", take place footage from the pilot, where Spindrift becomes lost, is included in this episode , creating a Twilight Zone -style twist ending, with the impression of a recurring cycle of inevitable events.

The first season comprised a regular 26 episodes, but season two was left one episode short, having only 25 episodes, leaving the impression that "Graveyard of Fools" was not originally intended to be the final episode of the season. The show thus comprises only 51 episodes or 52 episodes including the unaired pilot.

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The show was created by Irwin Allen. Don Marshall, who played the part of Dan Ericson, credited his previous football, track, and pole vaulting work for helping him with the stunts required. Elements of Allen's Lost in Space series recur in Land of the Giants , notably the relationship between foolish, greedy, on-the-run bank robber Alexander B.

Also, for main cast billing, Kasznar was treated contractually in the same manner as Jonathan Harris had been on Lost in Space : billed in last place on the opening credit sequence, but billed as Special Guest Star even though he was a series regular. Apart from this, Gary Conway received solo star billing in the opening credits, with the other regulars all receiving also starring billing.

The show was originally intended to premiere as a mid-season replacement in the spring of , and the first 12 episodes were shot in the fall of This was changed and Giants premiered in September for a full season.

The network screened the episodes in a significantly different order than the production sequence.