#<- the z was a typo
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the-acid-pear · 3 months ago
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the L.L. PT era was so cute... wish i remembered anything </3
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serpentface · 10 days ago
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WARDI WRITTEN LANGUAGE (BASICS).
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Couya's full name (properly 'Haidamane Couya') written formally and with common handwriting conventions.
The Wardi written language derives from earlier proto-language systems consisting exclusively of logograms without direct phonetic meaning or grammatical structure. These symbols gradually became simplified and abstracted to the point of many having little intrinsic clarity, and combined to communicate abstract concepts.
The development of a full written language did not occur independently (as very few written languages do), and its phonetic elements (namely its use of syllabograms) were largely derived the 'ancient' Burri writing system, gradually synthesized with native writing conventions, and in the contemporary forms a wholly distinct system. The language's Relatively universalized form is a very recent phenomena, developing within the past two centuries with the region's conquering/unification into a single entity.
The contemporary written language is a mixture of logograms and syllabograms. It is read from right to left and arranged in horizontal columns. The most formal variant of this system contains each character within a square outline, usually separated by a small space. This outline confers little phonetic or symbolic information beyond making distinction between syllables exceptionally clear, and can be (and often is) omitted in handwriting. The separation of words is conveyed through a narrow rectangle or line in formal contexts, and again often omitted in handwriting (instead indicated instead by a wider blank space).
The pure logograms that have been retained in this writing system tend to be those of very common words or specific concepts (most logogram characters for types of livestock, key crops, water, major body parts, etc are widely recognized and in common use). There has not yet been any attempts to fully 'formalize' the language and omit potentially unnecessary logograms, and they remain frequently used as shorthand while conveying the same semantic information.
Many of the syllabogram characters are directly derived from logograms that depicted monosyllabic words. For example, the spoken word 'gan' means 'cow', and the character for the syllable 'gan' is identical to the common logogram for 'cow'.
The name Gantoche (literally "cow-eye") could be written either fully with syllabograms as:
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or through logograms as:
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Both ultimately communicate the same meaning, but the former clarifies pronunciation (the words gan and atoche are contracted, it's gantoche and not gan-atoche).
It is a relatively easy written language to learn, as the pure syllabogram characters indicate their own pronunciation with little ambiguity and often have consistency to their construction (ie the character for the syllable 'man' contains most of the same elements as that for the syllable 'wan'- the dot placement in particular has indication of the vowel sounds).
The inclusion of logograms in general and many of the syllabic characters being directly imported From logograms complicates matters. These characters lack visual consistency, and can be confusing to the large swath of the public who know common logograms but not the full written language itself. Ie: the word 'ungande' meaning 'liver' will be composed of logogram-derived syllable characters for 'un' (which alone means 'hand') and 'gan' (which alone means 'cow'). Someone who is only semi-literate in common logograms may be confused at the meaning, especially since these same exact same characters may be used elsewhere on their own to indicate 'hand' or 'cow'.
One major exception to this tendency is that current religious doctrine requires established logogram characters describing God to be used in place of syllabic characters. The word for god is 'Od', and has its own unique character (as do each of the Faces, the capital F 'Face', and Its deified pronoun). The syllable 'od' [oʊd] is very common in the Wardi language, and a wholly separate character is used for the phonetic sound when it is not a reference to the deity (ie 'lion' (odo [oʊdoʊ]) does not contain the same character for God in spite of its first syllable having the exact same pronunciation). Names are a bit of a gray area (ie: the name 'Odabi' is very common and carries the meaning of 'gift/blessing from God'). Religious leadership is currently experiencing a mild schism on whether the written character for God is separated due to being wholly sacrosanct (and thus inappropriate to include in the written form of a personal name) or as more of a functional delineation of the sacred and mundane.
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mellootron · 8 months ago
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never let me cook
STEAL THEIR LOOK:
Bubs:
Fake Contacts (wear Sea-Me-Nots to be the Thnikkaman)
Zekko Long Carrot Tee
default long pants
School Shoes + Hi Socks (any black shoes that seamlessly blend in with the long pants will do)
Coach Z:
Bream-Brim Cap
Green Cardigan
colored long pants
Green Iromaki 750s
and also i had to flip bubs otherwise it wouldnt look good
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elinekeit-artstuff · 9 months ago
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That projectile titty rocket flew so my agender ass could walk 💞
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bones-ivy-breath · 4 months ago
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House of Leaves by Mark Z. Danielewski
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racetrackmybeloved · 6 months ago
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y'all i feel like i'm going INSANE are we saying that finch's last name is cortes or cortez?? i've been using cortes because that's what the trading card says but i feel like every single person on here uses cortez. is there something im missing and its actually cortez ?? where are you getting the z spelling ?? should i change my tags to cortez instead of cortes ??
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victorckk · 5 months ago
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I never posted these what
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sorcerous-caress · 1 year ago
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Reading fanfics and being able to tell the author is older millennial bc of lines like:
"Matching panties? How naughty"
OOC sudden shyness about being naked after taking their own clothes off and covering themselves only for the other Character to pull their hands away
"Btw remember our safe word that exist :) hahaha, just a reminder of our safe word and how this is totally consensual and if I make you uncomfortable please tell me and I will immediately leave right away :) nothing but mutual respect and consent here :)" deadpan in the middle of your smut, out of the blue.
Being allergic to colours and describing hair as firey, ebony, sun-kissed instead, whilst ignoring the whole hair if it's brown.
"Oh"
Never saying ass, but using rear, butt and bum unironicly.
"He always hated these uniforms (except when she wore them and flaunted her buttocks around) and he couldn't wait to take them off." Aka still using ()
Orgasms are described as a flash of light and everyone always finishing at the same time.
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funnywormz · 2 years ago
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something silly...... sorry if the dialogue is awkward i just. needed to get this out of my brain bc it's been living up there for TOO LONG.
rex canonically watches anime so. yknow.........
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halohalona · 5 months ago
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was scrolling through tiktok (i know), and a "Be an Alpha" video came up. Let's just say 1. i could not enjoy the deadpool content that came after that, and 2. I should really stop looking at the comments of every video i see.
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4townglazer · 9 months ago
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js realised they made a typo in the 1 true love music vid LOL it’s meant to be ‘convenience’
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ignore the 2.7x that got in the way 🙄
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soundsdangeresque · 1 year ago
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inktowbew days 1 and 2 :]c
um. bonus under the cut (i got carried away with the first prompt lol)
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my actual favorite costume is dead guy from die hard bubs but thats just because i really like die hard (and actuon movies in general if u. couldnt tell dfghkjg)
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sesamenom · 7 months ago
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C&C vs PD: Tengwar Edition
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kaiowut99 · 8 months ago
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...so all this time, I've been applying fixes to card errors for my finalized GX subs often using a combination of AfterEffects and Sony Vegas with scenes involving movement like zooms or panning along the screen... manually keyframing zooms or pans in Vegas after Power-Pinning a card proxy into place in AE...
...when I could've been using Track Motion in AE to wipe out 95% of the work?? Leaving just spot-checking here/there to see how it came out??? How did I only just get the hang of that lmao
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bones-ivy-breath · 4 months ago
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House of Leaves by Mark Z. Danielewski
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ru5t · 5 months ago
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(Tech's Annotated) Map of The Zones
There is an official/presumably canon map that was created and circulated around the time of the music videos (viewable here). However, after playing around in this sandbox it quickly feels deeply and entirely too small (the city only around 3 miles across, and then around 15 miles from the city to the edge of the zones — it's simply not enough space) for all of the madness going on inside of it. So here's the headcanon/blog canon version of things!
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The zones of the west coast center over Battery City, and are roughly 300 miles in diameter, making for over 30,000 square miles of potentially habitable ground.
Note: "Old world" locations visible purely for irl reference, the city names wouldn't still be in wide use or marked on an official map. The annotations are approximations in some cases, based on info I got from people who made up the locations — if it belongs to you and you're thinking 'hey that's not where that is' please let me know! I will scooch. I absolutely recommend opening this in another tab for better viewing, as it is massive and maybe slightly unreadable at tumblr dimensions. (Oops.)
The roads -some old, some new- are generally passable, but many are very rough. Detours are common as the desert, and killjoys, shift obstacles around. Moving straight east from the city, it would take a person about 5 days to get to the edge of zone 06 on foot, 1-2 days on a bike, 6-8 hours by motorized vehicle, and less than 2 hours by helicopter. Since Better Living patrols are almost never moving in a direct line unless they're hunting specific quarry, they tend to pack heavy, and take multi-day or multi-week patrols that sweep the zones, looking for 'rescues' to make and hostile settlements to squash. There are also a number of Better Living outposts in the inner zones: permanent encampments where employees are left to watch over particularly desirable or troublesome locations, such as the robotic dumping grounds in southern zone 02, and the borders of the annex.
A lot of the livable area is characterized as desert or steppe, partly due to the regions natural inclinations, partly due to the environmental devastation wrought by the wars. To the west and south, the old coastline now marks the start of the salt flats: empty stretches of ground that end at the current coastline some miles out from where it once was, turning the former channel islands into a spattering of rocky, mountain-esqe outcrops surrounded by hard, packed earth too salty to bear much life. Many settlements and travelers prefer the north and east, where the terrain protected some of the valleys and so echoes of the forests and other natural resources remain — as well as echoes of the wildlife. To the south(east), conditions start dry and get drier, providing massive challenge to anyone who doesn't know the way to carve out safety and make use of the weather.
BATTERY CITY
Ten miles in diameter, closed off by a barrier wall with fixed entry points, all of which are heavily monitored.
Battery City is a self-contained and somewhat* self-sufficient city. In the early days -before they built the walls- the plan was always to expand, crawl outward and establish a new world from the rubble of the old. However, conflict with early rebels led to the division of city from 'zones', and the heads of the corporation at the time chose a ten mile diameter to lock behind their main wall. Largely prevented from expanding and lacking the room for urban sprawl, the city has gone vertical to keep up with the demands of its population. Buildings and entire block levels extend both up and down, in sky scrapers as well as some subterranean levels (the latter of which are mostly used for synthetic farming and detainment.) Rather than divide by production, the city is designed so that, in the event of failure or invasion, no one zone of it can be commandeered to cut off the rest. Factories and power plants are interspersed with dwellings and other means of production, and the divides dictate the city's class system more than occupation. The outer wall is dozens of feet thick; the only roads in and out are tunnels guarded around the clock by S/C/A/R/E/C/R/O/W task force. For more detailed city notes [I will make another post which I will come back and link here.]
It can be easy for things to seem small, with the city so dwarfed by the zones as it is on this map, but the city inside the wall alone covers roughly 320 square miles of land [compared to L.A. (503), New York (469) or Chicago (234)] and hundreds of thousands (if not millions) of people live in Battery City. Many of them are descendant of people who never left, and the walls went up around them; many others migrated there, in out of the wild and destruction. Of the three remaining (official) settlements in the US, Battery City has the largest civilian population.
*Battery City does do its own farming, but is supplemented by resources from Fort FISK and the Fishery, another Better Living establishment in the southern US. In a crisis situation where FISK was unable to send supplies, the city could sustain without lifestyle changes for approximately five years.
ZONE 01
Ten mile wide band around the city, marked and separated from the other zones by a series of border walls and fences. Regularly patrolled.
There are many buildings, most of them crumbling, that were once urban sprawl and the suburbs. Thanks to the city's tampering with the weather, zone 01 shares most of the benefits, and can rely on slightly lower temperatures, regular safe rainfall, and even a four-season year (while the outer zones tend to have more like two seasons, dry and wet.)
Despite the city's attempts to section it off from the other zones, 01's borders aren't secure, and a small number of killjoys regularly move through the wreckage of the area. These are the most hostile and often least recognized killjoys — extremists even by the standards of arguably violent killjoy culture. They launch attacks on the city, the walls and patrols and citizens alike, and keep the rubble of the suburbs too unstable for the city to continue to expand. Many die young and unrecognized.
Zone 01 also contains the city's two expansions, as acquired in 2020: the Neon District and the Annex. The Annex is largely agricultural in nature, a proto-version of the much smaller greenhouses the city tried to establish in later years. The Neon District is an expansion of the outer city, mostly containing civilian dwelling. Where once the slums and Neon were the same, now the slums are at least inside the main wall, and Neon has become adjacent to the city. Neon houses almost exclusively registered neutrals, many of whom commute into the city to do undesirable jobs for low pay. On BL/ind paperwork, the Neon District is both a neighborhood in the zones and the expanded dwelling, but among citizens, the Neon District "Slums" of the city and the district's expansion, "Neon", are different places entirely. [Also more details for this in the city post.]
ZONE 02
Fifteen mile wide band around zone 01, marked off in some places by (often unmaintained) border fences. Regularly patrolled.
As in zone 01, what remains of the old world's sprawling boroughs make up most of the landmarks, though here in zone 02 they're less stable. More spread out, and prone to one day shaking apart for no entirely clear reason. The landscape begins to shift in the north and northeast, turning hilly. The city's weather control effects taper off within this zone, so that the inside mirrors a lot of zone 01's weather, while the outer sections reflect more of the desert. Overall, the two often clash, and weather in zone 02 changes at the drop of a hat. It's rarely dangerous in and of itself (typically no acid rain or poisonous fogs) but the speed and frequency of the changes make attempts to travel through and settle in zone 02.... interesting.
Scattered around zone 02, amidst the crumbling infrastructure, there are both Better Living outposts, where patrols sent out from the city stop or bed down, as well as some more permanent installments. The unlucky are sometimes shipped out for a few weeks at a time to man these watch points, such as the Better Living building that overlooks the robotics dumping ground south of the city, just beyond the old coastline. Just as equally, there are killjoy encampments dotted across the zone, populated like a forward front, often taking in anyone who manages to escape the city, and serving as an early warning system to the rest of the zones. Zone 02 is often considered a "buffer" zone: too chaotic for the city to really want it, but too valuable to leave untouched — too controlled and close for the killjoys to claim it, but too dangerous to let it be absorbed. Thusly, it sits as something of a no-man's land, and is arguably the most dangerous part of crossing the zones in either direction.
That is, it's the most likely place to get killed by a person in the name of the grand conflict, anyhow.
ZONE 03
Twenty mile wide band around zone 02. Occasionally patrolled.
Many of the old buildings are gone, dusted away by the bombs of the wars or scorched up by the fires or crumbled away in the time since. Those left are the most sturdy, or else the ones rebuilt by dedicated zone dwellers. There's a few old neighborhoods, but mostly things aren't so closely or neatly laid out as the old-world neighborhoods used to be. Weather takes a turn for heat and dust and desperation: desert standard from here out.
As the beginning of proper killjoy territory, zone 03 is the most densely populated, and what most people think of when they're imagining the chaos of large groups and the vibrant party scene. Despite a decent number of permanent settlements, Better Living patrols don't sweep though very often, in part because they almost never find any actual killjoys, only the signs of life. (The rest, because it's simply too large and push back is too strong for the company to dedicate the resources to trying to lock it down.) Rebels living in 03 are heavily interconnected, and experts at avoiding patrols. With a whole system of bells and whistles and warning phrases, entire trading grounds empty in minutes ahead of patrol warnings only to go right back to their dealings the moment the coast is clear.
Popular destinations include Tommy Chow Mein's place, an old motel repurposed into a trading market in the east, Regal Riotess's Battlegrounds, a sparring and entertainment venue in the north, and the Hyper Thrust, a club and musical venue to the south. The Sun Sandbox, a music and event venue famous for its reflective quality, shines out in the west here. Many other traders center themselves in 03, coordinating into pop-up markets or setting up more permanent locations -such as the Wind Stop on the fence to the northeast- as killjoy movements across the zone support or demand.
ZONE 04
Twenty-five mile wide band around zone 03. Rarely patrolled.
Another fairly populated zone, though things spread out as the terrain and crumbling structures demand and groups become more distinguished. Drier, often flatter terrain means dust storms pick up in frequency here, and, though rainfall is typically sparse, flash floods run the risk of sweeping straight over things without much obstacle when they pour down out of the ridges in the northwest.
As opposed to the tight-knit nest network of zone 03, groups in zone 04 tend to be more distinct from and less trusting of each other. Turf disputes aren't entirely uncommon, though conflicting groups usually prefer boxing rings (one 'champion' from either crew battling it out) over all out brawls. Growing distances between settlements means radio contact becomes more important. It's thought, though it hasn't been proven, that Dr. Death runs the WKIL out of zone 04. Better Living patrols only ever cross into zone 04 if they're on the hunt for a specific target, and as such they're usually more hunting parties (colloquial "murders") than route 'patrol' parties.
04 houses a diverse mix of groups and locations: the infamous Fabulous Four's Diner sits to the north, while in the east a neutral settlement, Jasper, has planted their roots into an old lake bed. There's a little less of the party scene here, but it includes the Fuck You!!!! House, an establishment that promises bloodshed every evening, one way or another, and out in the flats there's Electric Starlight, part bar for their regulars who dwell around the old Channel Islands, part destination venue for the massive rave-like parties and shows that take place there as often as can be put together by the owner.
ZONE 05
Thirty mile wide band around zone 04. No patrol schedule.
Ambient radiation levels are a touch higher in zone 05, and pockets of danger exist that travelers and those trying to tame the outer zones should be wary of. Rainfall also takes a turn for the worst, as it becomes more common for it to be toxic to consume and/or cause burns to exposed skin from this point further (a happening not impossible but more rare, in the inner zones.)
To go with growing environmental dangers, there's a sharp drop-off in cooperation around this zone too. Groups tend to be less generous with their supplies, and while the waves remain a vital tool for communication and keeping ahead of things, crews that come face to face aren't likely to trust each other very much, if at all. The stakes are simply too high, the margin for error too narrow. Bad news is all too common: contract killers and more radical groups are easier to find, and easier to bump into.
Somewhere near or perhaps even within the Dead Zone to the northeast, a particularly vile and violent group of DESTROYA worshipers has set up permanent residence. They journey out from whatever base they have to attack others, city and zones alike, without prejudice. They're known to descend on churches or shrines of other desert deities with greater regularity and more demonstrative end results, but won't say no to fucking anyone up just for fun. The wise give them a wide berth, and heavily vet individuals who might only be posing as lost and looking for help...
ZONE 06
Thirty-five mile wide band around zone 05. No patrol schedule.
Sights include sprawling vistas of desert skies and plenty of odd happenings, but not much else goes on in 06 on the regular. The terrain gets tougher, less tame and more churned apart by the wars and the rattling of the ground since. Radiation ticks up a little higher, and the places where it really clings will have an unwary journeyer dizzy and good-as-dead before they can even guess what's going on. It's easy to stumble into a gruesome death, out here.
Many zone dwellers don't go this far. Those who do are often the spiritual (or crazy) type, drawn by the odd sightings and phenomena such as lights in the sky, voices in the air, and landmarks that move. Any of it may or may not be real, depending on which story gets told and who is doing the telling. The other dustkids who travel through 06 are typically only there to pass along messages:
Several churches to various zone deities are tucked away here and there, ready to welcome the lost or, in the case of the unmanned shrines, offerings to the likes of Papa Sol and the Phoenix Witch. The mailbox sits in a little valley due east, and marks the outside border of the zones — "the end of the world".
ZONE 07
Isolated location also called The Anomaly located in the western quadrant.
Plopped down on the coast like something that crawled up out of the ocean and gave up on trying to walk across the flats, 07 is a mystery of a thing. It is consistently drenched in heavy fog no matter the surrounding weather. On approach, the ground quickly gives way to a soggy, sticky mess typically found in bogs or marshes, and it's presumed the ground within the fog cloud is the same.
Presumed, because no one goes into 07. No one who wants to return, anyway. Even Better Living has stopped sending investigative probes, manned or otherwise. The readings never make it out, and the people only rarely do, and only do so greatly changed. Often, reduced to vague shadows of their former selves, or else entirely delusional, sometimes even violent.
The superstitious types often refer to zone 07 as 'the mist', 'the veil', or 'the thin place', believing it to be a location where the world of the dead comes into contact with the living. This rumor is largely fueled by the human-like shadows often seen in the mist. Whether they are spirits or simply shadows or something else entirely, no one can say.
Pursuing answers in the matter of what, exactly, 07 is never ends well.
ZONE SEVEN
An approximate 'safe' band of 5-10 miles around zone six.
So named because the city had already designated the anomaly on the coast as "zone 07", meaning that killjoys could refer to something by that name and it wouldn't immediately set off any alarms. This zone seven is mapped almost exclusively by word of mouth, it does not feature on Better Living maps ((it's only on this one for visual aid)), and is rarely written down by killjoys to better guard their knowledge of things that just might begin to be out of the city's reach.
A hostile terrain pitted with unstable ravines, there is little shelter, even less water than the established zones, and further threats of radiation spikes, electrical & sand storms, and a variety of hostile wildlife drawn in from the wilds by the potential for someone to eat. Even those that know the landmarks, where to find shelter and make use of what little water can be found, take risks going out into this area. So they tend not to, unless things are bad enough.
As things are now, The Haven is the only known establishment of any kind within zone seven. It is, technically, a lighthouse, a location that will offer aid to anyone who finds their way to it, but as you can imagine they don't typically get a lot of outside traffic. (In other words: it was absolutely bananas cage mad behavior to set up a permanent encampment of this size out here. Anyone who doesn't know the Haven for trade reasons probably only hears rumors and thinks they're all insane for trying.)
THE EMPTY ZONE
Officially, anything beyond the edge of zone 06: which is to say, “nothing.”
The perfect truth is that the lines aren't so rigid as is convenient to mark on a map, and there's all of seven to account for, with more gradually being explored, word of more safety spread as it's found. But it's dangerous work. Unforgiving work. Few people dare to push the limits of the outer edge, believing instead that the way to true freedom lies in dismantling Better Living, not running from it. As things are, the empty zone beyond the end of the world, the untamed wilds, really is nothing but nothing. In theory there are livable lands, ways to cross the old cities, looting or building, striking out. In theory there could even be settlements that don't and never did belong to BL/ind, people who survived and continue to scrape their way along, or maybe even thrive. In practice, there's no guides and no guarantees, no promise of anything. In practice, to push beyond zone seven is all but certain suicide. Very few dare try it. Even fewer return, and it's been many years since anyone attempted a major excursion.
Even Better Living goes under the earth to cross the distances between their cities.
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