#10/10 great character creation
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lialox · 7 months ago
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YHK Dynamics (pt 1 - On Kim Dokja's love)
HSY: KDJ loves us but doesn’t know it. He is a dumbass who’s completely out of touch with his own emotions.
YJK: KDJ knows he loves us but won’t acknowledge it. Kim Dokja knows everything, he just has problems.
KDJ: I love you both and I fully acknowledge it. This is how I show my love. By sparing you from it. I’ll only hurt you. I have already hurt you so much. I will lie and cheat and put up my walls and wear my masks and use every talent I have in emotional manipulation to keep you at a distance. I would do it all so well, so meticulously, because I would rather suffer alone for eternity than continue to hurt either of you. I survived because of you two. And now, I only exist to repay my debt.
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red-winters · 2 years ago
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I made the mistake of getting invested in a newly released game that’s $80 or so at full price
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prokopetz · 1 year ago
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Your long and arduous journey has led you to this, the final confrontation. You thought you knew what to expect, but just as you struck the final blow, your ultimate foe's eyes gleamed with unnatural light as they proclaimed…
THIS ISN'T EVEN MY FINAL FORM
A game for 4–6 players
Introduction
This Isn't Even My Final Form is a GMless tactical minigame for 4–6 players. You'll take on the roles of a party of heroic adventurers nearing the end of a world-spanning quest to defeat a great evil, the Final Boss. Unfortunately for them, each time they think they've won, the Final Boss assumes a new, even more horrifying form, and the struggle begins anew. Is there any end to this conflict? There's only one way to find out!
What You'll Need
This Isn't Even My Final Form requires a dozen six-sided dice, as well as a way of keeping track of a few important numbers – a shared text document or some scrap paper will suffice.
Update 2023-10-30: Print-and-play card decks are available here:
http://penguinking.com/this-isnt-even-my-final-form/
Character Creation
Choose two of the following actions to be your Party Member's Class Actions: Strike, Heal, Buff, Debuff. If you'd rather determine this randomly, roll on the following table.
1. Strike, Heal 2. Strike, Buff 3. Strike, Debuff 4. Heal, Buff 5. Heal, Debuff 6. Buff, Debuff
Give your Party Member's Class a name which suits your Class Actions. Also give your Party Member a name; it is traditional but not obligatory for your Party Member's name to have exactly five letters.
Playing the Game
Play is divided into a series of Phases. During each Phase, one player takes on the role of the Final Boss. That player's Party Member does not participate in this Phase; they're trapped, lost, incapacitated, or otherwise separated from the party or unable to act for the duration of the Phase. All other players take on the roles of their Party Members.
The Final Boss player's first order of business is to describe what the current Phase looks like. The Final Boss player can roll 1–3 times on the following table (re-rolling duplicates) to decide on a theme, or use it as inspiration for their own theme. To use this table, roll a six-sided die twice, treating the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66.
11. Beasts 12. Bells 13. Blood 14. Bones 15. Chains 16. Chaos 21. Cubes 22. Eyes 23. Fire 24. Flowers 25. Food 26. Games 31. Gears 32. Glass 33. Gold 34. Hands 35. Holes 36. Ice 41. Iron 42. Light 43. Mazes 44. Meat 45. Mirrors 46. Music 51. Orbs 52. Order 53. Plague 54. Shadow 55. Slime 56. Space 61. Spikes 62. Teeth 63. Time 64. Trees 65. Weapons 66. Wings
Once the Phase has been defined, set the party's Momentum to zero. Momentum is a value which will increase or decrease over the course of the Phase; it has a minimum value of zero, and no particular upper limit.
Play proceeds in a series of rounds, as follows.
The Final Boss Attacks
The Final Boss always goes first in each round. Roll one die:
1–3: The Final Boss chooses one of the following actions. 4–5: The Final Boss chooses two of the following actions. You may not target the same Party Member twice; however, you may use the same action on two different Party Members if you wish. 6: The Final Boss does nothing this round. On its turn next round, it does not roll and instead uses its Ultimate Attack.
Wound: Inflict the Critical Condition on a single Party Member. If the chosen Party Member already has the Critical Condition, it's replaced with the Down Condition and the party loses one Momentum.
Imprecate: Inflict the Cursed Condition on a single Party Member.
Envenom: Inflict the Poisoned Condition on a single Party Member.
Bewilder: Inflict the Confused Condition on a single Party Member.
Counter: If you're targeted by the Strike or Debuff actions this round, after resolving that action, perform the Wound action on the Party Member who targeted you. You may counter any number of actions in this way.
Dispel: Remove the Buffed and Protected Conditions from any number of Party Members.
Enrage: The Final Boss rolls two dice and takes the better result on its next action. The party may cancel this benefit with a successful Debuff action; doing so removes the extra die instead of forcing the Final Boss to roll twice and take the lower result.
Ultimate Attack: This action can only be chosen by rolling a 6 during the previous round. When the Final Boss uses this action, choose Cursed, Poisoned, or Confused: you may perform the Wound action AND inflict the chosen Condition upon any number of Party Members, in that order. (i.e., Wound each targeted Party Member, THEN Curse/Confuse/Poison any who remain standing.)
The Final Boss player describes the outcome of the chosen action(s) in as much or as little detail as they like; control then passes to the other players.
The Party Acts
After the Final Boss has attacked, each Party Member who doesn't have the Down condition chooses one of the following actions, in any order the players wish. After choosing any action other than Defend, the player rolls their dice pool, which is a handful of six-sided dice constructed as follows:
Start with a number of dice equal to the party's current Momentum (initially zero, though it will grow over the course of the Phase)
Add one die if you're performing one of your Party Member's Class Actions
Add one die if your Party Member currently has the Buffed Condition
Add one die if your Party Member currently has the Critical Condition
Roll all of the dice together, and find the highest result. Ties for the highest result have no special significance; for example, if you rolled four dice and got 1, 3, 5 and 5, your result is 5. If you'd ever end up with zero or fewer dice for any reason – either because your dice pool was empty to begin with, or because some effect obliged you to discard every die you rolled – you receive an automatic result of 1.
If an action requires you to target a specific Party Member or make other choices, you can wait and see the result of your roll before making those decisions.
Strike: You attack the Final Boss. Roll your dice pool:
1–3: Nothing happens – either the attack misses, or the Final Boss turns out to be immune to whatever you just did. 4–5: The attack strikes true. The party gains one Momentum. 6: Critical hit! The party gains two Momentum.
Special: If you roll triples or better (i.e., at least three of the same number) on a Strike action, the Final Boss' current Phase is defeated, and you move on to the next Phase. It doesn't matter what number comes up triples.
Heal: You attempt to restore the party's strength. Roll your dice pool:
1–3: You may remove the Critical Condition from a single Party Member. If no Party Member has the Critical Condition, nothing happens. 4–5: You may remove the Critical Condition from any number of party members OR you may remove the Down Condition from a single Party Member. 6: You may remove the Critical and Down Conditions from any number of party members.
Buff: You attempt to bolster a party member. Roll your dice pool:
1–3: You may grant the Buffed Condition to a single Party Member OR remove a Condition of your choice other than Critical or Down from a single Party Member. 4–5: You may grant the Buffed Condition to a single Party Member AND remove a Condition of your choice other than Critical or Down from that Party Member, if they have one. 6: You may grant the Buffed Condition OR remove a Condition of your choice other than Critical or Down to any number of Party Members. You may choose a different option for each targeted Party Member.
Debuff: You attempt to weaken the Final Boss. Roll your dice pool:
1-3: Nothing happens – it turns out the Final Boss was immune to that effect. 4–5: The Final Boss rolls two dice and takes the lower result on its next action. 6: The Final Boss rolls two dice and takes the lower result on its next action AND the party gains one Momentum.
Defend: You may grant the Protected condition to a Party Member of your choice. Do not roll.
Based on the outcome of your roll (if applicable), describe the outcome of your action in as much or as little detail as you wish.
Once each Party Member has acted, return to "The Final Boss Attacks" to begin the next round.
Ending the Phase
As noted above, rolling triples or better on a Strike action results in the immediate defeat of the current Phase. Alternatively, if all Party Members simultaneously have the Down Condition, the Final Boss player's Party Member suddenly breaks free or arrives on the scene and rescues everyone in a stunning deus ex machina; this also ends the Phase, but does not count as defeating it.
In either case, reset the party's momentum to zero, remove all Conditions, and move on to the next Phase. The role of the Final Boss passes to a different player, with preference given to those who haven't yet had a chance to be the Final Boss; the previous Final Boss player resumes playing their Party Member.
Continue until the party has defeated a number of Phases at least equal to the number of players, or until mutual agreement has been reached that all this has gone on quite long enough.
Conditions
Some actions can impose Conditions upon the individual Party Members. Conditions can be positive or negative, and last until specific conditions for their removal are met.
Buffed: Your strength has been boosted. When rolling your dice pool, you roll one extra die.
Confused: You've lost your wits. When the party acts, your action is determined by rolling a d6 – 1: Strike; 2: Heal; 3: Buff; 4: Debuff; 5: Defend; 6: do nothing this round AND remove this Condition. This Condition is also removed if you gain the Critical Condition while under its effects. You may choose targets normally if the rolled action requires them. Confused Party Members always act before their un-Confused peers; if there are multiple Confused Party Members, the Final Boss decides the order in which they act.
Critical: You are badly wounded. Desperation lends strength, and so this Condition adds one extra die to your dice pools; however, if you suffer the Critical Condition a second time, it becomes the Down Condition instead.
Cursed: You've been afflicted with misfortune. Discard your highest result after rolling your dice pool, but before applying your chosen action's effects. If there's a tie for the highest result, discard all of them; for example, if you roll four dice while Cursed and get 1, 3, 5 and 5, your result is 3. If the Condition causes you to discard your only set of triples of better on a Strike action, the Phase does not end.
Down: You are incapacitated by injury or foul enchantment. When the party acts, you may not choose an action; your action remains lost even if this Condition is removed before the end of the round. When you gain this Condition, remove all other Conditions, and the party loses one Momentum. (This is not in addition to the Momentum loss noted by effects which inflict this Condition – those are just reminders.) You may not gain other Conditions while this one persists.
Poisoned: You're afflicted by a poison, plague, or death-curse. If you have the Poisoned Condition after resolving your action for the round, you gain the Critical Condition. If you already have the Critical Condition, you instead gain the Down Condition, and the party loses one Momentum.
Protected: The next time you would gain any Condition other than Buffed, remove this Condition instead. You also remove this Condition if you take any action other than Defend on your turn.
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deramin2 · 1 month ago
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A Quick Guide To Getting Caught Up On Critical Role Fast
This guide is for people who want the fastest way official to get caught up on all 3 Critical Role campaigns without seeing the full actual play episodes. They're all made so that the AP will still be enjoyable later even if you know what happens. There's no "right" way to get into the series, and already having an idea of what happens can even help make the APs more enjoyable and easier to understand.
Summary:
The Legend of Vox Machina
Crit Recap Animated
Exandria: An Intimate History
Critical Role Abridged
Guide:
Campaign 1:
The Legend of Vox Machina on Amazon Prime is the animated adaptation of C1 by the same creators. Sam Riegel said the creative approach is this was the version in av later play. All the important bits are there, but they get to those moments differently.
The Legend of Vox Machina has 3 seasons out now that cover events up through at least episode 85. A 4th season is in the works and will probably cover the final arc.
Campaign 2:
An animated adaptation for Amazon Prime called "Mighty Nein" is in the works, but not out yet.
Crit Role Animated is an older comedic summary series presented by their Lore Keeper that covers the whole campaign in 10 videos. Great if you want the gist.
It's like a history crash course history video meant to get you curious to learn the full story later. Great way to get a sense of who people are and what they've done. Available on YouTube and their streaming platform Beacon.
Exandrian History Review:
Exandria: An Intimate History is a timeline review of key events in world history, starting from the creation.
It was released before Campaign 3 as bonus content. It represents what the average person in Exandria knows about world history up to that point.
youtube
Campaign 3:
Critical Role Abridged is the Campaign 3 AP condensed down into 1 to 1.5 hours. It mostly cuts down combat to the narrated results and reduces table chatter and indecisiveness. It's a great way to experience the full campaign.
Critical Role Abridged is coming out 1 a week at a time on YouTube and 2 a week on Beacon. YouTube is currently up to episode 25. Beacon is up to episode 47. The AP is at episode 109. At some point you'll have to switch to full episodes to catch up.
Wiki:
There's also 2 world-class wikis where's you can look up extensive and meticulously cited information about anything you need. I prefer The Encyclopedia Exandria.
Viewing Notes:
An important thing to know about "continuity" in Critical Role is that it takes a more realistic view of how history is passed down through the ages and even dedicated academics will never know the full story or be fully correct. They know versions colored by in-world biases and lost knowledge.
Which is great for you the viewer because any campaign you comes into, the characters don't know most of what happened in past games. What they actually know will come up in game. The players have above table reactions and some subtle in jokes, but try not to act on meta knowledge.
It's structured a lot like reading one history book and then wanting to go back and read more about past events that set the stage for all those things to happen. They've tried to make it easier to come into the story happening now.
I certainly enjoyed watching the full APs from the beginning, and I think you can get a deeper understanding of the story from them, but it takes thousands of hours to catch up on the story that way and it isn't realistic for everyone. Each series builds on the consequences of past events more than they rely on unexpected twists, so already knowing what happens just helps you notice all the little things that led to them. Similar to how Shakespeare's plays are often more enjoyable to watch unfold if you already know the basic plot points going into them.
Happy viewing, and I hope this helps you or someone you know get into this very rich and interesting story!
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ask-whitepearl-and-steven · 6 months ago
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What’s your favorite part about working on the comic? Specifically the comic; like drawing it, coloring, writing scripts, etc
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Oh, that's an interesting question! Let's rate them!
Sketching/Drawing: (9/10) Creating at its finest. For me, this is the distilled elixir of creation. The heart of being a comic artist. I love organizing panels on a page, it's like playing tetris. I love drawing! Points off for requiring so much time. Why can't I just bang my head against a tablet and dump out all the pictures onto the screen at once?
Scripting: (6/10) Pretty standard work. I enjoy it well enough, but it gets points taken off for requiring so much re-writing and emotional turmoil. Sometimes, I will rework a line 3-4 times and think it works great, but inevitably something will come along to make me think it would have been better to have the character say that OTHER thing instead.
Lineart: (11/10) Excellent. Stupendous. This is drawing, if drawing required no braincells. It's meditation! I'm listening to a 2 hour long video essay about evolution or manta rays or ancient trees. I'm happy, I'm in my lane, I'm flourishing. (This would have been 12/10 except for those times when you're drawing the same line 17 times and are stuck in a ctrl+z loop.)
Coloring: (-2/10) Don't like it. Cannot recommend it. People tell me they like this part? I'm skeptical. It's tedious. It's boring. It's like one of those baby games where you put cubes into a square hole, etc, but sometimes the cubes the misshapen and don't go in smoothly. At best it's just 10 minutes of clicking with a bucket tool. At worst, it's coloring within the lines, which I have been OVER since I was 4.
Rendering values, special effects: (5/10) This is fine. It's simply fine. I can enjoy it. It's interesting, but a bit repetitive, but it takes less effort than coloring, with more variety, so I respect it.
Posting: (4/10) This is a trap. There IS a typo, and you WILL see it as soon as you click Post. Or as soon as the post hits 100 notes. Whichever one is more painful. But on the other hand... commints! But on the other-other hand... people misunderstanding your characters' intentions and being a whole clown in the comments about it! It's a mixed bag.
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heartnosekid · 2 months ago
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Heartnosekid's Stimtober Extravaganza! 🎃🍫👻💀🕯️
i’ve always wanted to create a stim game for the community but never knew where to start! well, halloween is my absolute FAVORITE holiday and i looove autumn so i decided this would be a great time to make one!
feel free to skip prompts or do your own take on certain prompts, do whatever makes you comfortable if you decide to do it!! also please use the tag #heartnosehalloween so i can see all your lovely creations!!!
lastly, for the versus (vs) days, feel free to make a duo stimboard of both topics, or a stimboard that is in any way related to either of the topics [a character, a franchise, a song, etc]!
day 1: halloween / autumn nostalgia! day 2: candied apples vs candy corn! day 3: your favorite spooky / halloween / horror movie! day 4: pumpkins & jack o lanterns! day 5: ghosts vs witches! day 6: your favorite halloweeny color palette! day 7: spooky bugs (fake or real)! day 8: werewolves vs vampires! day 9: something / someone you’d love to dress up as for halloween (doesn’t have to be realistic)! day 10: halloween / autumn foods and/or drinks! day 11: apple cider vs pumpkin spice lattes!  day 12: your favorite cryptid or mythical creature! day 13: spooky pokemon or sanrio! day 14: graveyards vs haunted houses! day 15: your favorite halloween song (can be any song with a spooky vibe)! day 16: potions & cauldrons! day 17: skeletons vs clowns! day 18: your favorite halloween activity (pumpkin carving, halloween parties, decorating, ghost hunting, etc [include multiple if you like!]) day 19: make an uncanny / liminal / weirdcore stimboard! day 20: mushrooms vs fallen leaves! day 21: your favorite halloween candy or candies (or just your favorite treat to receive on halloween)! day 22: your favorite halloween / autumnal plush or toy! day 23: zombies vs aliens! day 24: your favorite spooky book / tv show / comic / anime! day 25: make a stimboard based on your favorite halloweeny animal(s) [like bats, crows, ravens, black cats, spiders, etc]! day 26: folklore vs creepypasta! day 27: your favorite spooky / horror video game! day 28: pumpkin pie vs apple pie! day 29: make a board with all your absolute favorite halloween or autumn gifs! day 30: make a stimboard based on an autumnal festival! day 31: free day! make whatever you would like that is halloweeny / autumnal / spooky! 
EDIT: day 30 has been changed, please refer to this new version!
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mcyt-aro-week · 10 months ago
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Welcome to MCYT Aro Week!
What's that? MCYT Aro Week is a week to celebrate aromanticism in the Minecraft YouTube fandom! We noticed there wasn't a lot of hype for aro CCs, characters or headcanons, so we want to celebrate them! As with most appreciation weeks, you can create any kind of art (including writing, music, webweaves, playlists, anything really!) inspired by the prompts!
How will it work? The event will have two prompts per day, and participants can choose between them or combine them! During the week of the event, please tag our blog and use the #mcyt aro week tag on your post, and we'll reblog your creations! The event will run for a week, with different prompts assigned to each day, but if you need to post your creations late that's okay too! We'll reblog creations for the event for at least a week after the event ends, so that all late submissions still get to be featured!
Who's running it? This event is run by 4 mods:
Mod Rain (they/them) - @stardustanddaffodils
Mod Khads (she/he) - @ctommy-antigone, formerly @/clethos
Mod Pixie (she/they) - @severevoiddragon
Mod Vwoop (they/it/ey/vwoop) - @ranvwoop
Okay, when is it? 6th-12th October!
What are the prompts?
October 6: QPR / Celebration October 7: Acceptance / Battle October 8: ___ to Friends / Pets October 9: Aplatonic / Space October 10: Flowers / Wedding October 11: Community / Magic October 12 & 13: Halloween / Free Choice
FAQ & Previous Events under the cut!
March 11 - March 17 2024
March 11: Unconventional relationships / Trope subversion
March 12: Loveless / AU
March 13: Solidarity / Hobbies
March 14: Aro joy / Adventure
March 15: Spectrum / Baking
March 16: Coming out / Found family
March 17: Aromantic (free day!!)
FAQ
"Can I do headcanons?" Absolutely!
"What is aromanticism?" Aromantic means you do not feel romantic attraction to others, but it's a wide spectrum ranging from absolutely no attraction, to little, or anything in between!
"Can I do asexual instead?" We're prefer you not to. You're welcome to do aroace (aromantic asexual) characters, as this still includes aromantic, but we'd prefer not to swap to asexual, as they are two separate identities!
"How about NSFW stuff?" We'd prefer not, but since we can't stop you, we simply won't reblog any NSFW art!
Do I need to create for all the days? Nope! However much you want to or are able to participate is perfectly fine!
"What counts as aromantic?" However you want! Any portrayal is great!
More questions to come!
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glitteryinknotes · 1 year ago
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Have you ever thought about how much of Astarion's appeal and charisma comes from Neil Newbon (his voice actor, if anyone in the community somehow doesn't know it) himself?
I think the latest find of the Baldurian community is discovering what happens after you find & approach Petras without Astarion in the team - he obviously tries to seduce you and lure you into Cazadorr's palace, repeating almost the same lines Astarion throws at Tav in the first act.
And he's so terrible at it. Like, you immediately feel something's off. Anyone with half a brain would immediately be alarmed.
It's got me thinking.
Of course Astarion's ultimate goal, as we meet him, is different - he's not trying to lead you astray at his master's command, but secure support from someone he's come to see as a powerful ally - but we still perceive him differently than this other attractive obscene seducer.
We all know Astarion is beautiful and a sexy vampire, tralalalala. Cazadorr picked his spawn all too well - none of his later slaves were as masterful "creations" as his first one. But don't forget that 100% intentional 10 charisma skill. Astarion's confident, cheeky, smooth - tongued, arogant, perfectly put together, way, way more attractive than his vampiric "siblings", he just has that special, intoxicating "something", but by right - he should not, by any means, be as charismatic as he is. We all know his terrible pick up lines, we all know how dorky and childish he can be when caught off-guard, we are aware just how borderline close to "cringe and desperate" his flirting techniques are, in the greater picture.
Yet we swoon over him because somehow this shtick works - through the sweet charisma he's technically supposed not to really have.
Where does it come from then? From Neil.
If you've ever watched any of Neil's streams, you'll quickly notice how much of a driven, confident and charismatic person he is. All in good taste, without ever coming across as full of himself. A genuinely amazing, passionate, incredibly talented and accomplished, but still kind and generous, beautiful human being. And all of those qualities - the best, healthiest kind of charisma - transfer to Astarion through the top - notch voice acting.
Imagine for a second what might have been if Astarion was voiced by someone still incredibly talented, with a great and fitting voice, but simply slightly less charismatic, a different kind of personality breathing life into him in the recording booth and in motion capture. Would we still get the same kind of character we've all come to adore so much? Would he be as convincing?
I don't have an answer to that - just something to ponder.
But I think that's also proof that some characters require an actor who becomes irreplacable in the role, just that one specific, one-of-a-kind type of person who will bring them to life exactly as they're meant to be. And we're so lucky Larian found Neil for Astarion, and Astarion found Neil.
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shadowgast-recs-weekly · 27 days ago
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Cultural Differences: A Shadowgast Rec List
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This week, we have cultural differences! Check under the cut for 10 fics that explore the differences in Caleb and Essek's cultures and how it affects their relationship, and don't forget to comment and kudos if you like them!
Courting of the Caleb by VexedVixen (6884, Mature) Reccer's Content Notes: No Content Notes, Choose Not to Warn
Beau realizes Essek is courting Caleb before Caleb does.
Reccer says: Good world building, it’s cute, and plenty of both Caleb and Essek being flustered!
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The Secret Romance of Essek Thelyss by Cardinal_Daughter (18629, Explicit) Reccer's Content Notes: No Content Notes
All Essek wants is to celebrate his and Caleb's anniversary and present him with a very special gift. Naturally, nothing goes quite as planned.
Reccer says: I liked it!
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Double Dip by Defiler_Wyrm (622, Mature) Reccer's Content Notes: No Content Notes
Caleb’s Empire table manners threaten to ruin a perfectly pleasant dinner. (He’s going to get away with it, the little shit.)
Reccer says: Just a saucy little slice of life, pun intended.
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Fine Things by Defiler_Wyrm (1296, General) Reccer's Content Notes: No Content Notes
Essek is accustomed to luxury on a scale that Caleb finds baffling and troublesome. Sometimes, though, he has a point.
Reccer says: This is a fic about culture clash in terms of class, and about poverty trauma, handled gently. I tend to think that the class disparity between Caleb and Essek must be a touchier thing to navigate than the broader Empire vs. Dynasty ones, and that's exactly what this fic is about.
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Love Letters to be Tossed in the Fire by Anonymous (61367, Teen) Reccer's Content Notes: No Content Notes
Caleb and Essek get to know each other through a series of letters
Reccer says: This fic is creatively and beautifully written. I love the different ways the letters are sent. The two wizards learn about each other and their different cultures through the course of this fic, especially at the end.
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Loose Translation by owlaholic68 (58379, Teen) Reccer's Content Notes: No Content Notes
Due to an incredible comedy of errors on the part of the Cerberus Assembly, what is thought to be a pesky bureaucratic for one meddlesome Caleb Widogast, turns out to be a powerful political alliance and symbol of peace and unity between the Dynasty and Empire… through the marriage of Shadowhand Essek Thelyss and Caleb Widogast. Canon compliant until episode 141.
Reccer says: This is one of my all time favorite fics! The author does an incredible job at writing the political intrigue, manages a beautiful balance of the fluffiest fluff you could ever imagine with an undercurrent of yearning and angsty misunderstanding, all the while exploring the worldbuilding of the Kryn Dynasty in a way that is soso tasty. Truly, this is an addicting read that had me screaming, kicking my feet, and hyping up the characters to “go get his ass!!” all throughout.
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Love in Creation by LuckyOwlsFoot (1662, General) Reccer's Content Notes: No Content Notes
Caleb watches Essek work, and learns a little about the role of lace making to the Kryn dens.
Reccer says: The author does a great job at describing the physical motions of tatting, I felt like I could see it and understand what was happening despite have very little understanding of the craft- this really added to the visuals of the fic.
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The following three fics each received two recs!
of blossoming hearts and glittering souls by quinn_of_aebradore (77995, Teen) Reccer's Content Notes: No Content Notes
Caleb and Essek realize they've caught the Feelings, and try to figure out how to propose to each other, with each other's different cultural customs
Reccer 1 says: It's so soft and sweet, it's a lovely read <3 Reccer 2 says: This fic is so sweet. It's so sweet. It pulls no punches when it comes to expressing emotion and revolves around the entire proposal, engagement, and marriage/lovebinding procedures with such depth and care. Read it and weep (the happiest of tears)!
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but i didn’t do it right, can i try again, and again? by queenbeetle (53385, Explicit) Reccer's Content Notes: No Content Notes
An already together Caleb and Essek play at Dynasty courting rituals, but they keep their hands off each other long enough to play the game?
Reccer 1 says: I’m gonna be so straight forward this fic is SUPER hot. There is a phenomenal scene with gloves, and I will say nothing more. I really enjoy the cultural differences as seen through courting thing, especially when theres some misunderstandings about the levels of intimacy something might imply sprinkled in- and this definitely has that! Reccer 2 says: It has a delightful build up with a very rewarding and steamy pay off!
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Indecency by RainyDayDecaf (5898, Teen) Reccer's Content Notes: Graphic Depictions of Violence, The fic is tagged with graphic depictions of violence, the scene written is about canon typical levels of violence
The many times Essek and Caleb accidentally court one another by Kryn or Blumenthal traditions and when they finally do it on purpose!
Reccer 1 says: Not only is it very cute, the world building is also very smart. The Blumenthal traditions that are made up by the author feel very in the spirit of what would be considered romantic to the way Caleb grew up. They clearly took time to flesh out his background and folk traditions just as much as they do Essek’s high class courting etiquette, which is a true treat! Reccer 2 says: It's wonderfully written and descriptive! Also just very funny and sweet with lots of good pining.
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Want more fics that explore cultural differerences? Check out our previous rec list on this subject!
This is one of our weekly communally-generated shadowgast rec lists. Every week we announce a new theme and allow anyone to submit a fic recommendation. 
And hey, anyone includes you!
Next week, we'll be featuring getting nerdy about magic! Any fics coming to mind? Well, then use this form to submit!
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rpgchoices · 10 days ago
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Very short non spoiler review of Veilguard act 1
I played only to chapter 8, which should be still in act 1, but I am not going to add any spoilers. This is a very generic bulletpoint list of opinions.
GAMEPLAY
Intro is great, art is pretty good too, even the characters
combat is very fun, but I still preferred Inquisition combat
the world is extremely empty. There is one or two talking npc for each faction and that is. Secondary characters do not exist. Quests are all generic (ex. Random nameless character "hey, this person disappeared, can you find them?" with no extra story or explanation)
barely any animals or surprises in the world. The only exploration factor is looking at landscapes and doing some puzzles
there are only three type of puzzles: move object into place to activate door, destroy blight to free door to open, destroy crystal to free door to open. That is it.
choices that matters are identified by the game with a sign, and you will also have a sign that will let you know which dialogue was affected by what
loved the jumping around and the sliding down
you can pet any cat or dog
the world feels empty, empty of lore, empty of characters, empty of animals, quests, people
CHARACTERS
companions are the only characters in the whole game, plus a few associated characters to them
barely any banter and the only banter present is very superficial or more on the funny side
good thing is that if banter is interrupted by a combat it will continue later
my favorite part was seeing characters talk and interact in the lighthouse
do not expect cameo, and if there are cameo they are very short and very generic
companions are very good, very kind, very nice, with little consistency between their characterization and how they behave (ex. Neve is a detective, but she never asks anything or acts differently from other characters or even seem interested in what is going on)
companions seem almost flanderized, with mainly one character trait each
dialogue is sometimes extremely clunky, with "textbook answers" that seem written with AI instead of a writer. It is all "tell, do not show", so it is more likely that a character says "I am shaken" over actually showing how they feel
characters seem to act often like exposition machines, and knows things they definitely should not know
ROOK / PLAYER
amazing character creation options
I played as elf and it has little reactivity, maybe a bit less than Inquisition
the faction has more reactivity, and there are multiple dialogues with your companions about it, mainly little comments that make it feels like Rook has a backstory (much better than inquisition)
Rook facial expressions and movements are a bit strange sometimes, making it seems like he is always smiling and happy even when he should not be
the "purple" dialogue options are a bit meh, definitely not as funny as DA2, and I think "red" might fit more (in my attempt to try and make a more serious Rook)
you cannot really shape Rook's personality
also you cannot disagree with your companions, there is no dialogue choice to disagree or fight with them like in previous games. Most of the dialogue seems to be divided in a few categories: Exposition requests; Flirting; Supportive comment; Joking comment but still supportive.
STORY AND QUESTS
It does not feel like Dragon Age.
The game take theories and secret information from previous games and make it the standard world knowledge
there is no urgency
side quests are forgettable
story is very weirdly paced
each companion has a post-recruitment quest to know them
factions and world seems sanitized. We do not hear about the darker side of the Crows, or about Tevinter's slavery if not in passing
the story is okay but would have benefitted A LOT from hiding the villains and introducing them later. When I say a lot I mean from a 6/10 game to a 8/10 game.
also never thought I would say this, but I miss the Chantry. There is barely any mention of any lore
also only three choices matter - but do they? it felt like everything was a blank state
ROMANCES
By the end of act 1 you can still flirt with everyone.
A lot of flirting options for all characters and if you skip some of them you still get the next ones
I had no romance specific scene yet so it looks like you can flirt with everyone for quite a while before deciding
the flirting is all very PG13 and it is more allusions than actual overt flirting (I mainly flirted with Davrin and Emmrich)
for now I have seen no characters flirting with each other's
I think around chapter 7 and onwards the pacing gets much better, and the writing of the quests a bit more interesting. It honestly felt like a different game in some parts, and I have no idea what happened there. It feels like the game is:
Amazing prologue, probably the best DA prologue yet
First recruitment character and first mission - completely downhill with writing
Pretty slow and weird paced then until chapter 7-8
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lets-try-some-writing · 1 month ago
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I have observed several types of fic writers, and so for kicks and giggles, here they all are. Each of them scares me for different reasons.
The Prepared And Ready To Publish™:
Several documents dedicated to worldbuilding, planning, cross referencing, character lists & traits, plot twists, and then the actual fic document.
Dedicated to the max to creating a rich world. Probably knows more about the niche thing than you ever will. 100% could have written a thesis and chose to do fic instead (or did both at the same time).
Created a masterpiece and promptly vanished off the face of creation before coming back in with another banger to crush souls and save fandoms.
Their arrival is akin to the birth of a new era because they never fail to somehow make a niche ship popular, make a headcanon fanon, or otherwise give so much depth and interest to a character or setting that whatever they have devised is largely accepted as gospel by their readers.
They either use a high end writing program or wordpad. There is no in-between.
Mysterious. Very mysterious. Reasons for this mysteriousness vary between fics and authors.
100000/10 would be friends with them if I could. Legendary writers. But also they scare me because ??? What void offered you such power ?????
The Baby Writer:
All vibes and loosely strung plots.
It may not make the most sense, but good gracious the dedication is there.
Notable lack of comprehension when it comes to characters and places, but it's bad form to not leave a kudo because it takes guts to post anything in fandom.
They are still figuring things out and their grammar or formatting (possibly both) is probably a mess, but they've put heart into their work.
Sweetest rays of sunshine who want to be involved and are eager to learn the ropes.
The fandom's young ward or despised new arrival (depends entirely on fandom popularity and age).
8/10 would happily offer advice to them. Just can't read their work for too long without wanting to throw it into grammarly. The fear factor comes in the form of the miraculous misuse of fandom terminology. (Yeah it's tough bud, the fanon is wild. But goodness that term/canon word does NOT mean what you think it does.)
The Smut For Your Soul:
Meticulously plans the smut with all the loving care of a sculptor.
Somehow plot got involved.
Miraculously, they managed to not include an iota of plot and it has somehow managed to work.
Headcanons abound and cuteness and or angst lurks merrily behind every corner.
The tags mean everything and nothing at the same time. They are but faint guides to the fae wilds ahead. Tread lightly.
Has a mountain of unfinished WIPs that will follow them to the grave or emerge ten years after conception to grace whatever fandom spawned the idea.
The fandom thanks them for their service, although often that praise is late or hits like a freight train.
???/10 I personally avoid smut but I have friends who write it so it really depends. Terrifying because you never know who falls into this role of writer. It could be anyone. Normalcy is a mask poorly adorned for the sake of conforming to The Great Machine.
The Angst Lord:
Has a million slightly different ways to hurt their blorbo. Each are somehow more horrifying than the next.
The embodiment of the iceburg videos seen all over the net. Ask one question and you shall unravel and scheme of torment so great you shall regret having dared to speak up.
Has dozens of WIPs or unwritten ideas that they claim they will return to.
They are controlled by passion and emotion and can and will insert their own complicated situation into a fic.
Almost nothing is off limits.
Arrives to the fandom ready to brawl and somehow ends up respected or feared. They often stare in bafflement as they end up unscathed and watch angry comments fly toward the arguably innocent shippers.
Generally some of the nicest people who happen to enjoy inflicting The Horrors upon someone fictional.
'10/10 would befriend and promptly regard like a wild racoon. Offerings of angsty ideas yield delightful commentary. But also I need to prepare myself for anything they say because O U C H my SOUL.
The General Writer:
Fluff, cuteness, possibly a delightful touch of angst and pure unbridled creative simplicity.
They may not have the most brutal or soul wrenching tale, but they always manage to write something that someone, somewhere, desperately needs.
Devastatingly underrated and deserves far more praise for their contributions to the fandom.
Produces some of the softest of scenes and the most touching of interactions between characters in a contained, careful crafted, tale.
Introducing new ships or family dynamics in such a tasteful manner that brain chemistry can easily be altered.
Arrives to the fandom as a lurker and shows their appreciation through their work. Oftentimes, they are very quiet and go unnoticed.
INFINITE/10 Love these writers, honestly a gift to fandom. The sheer level of dedication to producing fluff is astounding and scary all at once.
The OC X Canon:
Has so many ships and headcanons that it's astounding.
The lore development rivals IDW and Lost Light combined. All the kudos to them for putting their souls into their characters.
The dedication is mind boggling.
They put up with so much crap they could be in MMA Wrestling if the verbal assaults translated into physical strength.
Has so many adjustments to lore and whole AUs devoted specifically to creating a perfect world.
Skilled in the extreme (or not) at integrating their ocs into canon.
Arrives to the fandom not intending to make ocs. Leaves with seventeen leashes for their new abominable creations. Is loved or hated by literally everyone, sometimes for no reason.
6/10 perfectly lovely people but very niche in their interest and thus not everyone's cup of tea. Scary because that level of sheer willpower is meant for demi-gods.
There are more types of writers, but these feel like the big overarching ones. Which kind of writer are you? :D
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mostlysignssomeportents · 5 months ago
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Emil Ferris’s long-awaited “My Favorite Thing Is Monsters Book Two”
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NEXT WEEKEND (June 7–9), I'm in AMHERST, NEW YORK to keynote the 25th Annual Media Ecology Association Convention and accept the Neil Postman Award for Career Achievement in Public Intellectual Activity.
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Seven years ago, I was absolutely floored by My Favorite Thing Is Monsters, a wildly original, stunningly gorgeous, haunting and brilliant debut graphic novel from Emil Ferris. Every single thing about this book was amazing:
https://memex.craphound.com/2017/06/20/my-favorite-thing-is-monsters-a-haunting-diary-of-a-young-girl-as-a-dazzling-graphic-novel/
The more I found out about the book, the more amazed I became. I met Ferris at that summer's San Diego Comic Con, where I learned that she had drawn it over a while recovering from paralysis of her right – dominant – hand after a West Nile Virus infection. Each meticulously drawn and cross-hatched page had taken days of work with a pen duct-taped to her hand, a project of seven years.
The wild backstory of the book's creation was matched with a wild production story: first, Ferris's initial publisher bailed on her because the book was too long; then her new publisher's first shipment of the book was seized by the South Korean state bank, from the Panama Canal, when the shipper went bankrupt and its creditors held all its cargo to ransom.
My Favorite Thing Is Monsters told the story of Karen Reyes, a 10 year old, monster-obsessed queer girl in 1968 Chicago who lives with her working-class single mother and her older brother, Deeze, in an apartment house full of mysterious, haunted adults. There's the landlord – a gangster and his girlfriend – the one-eyed ventriloquist, and the beautiful Holocaust survivor and her jazz-drummer husband.
Karen narrates and draws the story, depicting herself as a werewolf in a detective's trenchcoat and fedora, as she tries to unravel the secrets kept by the grownups around her. Karen's life is filled with mysteries, from the identity of her father (her brother, a talented illustrator, has removed him from all the family photos and redrawn him as the Invisible Man) to the purpose of a mysterious locked door in the building's cellar.
But the most pressing mystery of all is the death of her upstairs neighbor, the beautiful Annika Silverberg, a troubled Holocaust survivor whose alleged suicide just doesn't add up, and Karen – who loved and worshiped Annika – is determined to get to the bottom of it.
Karen is tormented by the adults in her life keeping too much from her – and by their failure to shield her from life's hardest truths. The flip side of Karen's frustration with adult secrecy is her exposure to adult activity she's too young to understand. From Annika's cassette-taped oral history of her girlhood in an Weimar brothel and her escape from a Nazi concentration camp, to the sex workers she sees turning tricks in cars and alleys in her neighborhood, to the horrors of the Vietnam war, Karen's struggle to understand is characterized by too much information, and too little.
Ferris's storytelling style is dazzling, and it's matched and exceeded by her illustration style, which is grounded in the classic horror comics of the 1950s and 1960s. Characters in Karen's life – including Karen herself – are sometimes depicted in the EC horror style, and that same sinister darkness crowds around the edges of her depictions of real-world Chicago.
These monster-comic throwbacks are absolute catnip for me. I, too, was a monster-obsessed kid, and spent endless hours watching, drawing, and dreaming about this kind of monster.
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But Ferris isn't just a monster-obsessive; she's also a formally trained fine artist, and she infuses her love of great painters into Deeze, Karen's womanizing petty criminal of an older brother. Deeze and Karen's visits to the Art Institute of Chicago are commemorated with loving recreations of famous paintings, which are skillfully connected to pulp monster art with a combination of Deeze's commentary and Ferris's meticulous pen-strokes.
Seven years ago, Book One of My Favorite Thing Is Monsters absolutely floored me, and I early anticipated Book Two, which was meant to conclude the story, picking up from Book One's cliff-hanger ending. Originally, that second volume was scheduled for just a few months after Book One's publication (the original manuscript for Book One ran to 700 pages, and the book had been chopped down for publication, with the intention of concluding the story in another volume).
But the book was mysteriously delayed, and then delayed again. Months stretched into years. Stranger rumors swirled about the second volume's status, compounded by the bizarre misfortunes that had befallen book one. Last winter, Bleeding Cool's Rich Johnston published an article detailing a messy lawsuit between Ferris and her publishers, Fantagraphics:
https://bleedingcool.com/comics/fantagraphics-sued-emil-ferris-over-my-favorite-thing-is-monsters/
The filings in that case go some ways toward resolve the mystery of Book Two's delay, though the contradictory claims from Ferris and her publisher are harder to sort through than the mysteries at the heart of Monsters. The one sure thing is that writer and publisher eventually settled, paving the way for the publication of the very long-awaited Book Two:
https://www.fantagraphics.com/products/my-favorite-thing-is-monsters-book-two
Book Two picks up from Book One's cliffhanger and then rockets forward. Everything brilliant about One is even better in Two – the illustrations more lush, the fine art analysis more pointed and brilliant, the storytelling more assured and propulsive, the shocks and violence more outrageous, the characters more lovable, complex and grotesque.
Everything about Two is more. The background radiation of the Vietnam War in One takes center stage with Deeze's machinations to beat the draft, and Deeze and Karen being ensnared in the Chicago Police Riots of '68. The allegories, analysis and reproductions of classical art get more pointed, grotesque and lavish. Annika's Nazi concentration camp horrors are more explicit and more explicitly connected to Karen's life. The queerness of the story takes center stage, both through Karen's first love and the introduction of a queer nightclub. The characters are more vivid, as is the racial injustice and the corruption of the adult world.
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I've been staring at the spine of My Favorite Thing Is Monsters Book One on my bookshelf for seven years. Partly, that's because the book is such a gorgeous thing, truly one of the great publishing packages of the century. But mostly, it's because I couldn't let go of Ferris's story, her characters, and her stupendous art.
After seven years, it would have been hard for Book Two to live up to all that anticipation, but goddammit if Ferris didn't manage to meet and exceed everything I could have hoped for in a conclusion.
There's a lot of people on my Christmas list who'll be getting both volumes of Monsters this year – and that number will only go up if Fantagraphics does some kind of slipcased two-volume set.
In the meantime, we've got more Ferris to look forward to. Last April, she announced that she had sold a prequel to Monsters and a new standalone two-volume noir murder series to Pantheon Books:
https://twitter.com/likaluca/status/1648364225855733769
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If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/06/01/the-druid/#oh-my-papa
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uscss-prometheus · 1 month ago
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P R O M E T H E U S
Embark towards the Heavens in THE CELESTIAL EDITION!
A fan-edit 10 years in the making.
I think you may believe me when I say my love for Prometheus knows no bounds. This bold, new vision for the Alien franchise, which I have grown up with all my life, blew my mind. It dared to answer some of the most unfathomable questions we are capable of asking ourselves, all while combining Alien, anthropology, the ancient alien theory, creationism and religion together, into a complex and definite answer. It reveals most of its secrets in such intricate, hidden ways and truly is the most courageous and important film of modern science fiction.
So, my friends, you can probably imagine what a great pleasure it is for me to deliver this project to you, at long last. The first draft of this extended cut dates from May 2014. The goal in delivering this definitive edition today remains the same as then : deliver the best possible way to watch Prometheus.
I think we were all surprised to see Romulus acknowledge Prometheus in such a way, so much so that a wave of appreciation for the film began to resonate all over the internet. So whether you feel like revisiting the film, experiencing it in another way, or giving the story and its characters another chance, this is the perfect opportunity.
Including not only a vast selection of deleted scenes, but also a major part of the blu-ray extras results in richer characters and a wider view into their world. The extras, which have become an essential part of my rewatches, are introduced into the first act, all before the crew even awakes, giving even the biggest rewatchers a refreshing kick-start. I have also reintroduced a few unused tracks and an alternate creature design.
I will not explain in complete detail what is different about this fan-edit. I think it's worth seeing for yourself. Not all deleted scenes and extras are included. There’s a special homage to Elisabeth during the transmission sequence. I really loved her, and her quest...
Something I believe is worth noting is the exclusion of the "Engineer Speaks" deleted scene. It does not add much. Weyland repeats himself, and verbalises the evident themes at play, while we still do not get to truly know what the Engineer says. Instead, I find the idea that our very own makers would answer our hopes and questions with nothing but silence and anger far more horrifying. It perfectly aligned with the film thematically, and so I left the scene intact.
If you watch it, you may also notice that I have spared us a few seconds of Millburn and Fifield's dumbest moments. I do not dislike them, they were absolutely iconic, but this makes them more likeable and credible in my book.
Disclaimer : I could not get my hands on the extras in great quality. I own the film twice, but have no way to port them. I may eventually re-upload with a visual fix some day, who knows... Please forgive the slight drop in quality for these sequences. 
Here is the trailer for my extended cut. You can watch the full fan-edit here!
Feedback and shares are immensely appreciated. Please share using the trailer or post only, thank you!
Download for HD - DO NOT USE CELLULAR DATA (18GB)
Follow @uscss-prometheus on Tumblr.
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literaryvein-reblogs · 2 months ago
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Hey, I wanted to ask, do you have any tips for numbers and their meanings, For example: what does the number 5 represent?
Writing Notes: Symbolism of Numbers
In symbolism, numbers are not merely the expressions of quantities, but idea-forces, each with a particular character of its own.
The actual digits are, as it were, only the outer garments.
All numbers are derived from the number one (which is equivalent to the mystic, nonmanifest point of no magnitude).
The farther a number is from unity, the more deeply it is involved in matter, in the involutive process, in the“world.”
The first 10 numbers in the Greek system (or twelve in the oriental tradition) pertain to the spirit: they are entities, archetypes and symbols.
The rest are the product of combinations of these basic numbers.
Below are the most generally accepted symbolic meanings of each number.
ZERO
Non-being, mysteriously connected with unity as its opposite and its reflection; it is symbolic of the latent and potential and is the “Orphic Egg.”
From the viewpoint of man in existence, it symbolizes death as the state in which the life-forces are transformed.
Because of its circular form, it signifies eternity.
ONE
Symbolic of being and of the revelation to men of the spiritual essence.
The active principle which, broken into fragments, gives rise to multiplicity, and is to be equated with the mystic Centre, the Irradiating Point and the Supreme Power.
Stands for spiritual unity—the common basis among all beings.
Guénon draws a distinction between unity and one, after the Islamic mystic thinkers: unity differs from one in that it is absolute and complete in itself, admitting neither two nor dualism.
Hence, unity is the symbol of divinity.
Is also equated with light.
TWO
Stands for echo, reflection, conflict and counterpoise or contraposition; or the momentary stillness of forces in equilibrium; it also corresponds to the passage of time—the line which goes from behind forward; it is expressed geometrically by two points, two lines or an angle.
It is also symbolic of the first nucleus of matter, of nature in opposition to the creator, of the moon as opposed to the sun.
In all esoteric thought, two is regarded as ominous: it connotes shadow and the bisexuality of all things, or dualism (represented by the basic myth of the Gemini) in the sense of the connecting-link between the immortal and the mortal, or of the unvarying and the varying.
Within the mystic symbolism of landscape in megalithic culture, two is associated with the mandorla-shaped mountain, the focal point of symbolic Inversion, forming the crucible of life and comprising the two opposite poles of good and evil, life and death.
THREE
Symbolizes spiritual synthesis, and is the formula for the creation of each of the worlds.
Represents the solution of the conflict posed by dualism.
Forms a half-circle comprising: birth, zenith and descent.
Geometrically it is expressed by three points and by the triangle.
The harmonic product of the action of unity upon duality.
The number concerned with basic principles, and expresses sufficiency, or the growth of unity within itself.
Associated with the concepts of heaven and the Trinity.
FOUR
Symbolic of the earth, of terrestrial space, of the human situation, of the external, natural limits of the “minimum” awareness of totality, and, finally, of rational organization.
Equated with the square and the cube, and the cross representing the four seasons and the points of the compass.
A great many material and spiritual forms are modelled after the quaternary.
The number associated with tangible achievement and with the Elements.
In mystic thought, it represents the tetramorphs.
FIVE
Symbolic of Man, health and love, and of the quintessence acting upon matter.
Comprises the four limbs of the body plus the head which controls them, and likewise the four fingers plus the thumb and the four cardinal points together with the centre.
The hieros gamos is signified by the number five, since it represents the union of the principle of heaven (three) with that of the Magna Mater (two).
Geometrically, it is the pentagram, or the five-pointed star.
Corresponds to pentagonal symmetry, a common characteristic of organic nature, to the golden section (as noted by the Pythagoreans), and to the five senses representing the five “forms” of matter.
SIX
Symbolic of ambivalence and equilibrium, six comprises the union of the two triangles (of fire and water) and hence signifies the human soul.
The Greeks regarded it as a symbol of the hermaphrodite.
It corresponds to the six Directions of Space (two for each dimension), and to the cessation of movement (since the Creation took six days).
Hence it is associated with trial and effort.
Shown to be related to virginity, and to the scales.
SEVEN
Symbolic of perfect order, a complete period or cycle.
Comprises the union of the ternary and the quaternary, and hence it is endowed with exceptional value.
Corresponds to the seven Directions of Space (that is, the six existential dimensions plus the centre), to the seven-pointed star, to the reconciliation of the square with the triangle by superimposing the latter upon the former (as the sky over the earth) or by inscribing it within.
It is the number forming the basic series of musical notes, of colours and of the planetary spheres, as well as of the gods corresponding to them; and also of the capital sins and their opposing virtues.
Corresponds to the three-dimensional cross.
The symbol of pain.
EIGHT
The octonary, related to two squares or the octagon, is the intermediate form between the square (or the terrestrial order) and the circle (the eternal order) and is, in consequence, a symbol of regeneration.
By virtue of its shape, the numeral is associated with the two interlacing serpents of the caduceus, signifying the balancing out of opposing forces or the equivalence of the spiritual power to the natural.
It also symbolizes—again because of its shape—the eternally spiralling movement of the heavens (shown also by the double sigmoid line—the sign of the infinite).
Because of its implications of regeneration, eight was in the Middle Ages an emblem of the waters of baptism.
Corresponds in mediaeval mystic cosmogony to the fixed stars of the firmament, denoting that the planetary influences have been overcome.
NINE
The triangle of the ternary, and the triplication of the triple.
It is therefore a complete image of the three worlds.
The end-limit of the numerical series before its return to unity.
For the Hebrews, it was the symbol of truth, being characterized by the fact that when multiplied it reproduces itself (in mystic addition).
In medicinal rites, it is the symbolic number par excellence, for it represents triple synthesis, that is, the disposition on each plane of the corporal, the intellectual and the spiritual.
TEN
Symbolic, in decimal systems, of the return to unity.
In the Tetractys (whose triangle of points—four, three, two, one—adds up to ten) it is related to four.
Symbolic also of spiritual achievement, as well as of unity in its function as an even (or ambivalent) number or as the beginning of a new, multiple series.
According to some theories, ten symbolizes the totality of the universe—both metaphysical and material—since it raises all things to unity.
From ancient oriental thought through the Pythagorean school and right up to St. Jerome, it was known as the number of perfection.
ELEVEN
Symbolic of transition, excess and peril and of conflict and martyrdom.
According to Schneider, there is an infernal character about it: since it is in excess of the number of perfection—ten—it therefore stands for incontinence; but at the same time it corresponds, like two, to the mandorla-shaped mountain, to the focal point of symbolic Inversion and antithesis, because it is made up of one plus one (comparable in a way with two).
TWELVE
Symbolic of cosmic order and salvation.
It corresponds to the number of the signs of the Zodiac, and is the basis of all dodecanary groups.
Linked to it are the notions of space and time, and the wheel or circle.
THIRTEEN
Symbolic of death and birth, of beginning afresh.
Hence it has unfavourable implications.
FOURTEEN
Stands for fusion and organization.
And for justice and temperance.
FIFTEEN
Markedly erotic.
Associated with the devil.
OTHER NUMBERS
Tarot
Each of the numbers from sixteen to twenty-two is related to the corresponding card of the Tarot pack; and sometimes the meaning is derived from the fusion of the symbols of the units composing it.
There are two ways in which this fusion may occur: either by mystic addition (for example, 374 = 3 + 7 + 4 = 14 = 1 + 4 = 5) or by succession, in which case the right-hand digit expresses the outcome of a situation denoted by the left-hand number (so 21 expresses the reduction of a conflict—two—to its solution—unity).
These numbers also possess certain meanings drawn from traditional sources and remote from their intrinsic symbolism:
24, for example, is the sacred number in Sankhya philosophy, and
50 is very common in Greek mythology—there were fifty Danaides, fifty Argonauts, fifty sons of Priam and of Aegyptus, for example as a symbol, we would suggest, of that powerful quality of the erotic and human which is so typical of Hellenic myths.
Repetition
The repetition of a given number stresses its quantitative power but detracts from its spiritual dignity.
So, for example, 666 was the number of the Beast because 6 was regarded as inferior to seven.
Contained within a multiple
When several kinds of symbolic meaning are contained within a multiple number, the symbolism of that number is accordingly enriched and strengthened.
Thus, 144 was considered very favourable because its sum was 9 (1 + 4 + 4) and because it comprises multiples of 10 and 4 plus the quaternary itself.
Lastly: Dante, in the Divine Comedy, has frequent recourse to the symbolism of numbers.
Sources: 1 2 3
More: On Symbolism
Hope this helps, would love to read your writing if it does!
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bones4thecats · 26 days ago
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➸ The Felmiers; Future! Jack Howl × S/O
Characters: Jack Howl A/N: GOD THIS TOOK A WHILE. But, totally worth it. I loved this so much! Hope you guys do too! ➥ Summary: Christmas was always a great time at your home growing up. But, how would it go with your own family visiting?
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╚═════ Jack Howl ═════════════════════════════╝
🐺 The winds brushed against the trees, causing light dusts of snow to fall on the ground and the hoods of the traveler's hoods. It was almost peaceful. Almost.
🐺 Family Reunions were always something that the Felmier family enjoyed, seeing one another after such a long time apart just was amazing for you guys. But, for Jack? It was more of a hassle trying to remember the names and faces of everybody in his wife's family
🐺 Though, there was always one that he remembered better than anyone; Epel. Jack had graduated alongside your brother years ago from Night Raven College, and everyone was shocked by how much he looked up to the beastman. But, it was with Jack's help that Epel finally rose to take over your family farm
🐺 Jack watched as Epel held up his nephew so he could put the carrot in the snowman's face. He had to admit, it was nice to see how much his friend grew up. And, watching his son admire him was just as nice to him
"Papa? What's Bylur doing?" A little, meek voice asked.
🐺 The wolf-beastman's eyes wandered to his legs. He caught sight of his younger child, his daughter, Hala, and smiled. Jack kneeled, his hand raised to point at the large, snowman that his brother-in-law and son had made and began to explain the tradition
🐺 When he finished his small history-lesson, Hala's eyes widened with sparkles shining in them. She looked into her father's caramel-colored eyes and allowed her question to be known
"Can I make a snow-puppy?"
"Of course, sweetheart. Go right on ahead." He answered, a little chuckle coming out as she ran down to the side of the house and began molding some snow-balls to make a puppy.
🐺 Jack sniffed the air and caught wiff of a familiar dessert. It was your Village of Harvest famous apple-fritters with honey. He smiled as you walked outside with a small tray of them. It had just enough for the people outside and yourself. You must have given everyone inside one as well
"Epel! Bylur! Come git a fritter!" You yelled, your natural, country accent coming out a you spoke.
"Comin'!" Your brother yelled back.
🐺 You looked at your husband and smiled. He knew you were slightly tired, not used to waking up nearly as early as you did today. It was like a callback to your childhood when your alarm rang at 6:00 that morning
🐺 He awoke at that normally for his morning run, but because of how heavy the snow was that morning, he had to substitute it with grabbing some wood for the fire to help out his new family. He also had to spend nearly 10 minutes to get you and his children out of the comfort of your warm sheets
"Thank ya', sis!" Epel said, grabbing his fritter and walking inside with your son beside him.
"Thank you, mama!"
"No problem, boys." You said.
🐺 Jack walked up to you and wrapped an arm around your shoulders, lightly tugging you into his side as your daughter stood up and told you guys to look at her creation. You cocked and eyebrow at Jack and he just shrugged, the coffee in his hand moving with his arms during the motion
"What didja make, baby?"
"I made us! There's papa, you, big brother, and Pumpkin!" She said proudly.
"That's amazing, Hala." Jack complimented, admiring his daughter's creativity.
🐺 You smiled as she took a stick and laid it in front of Pumpkin's snowy-copy. And, at the mention of her name, Pumpkin, your four-year-old hound, came outside. Her fur stuck out against the white land around you, but her collar, which had a little mountain name-tag and a flannel-print, allowed her to blend with the farm more
"Alright, let's git inside. We don't want Nana Howl and Nana Felmier gettin' upset, now do we?"
"Nana Howl's here?!" Hala asked.
"Yep, Papa Howl should be too. And Uncle and Auntie."
"Yay!" The tiny-beastman cried as she ran inside with her dog beside her.
🐺 Jack lightly took the empty-plate from your hand and walked inside, putting the plate in the sink, and walked to the living room with you. Since you all had eaten one of your fritters that morning, the next step was to open the presents that you had gotten one another
🐺 It was amazing to see how much everyone loved their gifts, no matter how weird they could get. That title belonged to your cousin, who always found a way to make the oddest crochet-trinkets, despite their age. And, before you knew it, it had reahced you and your husband
🐺 He looked at you and motioned for you to open your's first. So, you did so. You had two main ones, your children said that they'd give you their the next day, that being Christmas morning. You were fine with this, and the gifts did seem to come from multiple members of your family, so they were bound to be nice
🐺 You opened them all, revealing a beautiful set of picture frames carved by your family members, one from each, and the other box having the first apple-carving Epel made you sealed in resin to keep it safe
"This better not stink up mah hahss. Aah already have two kids."
"It won't... maybe."
🐺 Jack tapped your shoulder, making you look at him in confusion. You never expected anything from one another, you guys gave each other things all the time, so you dedicated Christmas to your children and their enjoyment
"Whatcha need, Jack?"
"Here." He said, pulling out a fairly large, wrapped box from behind the chair your father sat in.
🐺 Your hand raised to shield your mouth slightly as you giggled. He smiled as you admired his present to you; a blanket. You grasped the ends of it gently, and were confused when he told you to allow it to fall to the ground
🐺 Despite your initial confusion, you did what he said. The blanket unfolded as you fanned it out and looked it over. There, in the middle of it all, were some words. And, you began to read them aloud, your accent had faded as you spoke
"Y/N Felmier, from the first day I met you, I always saw something amazing there. I found out years later that it was love. Love that has since grown to be everything I can think about. And, through out journey, we've had our two biggest ups; our little boy, Bylur, and our sweet-apple, Hala. Ever since they were born, I cannot imagine my life being any different than it is now. I love you all, from beginning till the end. Love, Daddy Jackie."
🐺 Tears began to swell in your eyes as you hugged your husband, arms wrapping around his strong-form. You sniffed and thanked him over and over again for the gift. He just smiled and kissed your head, telling you your welcome every time in reply
🐺 As you two had your moment, your families smiled. Your family just chuckled and began to take some photos, classic Felmiers. Jack's family smiled and held your children, telling them what the entire message's meaning was
🐺 You finally ceased crying and picked up the blanket, wrapping it around your form. Smiling as your son and daughter ran up to wrap themselves under your blanket, Jack bellowed out a laugh himself
"Oh! Photo time!" Mrs. Howl, your husband's mother, called out.
🐺 Jack bent down in a squat, allowing you to do the same. He grabbed one end of the blanket and wrapped it around his one shoulder. Bylur and Hala then popped up from underneath and smiled at the camera being held by their grandmother
🐺 Looking at Jack, you caught his eye. The beastman turned his head to look at you, and before he knew it, you leaned in a kissed him. Lips connecting the same way they always do. But, he felt something above him. When you finally stopped, he looked up, only to see a mistletoe. And a Epel running away, laughing harshly
"Epel! Why you-" He yelled, running after your brother.
🐺 This was everything you ever wanted growing up. A perfect home, a perfect memory, but most of all, you had the perfect family. And nobody was going to take that from you
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metanarrates · 9 months ago
Text
HAN SOOYOUNG'S 11-STEP PLAN FOR RESURRECTING MY WEIRD SITUATIONSHIP GUY AFTER FRAGMENTS OF HIS SOUL HAVE BEEN SCATTERED ACROSS THE MULTIVERSE:
step 1: gather everyone he has interacted with ever and hear their stories abt him
step 2: use that plus the fragments of his story scattered around plus my knowledge of him from writing a story just for him for 13 years (long story) plus the knowledge of someone who was in his metaphorical brain for a while in order to write an epic-length webnovel/memoir about him from his perspective
step 3: get my other situationship guy who is also a fictional character i made who has now become real to travel into space and across timelines. (he is also in a situationship with the guy we are rescuing so he will think this is a good plan)
step 4: use my powers as an ascended being to create a dropbox link where i will post my serialized chapters as i write them
step 5: armed with my dropbox link, my situationship/fictional creation who is now real will use his time alone in space to help me edit my story
step 6: over the course of hundreds of years from his perspective, my situationship/fictional creation/editor will systematically implant the dropbox link into hundreds of authors' subconsciousnesses across timelines
step 7: those writers will now perfectly reproduce my webnovel/memoir in their own worlds. since i'm a great writer those alternate versions of my novel will no doubt have a wide reach
step 8: since the fragments of our guy's soul have now been reincarnated into other people in other worlds, those people with his soul will now read my novel as if it is just a regular novel
step 9: the power of perspective from those readers will keep our world functioning because the inherent story-based structure of our metafictional reality requires that someone witness it
step 10: ???????
step 11: the reincarnated pieces of our guy's soul bearing witness to his story will allow him to finally be whole once again 👍👍👍👍
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