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#Online FD
prabhoddavkhare · 2 months
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Kotak 811 – A One-Stop Destination for All Your Banking Needs
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santosh811 · 1 month
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How to Choose Online Business Bank Accounts
When you first start your business, personal and business funds and expenses may mix and mingle. However, as your business expands, it becomes increasingly crucial to keep those finances separate.
Source :
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kevinjoz · 2 years
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calculate interest rate and find out the overall maturity amount by using the FD interest rates calculator and start your investment on one of the leading NBFC in India like Shriram transport finance company
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funky-dealer · 2 months
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i need to come up with some new handle cuz im getting pretty sick of my current one. i wanna keep the initials though
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thunderberryart · 11 months
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Fashion Dreamer community is either going to be very amused or extremely confused as to why a B-type muse called "Arthur RF4" that suspiciously resembles the character in question is running around in the game's online mode.
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futurebird · 1 year
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"Masculinity has always been in a constant state of crisis, it's kind of a key ingredient to making the whole system work." -FD This is it. This is the correct take. How do you squeeze blood from a rock? How do you keep those boys running and striving (and suffering--) set the bar impossibly high: You need to earn more than her, you need to be taller and stronger and always know what the right decision should be. You better not cry or have feelings. It's an endless crisis for men. I thought FD's video was excellent.
youtube
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rahee811 · 1 month
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UPI: The Force Behind Inclusion and Economic Growth
In this rapidly evolving world of digital finance, the Unified Payments Interface (UPI) has emerged as a powerful driver of economic growth and financial inclusion. UPI has revolutionized the way transactions are handled. It plays an important role in promoting a more inclusive and robust economic landscape.
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regallibellbright · 10 months
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I continue to play Fashion Game!
And the more I play in offline mode, the more range I’m seeing from the men’s fashion, which is unironically great. I’ve got cute pink pants with like, candy appliques! And a vampire coat! I suspect that part of the reason why I haven’t seen them in online as much is that that stuff is rarer by default than the hoodies and oversized pants, so a lot of players haven’t unlocked them (because seriously, you can’t throw a rock in online mode without hitting at least four gothic or sweet lolita dresses, I’m pretty sure the goth stuff at least will do numbers once more people have it, and I HAVE seen quite a few user-designed variants of the Type B sailor shirt.) But also, as implied by that parenthetical, some styles are just more popular in general, and on the menswear side it is definitely that particular cool-casual look with a tendency towards dark colors. Which, hey, is actually a fashion trend and not Stock Photo Model. Given how limited the menswear was in the Style Savvys, it is great to FINALLY see some proper range and willingness to go into subcultures on that side.
A note: Yeah I noticed I refer to the character models as Type A and Type B but the clothes as actively gendered. That’ll likely keep up. For those of you tuning in at home, Type A is the one that has boobs. Hairstyles, makeup, face shape and those details, facial hair, and I think idle poses aren’t locked to frame, which is great. It’s very doable to design a character who’s androgynous, and in fact there are a couple NPCs who are Type B with very feminine haircuts. (I haven’t really seen the same thing with Type A NPCs that I recall - there’s a few with short hair but I think they all wear makeup - but that doesn’t mean they don’t exist.) Unfortunately, the clothes (except hats, glasses, and earrings) ARE locked to frame, and the styles there are more gendered. Even the “cool” clothes for Type A tend to be pretty fitted, for example, and shorts tend to be shorter than their Type B counterparts. There are, of course, no skirts, dresses, or high heels for Type B that I have found, and even the “cute” clothes still read pretty masculine. I’ve yet to encounter leggings for Type A, though there are tights.
And this is pretty unfortunate because there are items on both sides that I’d like to mix and match - I just unlocked a fun color-blocked hoodie for Type A I think would look great on Type B, and I’d like to wear the sailor shirt that’s unlocked for Type B on my Type A character instead of a full-on dress with a hoop skirt. (Also, leggings. I love leggings. I love to wear them under dresses and skirts. Tights just aren’t the same.) Type A characters should be able to wear oversized stuff, and Type B ones should get to wear skirts and dresses. As far as I can tell it should be possible to create two characters whose only difference is frame (though I’m not entirely certain about the body type/height evening out, and haven’t tried naming the characters the same thing,) and I’ve yet to see the NPCs refer to you differently depending on model, but that’s an obviously imperfect solution. It doesn’t allow you to mix styles, it won’t work for players who want to dress one way but still have a frame that matches them, and while you CAN make four characters who share a save and progress, if you wanted them all to be different characters this limits you.
Also, as far as I can tell, to change characters - or change from offline to online mode or vice versa - you have to close the game and start again.
But anyway, I think I’ve gone on enough about both the gender lock (and have now articulated my issues with it beyond principle) and the state of the masculine fashion (SO MUCH IMPROVED.) More under the cut!
First: It is VERY CLEAR this game was designed for online first and foremost, to the point where, if you DON’T have it, I would recommend you skip this one. The fashion’s great, and it’s very PLAYABLE offline, but.
Okay, so let me break down the core gameplay loop. You enter a Cocoon (the little game settings, with the central conceit that this is essentially an MMO of sorts and you are encountering other players’ “Muses” - characters - and becoming an influencer in the game world of Eve. This is why using a different Muse doesn’t change how other NPCs react to you - you’re clearly the same player with a different account.) You encounter other characters and Like their clothes, receiving any items you Like and don’t have. You can then dress them up as you see fit. NPCs will have specific wishes (a particular style, or color, or item,) and Player profiles include spaces to fill out their preferred style, favorite color and print, and an item they want. (You can also pick “anything” for at least two of those.) Making outfits gets you E-Points, both from the customer and in your little social media sidebar. You can use these E-Points in two ways: To buy items for a showcase (essentially a storefront, though clothes are free,) and to make your own pieces using patterns in the design section. You can obtain patterns that don’t use E-Points from gacha machines in each setting, based off the theme - the city at night area full of neon lights and graffiti has “cool” clothes, for example, while the whimsical fantasy world full of giant teddy bears and castles has pop and I believe sweet lolita. You can also get a sense of what setting has which themes in offline mode in the “Pop Up Arena”s each area has, which have boards based on the current trends and one in each setting with clothes popular there specifically that you can like and obtain. (This isn’t NOT the case for online, but again: Some styles are way more popular than others. I saw way more of a mix in the online boards.) I’m pretty sure the pattern items are only available through the gachas.
But you also have designs that you can make unlimitedly, they just cost E-Points even once you’ve unlocked them. These start at like, 500 E-Points for basic items, but increase in rarity as you go, and you unlock more as your design rank and influencer rank go up. The max-rarity stuff costs in the realm of 100,000 E-Points at a time.
This sounds intimidatingly huge, right? Yeah, it’s a lot… If you’re playing in offline mode, anyway. There even a longer play session is probably going to earn you around 30,000. But ONLINE mode scales differently. Someone visiting your showcase in online mode gets you 10,000 points. Liking your items and outfits gets you 20,000 at a time. In other words, I managed to get like 800,000 points in two Online play sessions, so making higher rarity items wasn’t a problem.
There are other differences between the two modes, and reasons to play in either. Offline mode, of course, means you’re encountering the NPCs more. They can unlock things for you as you make them outfits and their friendship levels go up - new hairstyles, photo poses, details like eye shape and color, and even some more patterns for designs. Obviously beneficial. NPCs will still appear in Online Mode, dressed in outfits other players have made for them. But the real highlight of Online Mode is that you can make outfits for other players, and other players can make them for you, and you get to receive those outfits.
Not gonna lie, that part is awesome. I LOVE seeing what other players have dressed my character up in, because there’s clearly a lot of effort that goes into them. Definite highlight of the experience. Players can also send you stamps - “Thanks!” or “Nice!” - and choose to follow you and check in on your showcase whenever. Some of the Style Savvy games had multiplayer experiences, but the only parts you could really do online were a shopfront - where you could buy premade outfits the players had made, which as an aside meant that a lot of players would take the rare late-game items when they found them and put them in the online shop so people could get them way earlier, which was great - and sometimes fashion shows. Being able to get another player as a customer and make an outfit for them was pretty much always limited to Streetpass when it was available.
Which I imagine would be doable if you encounter other people who have played the game, bring their 3DS with them, and have Streetpass enabled. However, I live in North America, which means I don’t think I’ve ever met another Style Savvy player in the flesh. The games by all accounts did quite well in Japan and Europe - there’s a reason why the last two straight up used the EU localization rather than relocalize for North America* - but here, they tanked. I got Streetpasses fairly frequently in the 3DS’s heyday, sure, but for any given game-specific Streetpass function it was a crapshoot and I NEVER got them for Style Savvy.
*Just to list the most noticeable differences, you’d get UK spellings of things like “curb/kerb”, the hair that covers your forehead was referred to as a “fringe” rather than “bangs,” and a character in Trendsetters who reappeared in Fashion Forward who had a different appearance and name between regions used the European version in Fashion Forward, which made it harder to recognize she was intended to be a crossover character in North America. Nothing that seriously impacted gameplay, but since this was the pair of games where you could unlock hair styling, the fringe thing did take a little getting used to. The playerbase was seriously worried we wouldn’t get Fashion Forward in North America AT ALL, and Style Star was released exclusively digitally here, so I don’t think anyone was bothered by getting the EU localization since the alternative was “jailbreak your 3DS” at a time when that required buying a specific game or two to set up.
So yeah. The online multiplayer? Fantastic. Genuinely love it as an experience. But this also means the game’s longevity is directly dependent on there being plenty of people PLAYING in online mode, because if you aren’t getting online Likes, rarer items are prohibitively expensive to produce. There IS a way to get more E-Points… in addition to them, when you design outfits for people you get a few items for unlockables. One is used to buy props for photos, another is of course used for the gacha (my beloathed,) but most commonly, you’ll get tickets for a set of bingo machines in each area.
Genuine question: Does anyone actually enjoy bingo? Like, the traditional version where you get a board of numbers or arbitrary symbols that are pulled out at random? I get that it’s a social gathering thing, but this is single-player bingo. I get that it’s a form of gambling, but even with that in mind I was playing the bingo machines and finding this Skinner Box deeply ineffective. You hit A. A number or symbol comes up. You hit A again. But I’ve also never enjoyed bingo so I may be biased. There are two machines, a 9-square grid with a limited number of cute symbols where I’m pretty sure you’ll always get a hit and need three in a row to win, and a 25-square grid that uses numbers and matches 5. You will not always get a hit on the match-5. There are bonuses for managing to hit double bingo, triple bingo, quadruple bingo (in the match 5,) or for getting it remarkably quick (below 25 turns on the match 5) or remarkably slow (I have… no idea how long it takes to hit slow. I have spent more than fifty in one go to burn the damn things down to reasonable numbers, and still did not get the slow modifier. It is LONG.) It’s a dull and unpleasant sequence, even by the standards of gambling, and I only spend those tickets to get rid of them since they’re way more common than gacha tickets. (Which incidentally I hate, there’s no way to transfer your excess bingo tickets into an unlock item you actually want. I hate that this game has a gacha mechanic but at least that machine lets you spend in groups of 10.)
So yeah, if you don’t have online mode, or if the online player base dies down, you’ll eventually be functionally locked out of a core mechanic except by playing BINGO, because the point costs are balanced towards online. Now, if you just want ro dress people up with the brand items, that’s very doable, but since one of the central things this game was sold on was designing your own stuff, it’s not a great situation to be relying on bingo.
And you know, on the one hand? There are plenty of games that are functionally dependent on multiplayer. Fortnite, for example. Fighting games. The original Starcraft is one of the oldest esports, and it and Starcraft II still have HUGE professional scenes to this day. Hell, a lot of big online action games don’t even HAVE a single player mode, or what they have serves as much as a tutorial/warmup space as anything else. So you know, why NOT do that with a fashion game? Why SHOULDN’T there be more creative community-based games? Super Mario Maker was a hit with the Kaizo/romhack community, and that’s super-niche, but I’ve never worried about ITS longevity. (I’ve also never been particularly interested, granted, since I don’t usually play platformers due to the whole “my particular disabilities make anything harder and more precise than Kirby a challenge” thing. Love watching them, never gonna try them.)
But on the other hand, it is a concern. Inevitably, Nintendo will move on from the Switch and eventually its online servers will go down. That’s unavoidable, and a thing people bring up as a concern about ALL these online-only games and the potential for the experience to be lost. (Hell, as WoW Classic demonstrates, even experiencing a still-running game in an older state is a thing you eventually can’t do as those games inevitably change.) Any given Style Savvy will still be playable through legitimate means once Nintendo closes the 3DS/Wii U online services next year, provided you already own them. (The original DS game is on the Wii U VC.) This isn’t really going to be the case here. Given we are pretty firmly in the “late” stage of the Switch’s lifecycle and everyone knows it, that is a thing to worry about.
More than that, I’m personally concerned about an issue I had with Animal Crossing: Happy Home Designer. Like Fashion Dreamer, you had basically unlimited options for designs once you hit a certain point, with just a vague prompt to work towards. And I really liked HHD for a while! But over time, once I had unlocked most of the items, it got pretty same-y - there was no budget or anything, so there was no reason not to use basically the same layouts and items over and over again, and then I eventually just stopped playing because I realized I’d fallen into a rut. In Style Savvy, the shop management aspects serve as a blocker on that - you don’t always have the same items in stock, and you have to manage inventory in every game but Style Star. The real-time aspects of Fashion Forward and the original mean you have to plan around what items you’ll have for certain brands in case you don’t get a good selection of sneakers or Marble Lily isn’t available that day. Customers have budgets that you have to manage around when you’re designing an outfit. They’re limitations, but they’re limitations that keep you from making the same outfit forever, and that extends the game’s longevity. Don’t get me wrong, I’m decently creative in these kinds of games - my Animal Crossing houses may not be the kind of pure spectacle you get from the REALLY fancy people, but I’m still really proud of the island design I settled on for New Horizons because it both has a consistent aesthetic that I like, and was designed for ease of play. (Since I spent most of the two years and change I was regularly playing New Horizons with what I affectionately call the murder tendonitis, doing things like keeping the villagers and shops relatively close together was important so I could play efficiently.) I have fun with the design aspects in this game. But most people aren’t going to play HHD or this indefinitely. The fatigue is a known phenomenon. In HHD, it wasn’t a problem when the uploads to the little Nook Social Media thing slowed down, and it survived the fall of Miiverse - these weren’t essential components of the game, and you could continue unlocking the story mode and furniture on your own. But for an online multiplayer game, that fatigue becomes a very real concern. Now, I’ve yet to see a pattern that I DON’T believe is based off a premade item from the game’s brand. You can dress the NPCs as many times as you want. But again, the designing aspect is balanced towards online play, and it’s a core feature. The point of the game is to “build your fashion brand as an influencer.”
Okay, so, we have the good and the bad, we have the things I find interesting and the things I find concerning. Now for the ugly:
The core loops of dressup and design are fine, and I’m sure people who enjoy photo mode more than I habitually do are having fun there, but they aren’t really integrated together well. The “like clothes - dress up everyone in the area - move onto the next area” loop works fine. “Make clothes, level up your design level, make more clothes” as a loop works fine. But it’s easy to get caught up in one or the other without any great incentive to switch over unless someone wants an item you already have, or you run out of E-Points (and again, the scaling there is intense). I have way more keys and patterns I haven’t used yet than is probably wise, just because I get caught in the dressup loop more often.
And a lot of the game is clunky. Like, mechanically. Your player character moves fairly slowly even at a run. The setting layouts differ by area, and the maps for them all show the same “Main Area with Salon on one side and Pop Up Arena on the other” for fast travel. It’s not particularly intuitive to figure out what’s a dead end and how you get to different spaces and what’s interactable or not. Not helping things is the fact that how the areas relate to each other… doesn’t always make logical sense. Like, I’m pretty sure I can enter one area of the cool setting from both the direct north and direct south of another. I get that this is, like, a VR setting or whatever, but it’s hard to make sense of.
You can fast travel to figure out to get where you need to go, but that’s not really explained - despite a tip text box-heavy tutorial, it doesn’t tell you up front how to travel from one big area to the next when you unlock them, you just have to notice the button prompt at the bottom of the screen to bring up the map and then the second prompt to bring up the list of areas. Not an unforgiveable design crime, but like I said, awkward. The tutorial, in general, just sort of walks you through the bare minimum to open online mode and then drops off entirely - it doesn’t clearly tell you how to do… quite a lot, really, and the UI isn’t the WORST I’ve ever seen but it does feature small white text on a light blue background, sort of things. There are ways to mass-like OUTFITS, and to individually like items from that, but not individual items in the showcases (on racks or display shelves or the like) or from the pop up arena boards. Little things about the UI and menuing experience are just a bit off.
Meanwhile, reaching Platinum Influencer Rank happens at 10,000 followers (these are just sort of gained arbitrarily as you do outfits? They clearly have no relation to real players as you get them in offline mode, and NPCs will have a special event where they decide to follow you as you level up with them, but that doesn’t seem to DO anything.) This is a gate so low that it feels like THAT is the real end of tutorial - it happened unceremoniously in the middle of my third play session or so when I checked my notifications to get E-points, at which point the “Guide Muse” from the tutorial gave a little speech about how you’ve spread and received Likes all over the world and made people happy, and then we went straight into an agonizingly long credits sequence. And like I do not begrudge the devs a credit sequence, I know this is an important thing for them to have on their resumes because studios will ask about it. But usually there’s clear buildup to that point so you know it’s coming, and you’re out of the “this is normal gameplay” mindset. This just drops you in, spends eleven minutes (yeah, I checked) on a very slow sequence through every NPC you’ve met and location you’ve seen (as well as the final big game area, which you unlock after the credits - not that the game tells you this,) and is not particularly visually interesting or, since you will reach it so early, particularly meaningful. And then it boots you back to the title screen.
And frustratingly, while there IS a way to go from category to category for designs, looking at your inventory of clothes and dressing up? Yeah, there is a filter, but only using the search. And the search itself is ONLY to filter out what big category (pants, tops, hats, etc,) you’re looking for - you can’t do subcategories like distinguishing between jackets and cardigans, (it’s been a bit of a pain when the game asks me for a “shirt” and means a specific subclass of items within the tops category) or specific colors, or what items are in which styles. This last one is probably so that you have flexibility, particularly if you get inventive with colors and turn, say, a pair of camouflage leggings into a sort of pink speckling that can fit if people want cute/cool outfits. Makes sense. It also makes it easier for items to belong in multiple categories at once. But I still haven’t necessarily worked out the difference between active, relaxed, and simple, or what specific looks are clumped together under “unique”. (Historically, it could include everything from boho-chic to psychedelic vintage to gothic lolita. In the same game.) I’m pretty sure sweet lolita is considered cute, but I couldn’t tell you right now where pop kei is being listed. I’ve been asked repeatedly now for “neon colors” by NPCs and while I suspect that’s a color palette category, I haven’t unlocked it at all yet and therefore have NO IDEA if anything but the most electric eye-searing green I’ve gotten in a few items counts toward it. The downside of this game being so vibes-based is that a lot of aspects are trial and error - and when you get fewer hearts from NPC outfits, you don’t really know exactly what went wrong. There will be requests for items that are rare or “mega-rare,” but while there are numbers listing each item’s rareness designation, the game does not see fit to tell you when it crosses from standard to rare, or rare to mega-rare. Or if you can use an item at a higher rarity for a lower-rarity request. Not to mention, because the only way to narrow down items by category is the search, scrolling through all the dresses every time to get to outerwear is a massive pain. Instead of making the shoulder buttons the broad categories, they bring up your total inventory, your favorites, and quick suggestions for the specific NPC… based off their default style, I suspect. Having a favorites toggle isn’t a bad idea, but at the expense of not having to load every item of your caps-at-5000 wardrobe that fits the body type you’re working at… mngh. This should be obvious. It IS obvious, because they do it for design. The sub-shoulder buttons (specifically, ZL) is designated for a sorter that allows you to do things by how recently they were acquired (the default, gag me), the category, rarity, and whether or not to prioritize your brand as you search. This is good and excellent, and I feel like either favorites should have been grouped with this or SOMETHING because it’s so irritating not to have a category sort by default and a more detailed search (and the process of searching and removing filters is… oddly unintuitive, in ways I can’t quite explain? Like, there’s something about what buttons it has you pressing at various times that just doesn’t click with me no matter how many times I do it. This happens with a lot of aspects of gameplay, they’re just… mildly awkward.)
Miscellaneous points that are fairly neutral:
* I think at least one NPC’s level progression is bugged for me. Pretty sure it’s a bug because his heart has an exclamation point over it but he KEEPS ASKING for normal requests. I also have what I’m pretty sure is either a glitch or a recurring issue with Marvelous, depending on whether I’m remembering correctly that this is a problem with AWL as well: I play exclusively in undocked mode with joycons detached due to lingering stuff with the murder tendonitis, and every time I boot this game up, it needs a minute to re-recognize the joycons. This may well be a problem only I personally experience because I play in a pretty unusual setup, or maybe there’s something wrong with my Switch or my joycons, but who knows.
* Back on “the character creator is much improved”: Noses are an option you can determine now, where before I think every character got Generic Animation Small Nose’. Nice! The skin tones have a much wider range than Style Star’s “four, and the darkest is Pastel Grayish Taupe for a player character,” which is good because that was downright shameful. The PC had fewer options than NPCs did, and the one we had was so terrible. I am not the person who can tell you how this game handles the lighting or makeup for various skintones (I am white, notably bad at judging lighting in general, and haven’t played much with makeup at all here, and there’s clearly a lot still to unlock,) but it has cleared the EXTREMELY low bar of “being better than Style Star.” Within the A and B body types there’s another range of nine types each that are mostly height, but there is SOME variation in proportions - you’re stuck with your character being thin, unfortunately, but I noticed some of the Type B frames had broader shoulders than the others and there was definitely SOME kind of shift with the Type As but I can’t articulate what. They might have slightly longer torsos in proportion to arms/legs within the same height type? I’m not sure, I’d have to check again with both of my current characters. Again, this is better than the Style Savvy games’ “at maximum, three heights that are the same proportions but taller” by a significant margin. Like with the men’s fashion, still not perfect, but a genuine improvement.
* It appears that the Type A and Type B models have different run cycles - A’s being a bit “floatier” for lack of a better term. It’s not terrible, and I haven’t checked to see if using the same idle animation changes the cycle or anything, but yeah, distinct difference viewed side by side.
* NPC lines are nowhere near as involved as the ones in Style Savvy (where you’d get requests like “I need a red dress so when I spill spaghetti sauce on it, it won’t show!” and “I was watching this superhero show I liked as a kid and I want earrings like the dark antihero girl wears… wait maybe I should wait to do her pose when I get home,”) but they do seem to all be unique NPCs - each one gets a little adjective in front of their name, they have specific-to-them dialogue when you make outfits, and when you get their level up events they’ll have equally specific lines for that. It’s not anything I’d call involved enough to be a storyline, but while the lines are short they are distinct.
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bardic-tales · 2 years
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Mistletoe & Blackberries
Timeline: Pre ESO Wordcount: 1, 041 Pairing: m! Dragon knight || f!Templar Premise: Wulfric creates a holiday dessert and hangs decor for the New Life Festival.
Prompt: Where did all this mistletoe come from?
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New Life Festival Outskirts, Windhelm
1.
The cloying smell of blackberries cooking filled the entire house. Wulfric had gone to much trouble concealing the purchase from Mirne, sneaking away to a vendor while she was busy. He kept the preserves hidden until this very day when Mirne was going to pick up some exotic herbs for her cooking. She always did the cooking, and for good reason. Mirne was good at it. He wanted to show his appreciation for it.
On top of that, he could show her that he cared for her. That was the one thing that she hinted about but never outright accused him of. She didn’t understand how much she meant to him. He only hoped that his blackberry tart would do the job. Unlike Mirne, he wasn’t very good at cooking.
While the tart was baking, he was busy hanging mistletoe all over. He pinned some up over the threshold, several bunches, in fact. Every few feet, he hung some from the rafters, spacing them out so that the entrance room was covered with dangling mistletoe.
“She’ll have to kiss me this time,” he muttered to himself.
It was not like Mirne had no interest in him. She had admitted to loving him, but she also protested any romantic relationship with him. Six months ago, they attended a wedding of his dear friend, Carmine. After he tried to kiss her, Mirne rebuked him and told him that she would love to have a relationship with him, but she couldn’t. Through tears, she told him she was afraid.
Wulfric didn’t know what she was afraid of. She didn’t talk much about her past before she joined the House of Dibella. When he asked, she would say that her childhood didn’t matter, as her experiences as a priestess was what shaped her into the woman she currently was. He never pushed her beyond those words.
That, however, didn’t mean that they would never have a relationship or that he shouldn’t do nice things for her. Carmine told him that she would be won over by Wulfric’s charms, but he didn’t want to win Mirne over. She would need to come to terms with her past.
The door creaked open. It was a funny thing. He couldn’t remember a time when the house felt so alive. Mirne brought such beauty in the house, and, although he secretly railed against it at first, he was appreciative of her and her devotion to Dibella. Was he really living before she came into his life?
"The house smells delicious." Mirne shook off the snow blanketing the thick white-fur cloak covering her entire body, and a second later, murmured, “Did you bake a blackberry tart while I was away?”
“Aye.”
“And this mistletoe?” She looked up and observed his handiwork. ‘Where did it all come from, Wolf?”
“It seemed to have sprouted all on its own.”
“Really?” she laughed. “You expect me to believe that this mistletoe sprouted and grew all on its own, in just the time I’ve been gone? It’s been a day, Wolf. That’s hardly enough time.”
“It must be magic,” he continued the ruse. “It’s growing all over the top of the doorframe. It’s growing everywhere. Look. Isn’t it strange? But look, you’re standing under some. You know what they say you have to do when you’re standing under mistletoe.”
She lifted an eyebrow.
“And look at this!” He pointed aloft to the rafter overhead. “I’m standing under some, as well!”
“What are the odds of that?” Mirne lowered her fur hood and shook her head, freeing her locks from the hood’s confines. Bits of her mousy brown hair danced from the movement. He thought it was impossible for her to appear more attractive to him, but every day brought something new.
Wulfric wanted her, but not only as one who would wish to revere the Aedra Dibella. He wanted Mirne as a lover and longed for her to confront her past, so that they could have a future together.
‘It’s never happened before,” he said.
“It couldn’t have anything to do with the reason you sent Alvis to market with me instead of you accompanying me?”
At the mention of his name, the gray elkhound sat next to her, looked at Wulfric, and wagged his tail. Alvis was always a happy hound. However, he seemed to be ore joyful since Mirne came into their life — and Alvis was not the only one.
“No, nothing at all,” Wulfric said, doing his best to sound innocent and failing. “I have no idea how this all got here. It must have been some sort of forest spirit.”
“Forest spirit? Why would a forest spirit cover your dwelling in mistletoe?” Her voice lilted like a jovial melody. It lifted his spirit as always. “What motive would they have for that? Does it want us to kiss so it can watch? That doesn’t make sense, Wolf?”
“I don’t deign to understand mystical beings, Miri,” he laughed, once more. “Their motives are beyond any of us. Could be, it’s just having a bit of fun with some mortals.”
She didn’t protest this time, and he tried to squelch the hope surging within him. He wondered if she were ready to pursue a relationship. Wulfric wouldn’t bring it up to her, giving her enough grace to make that choice herself.
Still, she needed to know that he was serious about them. He was not like one of Dibella’s patrons. Wulfric wanted to wed her, to watch their children grow, and live the rest of his life with her.
“Then get over here,” he growled, “and I’ll show you games. This might be fun, but it’s no game.”
As he kissed her, she tasted like the tart snowberries she must have eaten on her way home and wine. Her icy left cheek felt cold beneath his hand, but the fire in the fireplace would quickly warm her.
What struck him the most was that he was lost, lost in her and her warm arms. Wulfric closed his eyes. This would be a New Life festival he would remember for years to come.
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rajanmalhotra · 11 days
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Kotak Mahindra Bank’s official mobile banking app for Android phones.
The Kotak Mobile Banking App, a best in class App, provides banking on the go, which is a must in today’s digital era. If you are not an existing Kotak customer, you can open a Kotak Savings account or an 811 digital bank account by visiting your nearest branch.
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santoshkumar7787 · 12 days
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Kotak Mahindra Bank’s official mobile banking app for Android phones.
The Kotak Mobile Banking App, a best in class App, provides banking on the go, which is a must in today’s digital era. If you are not an existing Kotak customer, you can open a Kotak Savings account or an 811 digital bank account by visiting your nearest branch.
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deepa811 · 1 month
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Best Mobile Banking app Features
Nowadays, mobile banking app has become a daily part of your lives, providing convenience, accessibility, and security like never before. As technology grows, mobile banking apps are constantly updated to fit client’s needs. Now, let us look at some of the best features of mobile banking apps.
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jackwilliams0123 · 1 month
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Kotak Mahindra Bank’s official mobile banking app for Android phones.
The Kotak Mobile Banking App, a best in class App, provides banking on the go, which is a must in today’s digital era. If you are not an existing Kotak customer, you can open a Kotak Savings account or an 811 digital bank account by visiting your nearest branch.
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kunal1909 · 1 month
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Mistakes one should avoid when managing EMI payments:
Personal loans are useful for various costs, including debt reduction, home improvement, and unanticipated medical emergencies. However, as your Equated Monthly Installments (EMIs) determine your monthly repayment amount, you must understand them before applying for a personal loan.
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lokesh010-blog · 1 month
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Who are the ideal candidates for a zero balance account?
Simplify your finances with Kotak811, the ultimate app for easy money transfers, UPI payments, and account management! With our feature-rich mobile banking app, you can enjoy quick and secure UPI transfers to any account, instantly check your account balance, view transaction history, and grow your savings account faster with High-Interest Fixed Deposits!
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abishekkadame · 2 months
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Kotak Mahindra Bank’s official mobile banking application for Android phones.
The Kotak Mobile Banking App, a best in class App, provides banking on the go, which is a must in today’s digital era. If you are not an existing Kotak customer, you can open a Kotak Savings account or an 811 digital bank account by visiting your nearest branch.
If you are an existing Kotak customer, you can use the 250+ features of the app to Bank, Pay bills, Invest, Shop and access services. One of our recent additions to the 250+ features is our new Pay Your Contact feature, where you can now send money to anyone using just their mobile Number
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