#bc the stretch one is like. no work whatsoever. the pattern is set and the method to making it is fine
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bracelets as christmas gifts for michaels coworkers #2-4
bracelets as a christmas gift for michaels coworker #1
#brot posts#first pic is both for one girl#i was gonna make both in the second one all for one guy but then i realized we have another guy i should gift to too !!!#so now i think i might do black one for the original guy and the blueish brown one for the second guy#but then i also feel bad for not doing 2 for each like i am w all the girls#but also the girls are easier cuz i can do one sparkly one (all of which have rhe same general pattern just different colors)#as well as one adjustable one#but these two guys are fem enough to wear bracelets but i dont think theyd wear. the sparkly star ones. lol#also like the adjustable ones are so much morw work than the simple stretch bracelets#hence why its like. if you arent getting one stretch one adjustable#then you only get the adjustable#bc the stretch one is like. no work whatsoever. the pattern is set and the method to making it is fine#but the adjustable ones have like four times as much tying as the stretch ones#and precise measurements to make sure everything is even#AND THEN i gotta burn the edges off to make them meld together and i gotta deal with trhis nauseating smoke in my face#so like ya actually two adjustable bracelets. is a lot to ask for#and i dont feel like doing 2 adjustables for both guys. like naur you both only get 1#i can offer if they want the sparkly star ones too in their custom colors but i doubt it#anyway i have two more bracelets to do but its for a coworker who isnt working tomorrow so i can put it off#cuz i gotta be up in like 6 hours and im exhausted after my 12 hour shift today#was falling aslepe behind the wheel on my way home#and the gross smoke isnt helping. and i have soot on my hands#and my burner tool fell and burned a hole in my bed blanket 😭😭😭#girl i gotta sleep
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GOBLINS
Ok-- this setting focuses on a small continet, a bit smaller in width than australia, but longer (think the stretched greenland we see on globes). To the north, past a mountain range that crosses the land, lay and endless expanse of pete bogs and moors and thick, thonry shrub forests: here live the greenskins and barbaric humans of lore: free creatures and beasts and even men, who pay no mind to the settled empire that exists just south. Focusing on one of these races, I will be talking about my favourite! The goblins (sometimes called the ‘Moors Goblin’ bc i published this on dnd beyond so i could use it as a homebrew race). I’ve borrowed a lot from Warhammer and 40k but as I work on world building I hope to separate these fuckers from both dnd and warhammer.
What differentiates your Moors Goblin from their more classic fantasy cousins is primarily their culture and disdain for sunlight (ok since writing more...unsure if i want them to be light sensitive!! will have to stew on this). Even Moors Goblins who live outside of cave networks don't see too much direct sunlight due to the cloudy and rainy climate of the northern highlands, and so they're prone to sunburn and blindness during prolonged exposure. Likewise, dryer climates greatly weaken their immune system, and so they rarely travel far enough south to mingle much with other races. The Moors Goblin is unique in that their genetic makeup is closely linked to that of fungus, making them incredibly hard to kill despite some of their more glaring weaknesses. They bleed viscous, green blood, thick with spores that, when the time is right, allow for the birth and growth of new goblins. While they do possess many organs similar to most mammals, like cold blooded reptiles, Moor Goblins can survive seemingly impossible amounts of tissue loss and internal damage, as their green bodies generate oxygen through photosynthesis and their central nervous system operates as a networked inlaid along their vascular lines. For this reason, many tribes take to the belief that it is actually impossible to kill them without the aid of fire or acid, and will chant some iteration of 'no burial mound can hold me' as a warsong. Even if a goblin is crushed beyond recognition, a new goblin may soon crawl from the dirt below the sight of his death due to the spores released upon his body's destruction.
Your typical cave Goblin may not know how to swim very well or see all too well in the sunlight, though some tribes do make a living off fishing the river ways in which they reside or travelling large, flat plain lands during daylight hours. Your average Goblin lives a simple lifestyle with a group of their own, and while some clans may be open to trading and friendly relations with other native races such as orcs or humans, Goblins are known for being isolationists and rather...tricky. They've had many altercations with more southerly dwarves and wood elves(? -- unsure if ill use elves in this manner as ive yet to expand on them). If asking any Dwarf about them, you'll likely hear that they are all cutthroats and petty thieves (largely in part due to land disputes within the mountains), whereas an Empire Elf would likely have little to no experience with them whatsoever.
In general, the world does not know too much about Moors Goblins and the inner workings of their society, as the race enjoys keeping to itself, and for the most part, other, more dominant races tend to likewise keep away from goblin controlled regions.
Older Goblins hold no higher rank in society, though they are allowed more relaxed roles due to their age and resulting feebleness. What does elevate their standing is their outward apperance: namely height and scars. A goblin tends to form welts, pockmarks, bumps, or discolorations after being wounded. Goblins who don’t see much warfare or even friendly sparring tend to be smooth, and as a result, assumed inexperienced, whereas more seasoned goblins tend to be more disfigured or even missing limbs (this implies that they have reached the age and status to breed, though sometimes old goblins may be smooth skinned, and young goblins with a rough early start may appear older than they are). Though more muscular goblins may bully their way through the nest, this doesn’t affect their social rank, though muscle build tends to correlate with height, and height a prized trait within Goblin society. The tallest Goblin is the defacto leader, but this tends to lead more diminutive individuals to ‘augment’ their height through unnatural means (stilts, hats, and even magic). The chieftain of a tribe often wears some sort of elaborate mask made of animal bone that helps to augment his height, and also represent the clan's culture through color, symbol, etc. If a tall goblin is entirely smooth, he must rely on his wits and magic knowhow to gain a reputation worthy of leading. If a very muscular but short and scarred goblin arises, he may fight for the title-- though this is rare. It seems instinctual for these creatures to flock to the tallest.
The Moors Goblin generally has very large ears, useful for detecting sonic frequencies within the earth.
They tend to have more angular facial features, larger noses and chins, hollow cheeks, and large, eyes with yellow sclera and slit pupils. Irises vary in color, from those ranging normal to humans, as well as rarer shades of red, purple, black, or even white. Goblin eyesight is exceptional in the dark, making them adept at living underground and scavenging for food at night, but making them poor day time hunters. Their sense of smell is keen like that of a dog, helping tunnelers to seek out anything from fungal food sources to rare minerals and dangerous sulfur deposits. Claws are large and thick on both hands and feet, and the front teeth are sharp, with pronounced incisors and canines and a set of flat, crushing molars at the back of the jaw.
Cutting open a goblin will reveal a startling lack of any apparent major organs! They possess spider-like booklungs, a network of bladder like muscles that have thousands of little capillary rivulets expending from within and connect the tissue to itselve. Cutting into muscle reveals a sort of crystalline pattern, made of a meat like, gooey substance similar to the consistency of what inside an aloe leaf. These fluids range from a watery, yellowish-green, to more viscous forest greens and even dark browns. Although any surgeons in this world would not be able to discern this easily, the goblin does posses a CNS, it is simply spread through the entire body. Likewise, there is no apparent heart organ, but it seems that electrical impulses force a reflective twitch from this network of innards that compels the goblin body forward. The closest thing to a brain can be found along what resembles a spinal column, where more obvious veins stem from to attach to the eyes, booklungs, and multiple small stomach like sacks. Their skeletal system is composed of a highly resilient and flexible cartilage made of keratin, similar to beetle shells. The goblin’s capacity to heal is astounding and quicker than that of your average mammal, though their springy ‘bones’ and soft flesh do make for easy wounding. Some older, stronger goblins develop a thick callous and scar tissue that makes for excellent, natural armor, and is sought after as a source of leather by some dwarvish tribes.
Eating goblin meat is ill advised, however. It appears to be toxic to pink skins, and no known predator relies on these creatures as a food source.
For this reason, as well as their reproductive nature, goblins are seen as a plague amongst some northerly dwelling empire races. Cut one down, multiple eventually appear. Many have learned to burn goblin bodies rather than cutting up their remains; the more green blood spilled, the more likely they are to return from the earth! Infant goblins can be surprisingly strong and viscous towards perceived threats, and in a great number, they can do a lot of damage.
To an outsider, it may appear that all Moors Goblins are male. In reality, there is only one sex, or rather, in goblin terms, there is no sex or /really/ gender. Moors Goblins have no native terms for 'he' or 'she', though in Common they are typically just referred to as male due to their physical features. Moors Goblins have no need for more telling indicators such as breasts, but do coexist with races that do recognize a binary sex and gender, so they are somewhat familiar with the concept and may navigate it according to their preferences, if they have any. Many are fine with just being labeled an it, a they, or a he/she, though some more involved with humans may chose a set of pronouns.
Moors Goblin society is collectivist at its core; this may be confusing to outsiders however as Goblins are extremely easily distracted by anything they might consider valuable–– be it shiny, aromatic, tasty, dangerous, or just large and heavy. While this kleptomaniacal behavior may seem individualistic on the surface, Goblins operate similar to a termite or ant mound, or even beehives in that they collect food and goods to add to a collective hoard. It’s an animalistic sort of instinctual partnership a Goblin has with their clan, wherein they gather and fight as a collective, for the collective good, in exchange for food and protection. It could be looked at as a primitive form of taxation, but don’t let their demeanor fool you. Many aspects of Goblin society differ so greatly from human culture that it would be easy to mistake the creatures as mere beasts.
Their written language only exists in pictographs and simplistic glyphs, though someone unlearned in their ways may not be able to decode their cave scrawlings. If something must be written for delivery, Goblins utilize clay tablets (much like ancient Sumerians) and rarely take part in record keeping or history. Only the immediate now, and the looming future, really concern the Goblin folk. Oral tradition is common though mostly for religious purposes, and the orator role seems to be taken by older Goblins who have survived wars and skirmishes to tell the tale. In spite of this, Goblins are highly intelligent; though they lack long attention spans and tend towards the hyperactive and impulsive (and greedy) nature, they are adept magic users as well as rogues, druids, rangers, barbarians, and fighters, even bards, and a few exceptional individuals often leave their home to pursue training with other races. Goblin clerics, wizards, monks, and paladins are almost nonexistent, though it is certainly possible for exceptional individuals to arise and take on these roles...just, unheard of. Medicine men are often looked at as Shamans and revered as mystics. If a Moors Goblin has the capacity to learn, or the natural ability to use magic, he will often become a Shaman; as such many 'Shaman' are either sorcerers or clerics, though goblins do not differentiate between the two much, aside from designating some shaman as healers and others as battlemages. Healer shaman are typically alchemists and herbalists.
Religion is not at the center of Goblin culture, though it does play a significant enough role that it merits mentioning. A Goblin may worship any number of deities from a polytheistic pantheon of old, elemental gods; they take their beliefs from oral traditions passed on from generation to generation. Mining and tunneling act as the fulcrum for many folk lore and urban legends, using cautionary tales of careless tunneling practices and unearthing unspeakable evils of the deep. Mentors will often tell these tales to their charges to keep them in line, mostly. As creatures composed of plantlike matter, Moors Goblins tend to feel a kinship with the earth, moss, lichen, and the sort. Shaman, like clerics, draw their powers from the elements and deities who represent them, and on occasion may use their abilities to aid in battles, though primarily reserve them for healing and supplementing their oral tradition.
Goblins will pair bond with one or multiple partners throughout their lifespan, though a coupling for the sake of childbearing is useless in their society. A single goblin may have multiple litters of children in a lifetime, depending on anything from the availability of food to a need for more goblins in a clan. The collective cares for newborns, with a little focus on the biological parent as authoritative figures, though many young goblins may bond with a particular elder and chose to spend more time around them. Many older goblins may mentor or teach younger ones in their trade if they take an interest, though rarely is a goblin forced into a role. It varies among tribes, but is generally a very organic process where any given goblin simply does whatever he is good at. This is how names are given: first names are mostly what matter and are derived from telling characteristics that arise as the goblin child ages. Surnames exist as well, however, and are assigned later once a trade is selected or perhaps a deed done that awards merit. This helps differentiate goblins with more common names, from seperate tribes, or from a proud lineage: fore example, let’s say two Dweezles exist in the same clan for whatever reason. One may become a hunter, the other may become a bard of some sort. The hunter may be named Dweezle Lantz whereas the bard may be called Dweezle the Yox, or in common, Dweezle the Merry. (I am using a very bastardized patois as a basis for a lot of goblin names simply bc i like the idea of Goblle being derived from Orc lowspeak, which I base off a very bastardized French! For no reason other than shits and giggles).
Goblins are often 'born' as twins or triplets, though the mortality rate is somewhat high due to disease and accidents. Goblins share a distant ancestry with that of fungus, and as such their reproduction involves a gestation stage wherein the parent blood lets beneath mushroom caps in a central breeding chamber within the cave networks he may inhabit. From here the spore-filled fluid takes to the dirt and develops into fetuses, which gather further nutrients from the rich soils and the other fungal and plant life found in the cave floor. It continues to grow until a full formed Goblin baby is ready to crawl free from the earth. Infants will possess exemplary motor skills once unearthed and instinctively know to crawl towards older goblins and the scent of food.
Your typical Moors Goblin dwelling is found around the base of a mountain, rolling hills, or within the nooks and crags of a cliff. The tunnels are narrow and warren like but lead to a number of different caverns, both natural and goblin-made, that are much more open. The central chamber has many interconnecting tunnels and can range from large to massive in size. The larger the tribe, the larger the atrium. Often, tribes will seek out pre-existing caverns to make as their atrium, which is similar to a plaza or the town centre of a human village. Here, cave paintings and banners decorate the walls, Shamans will set up shop to offer medical aid or entertainment and education in story telling, the chieftain will make his rounds or sit atop a central throne and hear reports from foot soldiers or settle disputes amongst tribe members, and children will run about and practice battle or play. Beneath the atrium lies the food storage, and below there lies the brood. If a cave network has lava, blacksmiths and cooks may conduct their business around these pockets of magma, but will otherwise carry on outside the tunnels. Individual goblins may seek out and dig their own rooms for sleep, though many will seek others to sleep in piles. Goblins live both within these tunnels and on the surface around the outside of the area. They guard the territory around the mine for miles, sending out patrols of hunters equipped with war horns and using wolves as watchdogs to alert them to intruders.
The Moors Goblin spoken language is quick and sharp on the tongue, spoken in fast fragments meant to quickly convey information. Moors Goblins of old were purported to operate as a literal hivemind, not needing verbal language to communicate with one another, though the modern Moors Goblin has lost this telekinetic ability. The influence of such can be seen in how they work in groups. Pheremone signals and bodily gestures (such as ear twitches or stance) carry nonverbal information throughout the entire brood; attacking one goblin in or near their mound can result in a full fledged, hive-wide retaliation. For this reason it is highly advised to isolate enemy Goblins, or to use crowd control measures when dealing with multiples.
Goblins will align themselves with orcs and humans in times of war, making them an intimidating force to be reckoned with. Even a single tribe can be difficult to battle, though, as they attack in droves and rely on their sheer numbers to viciously bring down any enemy. Shamans and bards will aid a fight using berserker elixirs and spells, AOE heals and buffs/debuffs, and providing chants that both invigorate their soldiers and deter the enemy. Bards typically play animal bladders fixed with a series of tubes, much like the real world bagpipes, war drums, or brass oboe-like instruments that sound off a deep resonance (similar to a didgeridoo). Hunters and rangers will lead a charge on wolves or other tamed beasts, while the chieftain leads the foot soldiers. Tribes at war have a high turnover rate for their leaders.
When teamed with orcs, it is common for goblins to serve as a replacement for pack animals, even during hunts, however it should be noted that goblin slavery is not a common practice among the northern orc tribes and seems to be a willing symbiotic relationship between both races.
The Goblin diet consists of local fauna and flora that is relatively easy to hunt or gather. Goblins don’t participate in much agriculture aside from a few species of mushroom and various moss or lichen, and do not partake in domestication or cattle rearing of any sort, though a variety of rats, bats, small reptiles, amphibians, and insects coexist alongside the Goblin people in a similar manner to humans and domestic dog and cats. Granted, these creatures are also often on the menu. Many rangers will capture wolves and ride them to hunt, as well, though this is less common for goblin groups that live deep within cave systems.
Due to the lack of sunlight, Goblins get their vitamin D through both photosynthesis of available, diffused light and a hearty diet of fatty meats and protein based foods, supplementing it with small rocks and precious gems, nuts, berries, roots, grasses, and leafy greens. Some minerals may actually imbue a Goblin spell caster with certain heightened abilities for a short while, ranging from increased sensory capabilities to hallucinogenic effects. Contrary to popular beliefs, Goblins do eat a number of root vegetables and fruits, gathered and bartered from surrounding forests and towns. Shamans enjoy brewing powerful elixirs and even moonshine that aid in battle or serve as poison to coat their weapons in.
Relationships with other races are mostly dependent on trade, though due to border conflicts, Goblins have an adversarial relationship towards Dwarves. The Goblin’s inclination towards stealing and eating gemstone and ore, as well as collapsed tunnels and collisions have put the two races at odds with each other.
Many tribes align themselves with Barbaric human clans or nomadic tribes of neighboring orcs, and will fight or even live alongside these different races in relative harmony.
i think that’s it for now!!!!
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