Tumgik
#challenge rules: into the woods legacy
lgcmanager · 1 month
Text
Tumblr media
in a world where the realms of the mundane and the divine intertwine, lies GYESEUNG —a vast, mystical land where the echoes of ancient legends resonate through every corner. here, the skies shimmer with ethereal light, and the very essence of the earth pulses with the vitality of ancient energies. the air is thick with the aroma of blooming spirit herbs and the distant hum of arcane forces.
in GYESEUNG, cultivation is the ultimate pursuit. practitioners seek to harness the primordial Qi, the life force that permeates all existence, to transcend their mortal limits and ascend to divine heights. cultivators follow various paths, from the noble Sword Masters and mystical Alchemists to the enigmatic Shadow Assassins and formidable Beast Tamers.
the heavens above are ruled by celestial deities and immortal beings, each presiding over various aspects of existence. these gods and goddesses are venerated and their favor sought, for their blessings can alter the course of a cultivator’s destiny.
ancient ruins and forgotten temples dot the landscape, holding secrets of bygone eras. Legendary artifacts and mystical scrolls await those brave enough to uncover them, promising immense power and enlightenment to those who prove worthy.
GYESUNG is a world in constant flux, where the balance of power, the rise and fall of empires, and the shifting allegiances among the great sects and factions are ever-changing. heroes rise, destinies intertwine, and the eternal dance between light and darkness continues, shaping the world in an endless cycle of creation and destruction.
in the current era five great sects dominate the martial world: the FIERY FIST SECT, home of those with fire affinity and renown for its fist, finger, and kicks based martial arts; the IMMORTAL BLADE PALACE, home of those with metal affinity and renown for its sword arts, especially the jian and dao; the UNBREAKABLE PEAK SCHOOL, home of those with earth affinity and renown for its spear and staff arts; the ENCHANTED WAVES SANCTUM, home of those with water affinity and renown for its music and arts based martial arts; and, last but not least, the SHADOW WOODS SECT home of those with wood affinity and renown for its exotic weapons arts, such as bows, fans, and flying daggers.
as you step into this realm of boundless wonder and peril, remember that every choice you make echoes through the annals of history. your journey in GYESEUNG awaits, filled with challenges and triumphs, where legends are born and myths come to life. What will be YOUR LEGACY ?
21 notes · View notes
undead-aurora · 2 years
Text
Tumblr media
⋆⭒⋆☽❍☾⋆⭒⋆Lana Legacy Challenge⋆⭒⋆☽❍☾⋆⭒⋆
TW: dark themes (drugs, alcoholism, cults, gangs).
@maxismatchccworld
This challenge is (loosely) inspired by some of my favorite Lana songs. It also draws inspiration from other challenges, such as Not So Berry, Rags to Riches, Asylum, Crybaby Whims, etc. 
Required Mods: Basemental Drugs, Basemental Gangs or Extreme Violence, Zerbu’s Venue Changes. 
Suggested Mods: Deaderpool’s MC Command Center, Wonderful Whims (attraction system), Simsmodelsimmer’s Realistic Reactions Cheating Overhaul, Hybrid Through Gameplay (for occult hybrids), UI Cheats (very helpful to deal with bugs), LittleMsSam’s More Wood Works (for gen 8). 
Required packs: Get Famous, City Living, Get Together, Discover University, Get to Work, Cats & Dogs, Seasons, Island Living, Strangerville, Realm of Magic, Vampires, Dream Home Decorator, Werewolves, Paranormal Stuff.  
Suggested packs: High School Years (Gen 2 and 3 traits), Eco Lifestyle (Gen 2 and 8), Spa Day (Gen 1 trait) Tiny Living (Gen 6), Nifty Knitting (more crafts for Gen 8).
General rules: 
Turn neighborhood stories off.
Aging must be set to normal or slow.
Hard mode: start each generation with 0 simoleons and build each home and required lot by yourself. 
Each generation must max out the designated skills and reach the top level of their career. 
If an heir dies, you may revive them or continue the challenge with a next of kin.
You’re free to control the sims in your household who aren’t your heir or related to your heir. They can also be completely autonomous.
For gen 3, you're allowed to live on-campus in university and then move to San Myshuno.
Gen 1: Money, Power, Glory
Career: Actor 
Aspiration: Fabulously Wealthy
Skill: Acting 
Traits: Materialistic, Self-Assured, High Maintenance (or Self-Absorbed).
Home: Empty lot in Del Sol Valley 
Lot challenge/trait: Penny Pixies
You’re the only child of a homeless, deadbeat parent who spends every simoleon that falls into their hands on dope and booze. This has instilled in you the determination to not only get off the streets, but also become rich and famous when you’re older. Slowly but surely, you make enough money to build a small home that one day will transform into a luxurious mansion, or at least one can dream. You grow up to be quite the looker and charmer, not to mention talented, so your goal of making it big on the silver screen is finally within reach. You catch the eye of a famous big shot you end up having more than a fling with, resulting in an pregnancy. But as infatuated as you are with your baby daddy/momma, your eyes are always on the prize first and foremost. You’ve heard the name of the latest lottery winner and can’t get it out of your mind.
Rules:
- Start out with 0 simoleons as a child, living with an unemployed, single, drug addicted or alcoholic parent. - Survive off of fishing, hunting for collectibles, or doing any activity you can do as a child and teenager to make money.  - As an adult, join the acting career. - Buy the Beguiling reward trait. - Work towards affording a mansion and gradually upgrade plumbing, appliances, electronics, and comfort items. - Seduce a famous sim and have a child with them.  - Marry a lottery winner for their money.
Gen 2: Video Games
Career: Videogame Streamer (or eSport Gamer)
Aspiration: World Famous Celebrity
Skill: Beer Brewing (Juice Fizzing) or Mixology 
Traits: Geek, Socially awkward (or Clumsy), Overachiever (or Ambitious).
Home: Influencer house in San Myshuno
Lot challenge/trait: Celebrity Home
Despite having been born with a silver spoon in your mouth and not needing to work a day in your life to survive, you don’t just want to lay around in your pajamas all day playing video games… not unless that could be an actual career, and luckily for you, it can be. Other nepobabies don’t have your drive, your quick fingers, your passion for gaming and social media. You want to prove the world that you’re more than your last name and vast inheritance, so you move into a so-called content house in San Myshuno and throw yourself completely into your career as a professional gamer and influencer. Unfortunately, your new lifestyle has proven to be more psychologically taxing than it has any right to be. The influencers you’re currently living and collaborating with do nothing but cause drama, and you’ve found yourself in deep waters when C-Fuel, the Cowplant based energy drink company that has been sponsoring you, comes under fire for poisoning consumers, roping you into a huge scandal and subsequent cancelation. As a result, your beer brewing hobby turns into a coping mechanism and you become addicted to alcohol to deal with the stress. When an unplanned pregnancy turns your life upside down, you finally decide it’s time to go to rehab.
Rules:
- Move into a mansion or penthouse in San Myshuno and live along 6 famous sims, all in the Internet Personality, Style Influencer, and eSport Gamer careers.    - Become addicted to alcohol. - Have a child with one of your housemates. - Go to rehab and create an A.A. group. 
Gen 3: Body Electric 
Career: Scientist
Aspiration: Party Planner
Skill: DJ Mixing 
Traits: Dance Machine, Genius, Party Animal (or Clubber)
Home: Unfurnished apartment in San Myshuno
Lot challenge/trait: Party Place
Even as a teen, all you wanted to do was sneak out and party. You know your parents are disappointed in your party animal ways, considering they did everything in their power to give you a normal upbringing despite their unconventional lifestyle as influencers. They don’t want you to waste your potential, you’re a gifted kid after all, who effortlessly got straight As throughout school. So, they decide on your behalf that you put your hefty scholarship to good use and study to become a scientist. Little did they know college was the sure way to make you unleash the party beast within in its final form. You party harder than ever, doing drugs, hooking up, dancing the night away in the pale moonlight. You’re living like Jim Morrison, right until a happy accident comes your way: you and your dealer are expecting a child. After graduating, you decide it’s time to settle down and become an adult… well, sort of. You may have a stable job and your own apartment now, not to mention a kid, but maybe that doesn’t mean the party needs to stop. Will you eventually change your ways and go to rehab? That depends on how bad your addiction gets. 
Rules:
- Go to university and major in Physics.  - Become a drug addict.  - Have a child with a drug dealer.  - After graduating, join the Scientist career, move into an empty apartment in San Myshuno and furnish it using the SimRay to transform random items into furniture and decor. You’re allowed to buy the essentials.  - Turn the lot in Sixam into a rave location. 
Gen 4: Sad Girl 
Career: Paranormal Investigator 
Aspiration: Soulmate
Skill: Medium 
Traits: Gloomy, Child Of The Ocean, Child Of The Islands
Home: Admiral Wreckage in Sulani (the ship must remain on the lot). 
Lot challenge/trait: Off-the-grid 
Growing up in a noisy, smoke filled environment around your parents’ sketchy friends in crowded San Myshuno made you crave quietness and a connection with nature. You’re a sensitive person, naturally spiritual and intuitive, which might be the reason why you live with a dark cloud over your head. Many things make you sad: fishing (it’s not ok to eat fish! They do have feelings!), not honoring the islands of Sulani, your new home, and being your significant other’s lover on the side. It almost seems like you were born to be the other woman or man, until an unusual new opportunity for love presents itself when you, as a professional paranormal investigator with the gift of communicating with the dead, meet and fall in love with one of the Sulani island elementals. Your feelings are requited, and you two get married and start a new life… literally, since your ghost spouse has decided to come back from the dead just for you. They've got the fire, and they walk with it. Maybe this is the soulmate relationship you've always longed for.
Rules:
- Have a failed relationship with a married sim.- Eat the mermadic kelp and become a mermaid. - Seduce one of the island elementals and complete the Soulmate aspiration with them.  - Build or download a beach wedding venue.  - Marry your island elemental and have a child with them. - Complete on of the two Sulani collections: Seashells or Buried Treasures.
Gen 5: Freak
Career: None 
Aspiration: Leader Of The Pack
Skill: Charisma  
Traits: Evil, Insider, Erratic.
Home: Cult compound in Strangerville
Lot challenge/trait: Cursed
You always knew you were special. You can summon volcanic bombs and increase the quality of plants with your mind. You’re pretty sure you were born to rule the world, or at least that’s what the voices in your head have been telling you. You’ve also heard stories of a place called Strangerville, where a bizarre fruit that weakens the minds of those who eat it grows. You need to get your hands on one of those plants, so you move to the mysterious town in the middle of nowhere and start your own congregation. Finding a small group of obedient followers was pretty easy, especially after tricking them into eating your special fruit. Soon enough, the entirety of Strangerville will be yours. Your only concern is that, after you die, no one will carry on with your legacy, so you and your favorite disciple decide to have an heir. Will your child eat the bizarre fruit and make you proud? Or will they leave the empire they were supposed to rule in the dust?
Rules:
- Form a cult using the create a club feature and add 6 members. One of the activities must be stealing.   - None of the members of the domestic unit are allowed to have jobs. You must steal for a living.  - Build or download a cult compound in Strangerville and move in with your cult.  - Feed each cult follower the bizarre fruit. - Infect every sim living in Strangerville. - Have a child with one of your cult members. This will be the eighth member of your club.  - Each weekend, take your cult on a field trip or mini vacation and start a club gathering.   - Become a sworn enemy of your child. 
Gen 6: Groupie Love
Career: Musician
Aspiration: Musical Genius
Skill: Music instrument of your choice.
Traits: Childish, Music Lover, Noncommittal
Home: Tiny Home in Windenburg’s Ancient Ruins
Lot challenge/trait: Small home (max. 100 tiles)
Growing up in a compound full of possessed people with an evil cult leader as a parent is an experience that would scar any young mind, and yours was no exception. You are certain that your parent plans to feed you the bizarre fruit, so as soon as you become a teen, you pack your few possessions and flee to Windenburg, where you find a hidden place to live by the ruins. You need money to survive, and you need to build a proper home, so you start playing music in bars and other public spaces hoping to get donations, and writing your own songs. Music has always been your passion and you’re naturally gifted at it; it’s only a matter of time before other people notice your talent and you start gaining fame and fans. Drunk on the love and attention you’re receiving, you get a little too close and personal with your newfound groupies. You never meant to have seven kids with them, but hey, it’s not your fault you’re so darn fertile, apparently. You might be a little emotionally stunted due to your upbringing, and perhaps committing to just one partner is not the life for you, but one thing is for sure: you will raise your seven children with all the love in the world in your tiny home by the ruins.
Rules:
- As a runaway teen, quit the cult club and move to the Windenburg’s Ancient Ruins lot using the Venue Changes mod.   - Change your money to 0 simoleons. - Make money by playing music in public venues, writing and publishing songs, and joining the Musician career as an adult. - Build or download a small home. - Become a proper celebrity.  - Form a fan club using the create a club feature.  - Have 7 children, all with different members of your fan club.  - Raise the children by yourself in your domestic unit. 
Gen 7: Blue Jeans
Career: Criminal
Aspiration: Public Enemy
Skill: Mischief 
Traits: Hot-Headed, Ambitious, Kleptomaniac.
Home: Abandoned factory in Moonwood Mill
Lot challenge/trait: Filthy
Some say you were born bad, and you’re inclined to agree. You didn’t exactly choose the ganster life, but it certainly did choose you. You’re tough, and you have big dreams, bigger than your parent’s tiny house, so you start living in the streets by yourself as a young adult. There’s an abandoned factory in Moonwood Mill that becomes your gang’s operation center. Despite it never being one of your priorities, love comes knocking at your door in the form of a rich, posh sim whose parents are in the political career. Due to your bad reputation, you’re not allowed to be seen with them in public, until the two of you finally elope together and you realize that maybe you’re not the only reason why your partner’s parents were ashamed of them: they’re a werewolf! They’re an outcast, much like yourself. You two have a baby, and that’s when your partner starts insisting that you quit your gang and the criminal career for your child’s sake. You know they’re right, it’s bad for a young mind to see the things you’ve seen. Sadly, this is the only life you know, and if it’s not good enough for your family, then you’re just not good enough for them. It’s time to leave and start your life over…
Rules:
- Build or download an abandoned factory, or repurpose Moonwood Mill's library. - Max out a drug dealing skill. - Form a gang. - Furnish and decorate your home with stolen items. You’re only allowed to buy items that can’t be stolen (plumbing items, beds, rugs, etc.). - Date a werewolf and elope with them.  - Have a baby. - Move away from your partner and child and either start a new life or return to them once you’ve reached level 10 of the criminal career and are allowed to quit.
Gen 8: Chemtrails Over The Country Club
Career: None 
Aspiration: Emissary Of The Collective or Wildfang Renegade
Skill: Fabrication or Handiness
Traits: Cat Lover, Dog Lover, Loner
Home: Tree house in Moonwood Mill 
Lot challenge/traits: Cat hangout, Dog Hangout.
Being abandoned by your gangster parent as a child really killed your faith in humanity, hence your love for animals that also extends to the beast within yourself. You build a little tree house with your own hands in that particular spot in town that mysteriously attracts all kinds of stray dogs and cats that you love to feed and play with, and some of them become your beloved fur babies. As a werewolf (or someone who aspires to be one), your dream has always been to honor your lycanthropic ancestry by joining one of the local packs and becoming the alpha. Despite the tension between the Moonwood Collective and the Wildfangs, you find your fated mate in the rival alpha. The two of you elope in secret and have a baby. Maybe this will mark a new era of peace and communion between the packs, but that depends on how willing your packmates are to cooperate.
Rules:
- Live with as few sims as you can, the rest of your domestic unit members must be pets. - Craft most of the items in your home using mainly the fabricator and the woodwork table. - Sell crafts and collectibles for a living. - Become an Apex werewolf.  - Become the alpha of one of the packs and marry the alpha of the opposite pack (remember that the first werewolf you successfully flirt with will become your fated mate). - Have a child. - Complete the Moonwood Relics collection.
Gen 9: Wildflower Wildfire  
Career: None (selling flower arrangements)
Aspiration: Purveyor of Potions
Skill: Flower Arranging
Traits: Romantic, Jealous, Family-Oriented
Home: Abandoned house in Glimmerbrook
Lot challenge/trait: Haunted House Residential
If your werewolf community knew about you plan to betray them by becoming a part of the traitor class of spellcasters, they’d probably kick you out, but they’ll never get the chance to do that if you leave first. There’s a boarding school for teenage wizards in Glimmerbrook you’re interested in joining, so one night you sneak out and pay a visit to the principal, who is kind enough to transform you into a spellcaster and welcome you into the school. Your parents aren’t exactly thrilled with your decision, but they want you to be happy, so they support your choice.
Much to your dismay, your new housemates are not what you expected. They know about your lycanthropic origins and bully you relentlessly for them. One day, you’ve had enough and set part of the school on fire using magic right before moving out into a haunted abandoned house you'd discovered some time ago while exploring Glimmerbrook. There is an old flower arranging table in the garden and you decide to put your fascination with botany to the test by learning to make flower bouquets and selling them for a living.
One day, a particularly attractive sim catches your eye, and since your alchemy skills are on point, you don’t think twice before luring them in using potions. You never considered that their personality traits completely clash with yours. Do opposites attract, or is love not the kind of magic that should be messed with? Regardless, there’s already a baby on the way, and you’ve been alone for so long, running on stardust and sheer willpower. You’re better with your new darling. It’s strange, but it’s true.
Rules:
- If your heir is a werewolf, find the cure for lycanthropy. - Build or download a residential boarding school equipped with items from the Realm of Magic pack, especially cauldrons.  - Create a domestic unit consisting of 6 spellcaster teens with the Mean trait, a Virtuoso spellcaster with the Natural Mentor perk as the school principal, and your teenage heir.  - Become a spellcaster. - When the heir becomes a young adult, use the Inferniate spell to set the school on fire and move out of the domestic unit.  - Build or download an abandoned haunted house with a flower arranging table and move your heir there. - Become a Virtuoso and learn all the mischief spells. - Own a flower shop or street stall and sell flower arrangements for a living.  - Use the Potion of the Transcendent Charmer and the Potion of Alluring Aura to attract an Unflirty, Noncommittal, Hates Children partner.  - Have a child with that partner. 
Gen 10: Young And Beautiful
Career: Interior Decorator
Aspiration: Vampire Family 
Skill: Painting
Traits: Snob, Creative, Art Lover
Home: Vlad’s Castle in Forgotten Hollow 
Lot challenge/trait: Spooky
As a result of growing up in a haunted house full of pools of ghost goo and weird markings on the floors, you have a passion for decoration and home renovation. From a young age, you started watching the home decorator channel and learning how to paint so you could beautify your surroundings with art. The way your parent’s flower arrangements decay over time makes you sad. Why can’t beauty last forever? Why are most living things destined to die? You’ve met plenty of ghosts in your time, and they aren’t exactly aspirational. However, there is a type of occult you could praise and enthuse about all day long: vampires! They’re cool, they’re powerful, and most importantly, they’re immortal. So, when the opportunity to drink the ancient blood of a vampire arises, you take it without hesitation. 
As overjoyed as you are with your transformation, you’re keenly aware that eternity will eventually get lonely. You want a family that will never leave your side in the mortal coil of existence. You love your job as a home decorator, you’re superb at it, and your clientele idolizes you, so why not preserve a few of your admirers for posterity by feeding them the sweet elixir cursing through your veins? 
Now that you’re forever young and beautiful (you’ve made sure to treat yourself to a tweak or two under the knife), have seen the world, have done it all, and had your cake, your life couldn’t be more perfect. Yet, you still feel lonely. You start seeing someone you’re convinced is your soulmate in every aspect except two: their taste in décor is awful, and what’s worse, they don’t fancy immortality. In fact, they’re afraid of most vampires. Even though it breaks your heart, you have no choice but to respect their wishes and love them util they’re dead and got nothing but their aching soul. 
Rules:
- If your heir is a spellcaster, ask for the Rite of Dissolution. - Become a vampire and unlock the vampire creation perk. - Marry a mortal with opposite tastes in decor. You’re not allowed to turn them into a vampire.  - Complete the Vampire Family aspiration by turning your clients.  - Get plastic surgery by altering your sim’s features in CAS using the cas.fulleditmode cheat every time they get a promotion. Their dark form must remain unaltered. - Move into Vlad’s castle and redecorate it in a completely different style. - When your beloved dies, re-marry their ghost. 
146 notes · View notes
danses-with-dogmeat · 11 months
Text
Day 22 -- Harold/Bob
The (nsfw) details for Kinktober 2023, Day 22 are just below the cut!
Minors, please don’t interact.
Exhibitionism with Harold/Bob x F!Reader
I...
This... This needed to be like 5k words longer but I didn't have time for that so here's a snippet of a much larger idea than was meant for kinktober
Anyway though, Harold is a lovely, lovely man who made me feel so many sad things when I played FO3 as a kid. Ugh, he's SUCH a great character. Aaaaand... kinda challenging to write for, idea-wise 😅 ngl, but hopefully y'all love this one!
Maybe when I have spare time one day (😂😭) I'll return and add some more to this!
Here is the link to my  Kinktober 2023 Event List so you can stay up-to-date, or re-visit these works as you please.
Included: Exhibitionism (kinda sorta), kissing, confessions, fantasies, forbidden love, trees, wood, um... dry humping, self actualization. TW for suicidal thoughts!
Words: 3.8k
*note: Lone and Branchtender Cypress are the same person*
--
The newest branchtender had never been shy. 
Once you became privy to the freedoms that such a place as this could offer you, when you saw the green, when you met the one… Harold, his brilliance, his sacrifice, when you saw the legacy he would leave in his wake… How could you ever have left? 
You weren't coy about your feelings of appreciation for the Oasis deity, nor your want to help, and you certainly didn't shy away from ruffling some feathers, as it were.
It was among the many numerous things that he truly appreciated about you in return.
Harold’s eyes couldn’t shift too far from their allotted position, nestled frustratingly in Bob’s trunk as they were, but you always managed to make him wish– more zealously than usual– that he could move of his own accord. That he could… maybe, just sort of… touch you? 
Yes, he’d like that very much. 
It’d been years since Harold felt another person, since someone reached out to touch him in earnest. Even Bob hadn’t felt the prod of a hand recently, since the rules had changed, since the people had caught wind of Harold's more recent… thoughts. 
Maybe I wouldn’t want to be gone if there were more who treated me like you do.
Like a person. 
He remembered distinctly the first time the two of you met, when you’d told him why you wanted to become a branchtender, when you had to convince him to let you into Oasis permanently. It hadn’t taken much, no, because when you reached out and shook his branch like it was his hand, when you looked him in the eye and smiled your broad smile, it brought back memories of genuine personhood that he hadn't felt since... what, a hundred years or so ago? Even when your touch lingered for a moment, even when Tree Father Birch had told you not to, when Harold knew how the others feared to touch him, that they might hinder his spread, or expand it– depending on who you asked-- even through all of that uncertainty, you'd only pulled away when Harold had said it was alright.
You held no such notions as the others, no such fear, apparently. Especially not now. 
Harold knew you weren’t popular among the Treeminders, the Branchtenders, even the Bloomseer wished not to permit you in Harold’s grove. But he favored you, that much was clear to everyone in Oasis. 
“I can speak to the others…” You told him, sitting on the root structure that was once his arm, gazing upon his face without flinching. 
You never flinched away from his visage, nor did you altogether refuse to look upon his face, as a few of the Oasis-goers had decided was respectful. 
To him it was… How could it not be dehumanizing?
“Maybe get them to lighten up. To see you like I do, Harold. Then you wouldn’t be alone in here so often, maybe they could even… I don’t know, touch you? L-like I did that first time, you know?” 
Harold hummed, his eyes downcast. 
“I have you.” He said, quietly. Undecided if he wanted to say it aloud at all, but sometimes Bob shoved the thoughts right out so they wouldn't take up space. 
At least, he thought it was Bob doing that. 
“Yes.” You said, and your hand rubbed over a knot in his bark– Bob’s bark. “But am I enough? I can’t… Harold, I can’t be all that’s making you want to, well, you know… Stay here.” 
“But you are. Now.” 
He saw your lip give a small tremble, before you hid it with a grin. Your eyes though… they still held that sadness. 
“That’s sweet, but it's not healthy, Harold. There needs to be more.” 
He made a pouty sound at that. 
Says who?
It was nice to have even one thing to stick around here for. Couldn’t you see that? That you already did the impossible?
“I want to know something.” Your soft voice prompted him, just as one small hand reached to brush over the bark that was once his cheek. You had to strain your arm to do it, had to sit all the way up, but oh, how he wished with everything he had that he could lean into it, feel beyond what Bob allowed him to of your soft hand. 
“Hm?” 
“Tree Father and Tree Mother, they both have these ideas of what we should do with you, how we should... use you and Bob’s resources to either change the wasteland or to keep you and us safe and secret.”
He tried nodding in understanding, but all he could manipulate were his eyes. 
It didn't have the same effect, he feared.
“Well…" You continued, "They keep talking about what to do with you, like you’re… a resource and not a person.” 
“I know.” 
“Well, frankly, that’s shitty.” 
He rumbled out a laugh, feeling Bob’s topmost branches tremble slightly with the action. 
“Harold.” You said his name so sweetly, softly, like friends speak to each other, like… Like he imagined he’d want to speak to the people he loved. If he’d ever had those. 
It was hard to remember. 
“Hon, what do you want?” Your hand was still firmly on his cheek. He could feel heat permeating the layer of bark there. “I know you sort of told me the day we met, but… It seems like that’s– maybe, that’s changed?” 
“Yes.” He said, with a decisiveness he didn’t intend, but was there all the same. “It has changed. Now… The others, they can do what they please with me and Bob.”
“But–” You tried, pulling your hand away like he’d prodded you with a thorn. 
“I want you.” He finished, that decisiveness never wavering, though… despite the certainty, it did surprise him.
Never… confessed anything like this before. Not to anyone. 
That… well, that I can remember.  
Your expression stayed soft, safe, non judgmental, non accusatory, as your eyes darted back and forth, ensuring there was truth in both of his before speaking your response. 
“Harold… You’re not just saying this… Well, because I’m the only one who speaks to you like this, right? I don’t want this– these feelings you’re telling me you have, to just come from my being nice to you. That’s not fair either.” 
You held eye contact with him all the while, genuine sympathy and curiosity shining there. 
How could you think his feelings were just… by default? 
To him, anyway, it was obvious. 
Other Treeminders, branchtenders, had loved him before, been kind to him, revered him, even. But always because of Bob. What Bob allowed him to become, and maybe… maybe that’s what had drawn you to him at first as well, but now… It was Harold you stayed for, wasn’t it?
With the way you spoke his name, looked into his eyes, asked him about his wants, his needs… how could it not be him?
“Weeks.” He said, and you cocked your head slightly. 
He couldn’t help his hard-to-read grin. 
“We’ve been talking all that time. You’re interesting, kind, see me as human, yes. But more.” 
“More?” You urged him, and Harold couldn’t dream of denying you. 
“See me as a human you can connect to. We talk about many things, and all of them are interesting, so many things we have in common. Even with our… differences.” 
A small smile glowed in your eyes , and softened your expression further. Harold’s gaze never wavered, though you knew the words left him with effort, both physical and emotional.
“I want you so I may talk with you, to have your company.” 
“You will.” You answered so hastily, even tilting forward from where you sat in the curve of what used to be his right arm, almost toppling out of it. 
He tried to catch you, but Bob held firm to his limbs. As he always did. 
With you, he could almost forget. 
“You will, Harold.” You saved yourself from falling, bracing your arm against the main section of his trunk. “I’m not going anywhere, I… I love talking to you, too.” 
Maybe to save face from falling off of him, or maybe because you just wanted to, you wrapped your hands around his trunk– Bob’s– and hugged him, just beneath his face. 
Bark creaked and branches rustled as Harold made an effort to reach back, to drop his chin to rest on your shoulder, to bring one arm around your body, to lean into your touch, but Bob halted him. 
Harold felt he could scream at the opposition, but… he couldn’t startle you with his frustrations. Instead, he sat in silence, savoring what he could of your touch, relishing in the mere thought that you were doing this at all. Sharing your warmth with him, making the effort to show how you cared, disobeying everything his other keepers in Oasis would have told you just to show him you wanted to feel him against you. 
“Wish that I could return this favor.” He said, instead of crying out his frustrations with Bob to you. Like you hadn’t heard that complaint a thousand times already. 
“Hmm?” You asked without removing yourself. 
“Wish, Lone, that I could… touch you.” 
“Bob won’t let you, huh?” Now you pulled back, just enough so he could look upon your face. 
“Afraid not. He… I’m constrained by him. No matter how I try.” 
“Well… um, can I…?”
Harold blinked as you trailed off suggestively. If it were possible, his mouth would be running dry right about then. 
“Can I talk to Bob?” You finished, and a somber sort of relief washed over him. 
Harold couldn’t answer you at first. His brows furrowed, and in his mind, he tried to reach out, to find anything but the pulsing wordless communications that Bob always released, directed to him, and to the other trees and saplings that acted as his spawn all throughout Oasis. 
Their conversations were mildly distracting, especially when Harold was alone and silent in the grove, but now, with you here, the bound man had to strain to make out their strange, slow voices. 
“Not in a way that will get through to him.” Harold finally answered you, after Bob ignored his mental prodding for the umpteenth time since they were joined. 
“Alright, well… Can I then…” You ended with a distinct clear of your throat. Your body against Bob’s bark; even down to Harold’s core, he could feel the way your heart picked up, the way you flushed with heat against him. 
“Yes?”
“I could touch you, if you want? You know… enough for both of us.” 
If his eyes were wide before, now they were akin to twin moons as his mouth hung agape and he appeared to short-circuit. 
“H-Harold?” 
“Lone… You… want this, too?” 
When you nodded, he could swear that his heart damn-near stopped. 
How ironic that would have been. 
With a distinct swallow, you nodded to him. Your eyes couldn’t meet his then, either. To see you embarrassed… about anything, it was more than strange. 
Harold thought you were the freest of them all, the most outward with your thoughts, your true self, and now… to know the one viable secret he knew you were keeping was potential feelings for him? 
“I was afraid to tell you.” You said quietly, “Afraid what you might think, or say, and the others, well…” You trailed off with a lovely chuckle, and Harold’s gruff timbre of a laugh followed. 
“The others don’t matter. They only care for Bob, what he can do for them. For all the wasteland. Harold is just… an afterthought.”
“Well, you’re not to me.” 
You released your hold on him as you spoke, turning to grasp his rooted arm with your soft hands, before hauling yourself back up onto that perch. Harold, not for the first, nor the last, time this evening, wished he could break one of his hands away from Bob’s grasp to reach out to you, to help balance you, as you wavered in your place on him. 
You stood on his limb now, level with his strange face, and pondered it. 
He felt you could see right through him. Not just through Bob and into Harold’s human shell, but into him. See his soul, even. 
He didn’t know what exactly you were looking for, but you stood for a long moment, just… running your eyes over him, like he was something you could read. Just… observing. 
Truth seeking. Something in his mind offered, and if he could’ve, Harold would’ve nodded his agreement to himself. 
“I want to kiss you.” You said decidedly, and Harold tried to recoil. Still, even with your words, your hands on him, your embrace… The thought was something so inconceivable for him, so… splendorous, that it felt like a dream. 
Perhaps you did kill me, and this is just the eternal dream. 
If that’s the case, waking would be more torture than getting bound to Bob all over again. 
“Alright.” Was all he could manage, in his shock, and the grin you answered with set his chest ablaze with affection. 
You leaned forward, bracing a hand on either side of his face, your fingers catching at the knobby protrusions– also courtesy of Bob– that made up some semblance of cheekbones. His eyes followed your lips as they pursed in preparation, and he found himself wishing– more so than for anything else he’d ever imagined– that he could move, that Bob would allow him this one small favor for dragging him all across the wasteland, for letting him tie Harold to this place for eternity, just once could he move of his accord again? 
Just for this.
 Your lips pressed to his mouth, to the grotesque, always-open marionette of what used to be his proper face, his proper lips, and yet… 
There was no crude pull-away, no startled mumble against him, not even the slightest flinch as you pressed forward and sighed. 
That sound rattled through him, like the sap seeping through his veins, it poured life into him. 
“Lone…” Harold whispered to you so softly, his voice reminded him of before. 
Before Bob, before he was a ghoul, even. A before that was famously long ago.
You still didn’t relent, moving that delectable mouth over his, tasting him, drawing out this euphoric feeling that had him believing he still was human. He wished he could taste you, know what it was like to be so close, to feel your breaths wash over his tongue, to clack his teeth against yours until you both pulled back in a fit of laughter, where he wished he could then wrap both arms around you. 
Harold wanted to roll to the grassy earth with you in his embrace, out of breath from your shared mirth as you both drew back in for another taste. He would run his mouth over the seam of your own, and you would boldly answer his call. With you still nestled in his grasp, he would move his way down your body, exploring, feeling. No patch of skin, no freckle, no scar would escape his scrutiny. 
He had so much time. This? It could last an eternity and not feel like even a blink to him after all that Bob put him through. He would use every second of it to see you, to smooth his hands over you, feel your heartbeat below your skin, feel the sweat form there, see the passion growing in your eyes. 
He’d take you, there, in the grass. 
Harold didn’t take much of anything, not ever in his life. He’s been somewhat of a pushover for most of it– Bob clearly had exploited that fact. 
But he would take you. 
You lent him your boldness, your unapologetic passion, your zest for all that life had to offer; your acceptance of him… he could borrow that, too, for tonight. 
He would pull you into his lap on that sweet, quiet patch of grass, hear you moan out his name as you felt his hardness beneath you. Those stringy clothes you wore, that already failed to conceal all that much, he’d pull them apart and bare you to him until there was nothing left for him to uncover. 
Your taste there, too, between your legs… He’d spend half an eternity just there, pulling your honey past his wanton lips until his chin dripped and he was drunk on nothing but you. And if he didn’t die there, between your divine thighs, then he would use every last living breath he had to worship the rest of you. 
Then he could be happy in this life of his, no matter how long he was stuck here for. 
It was with that thought that Harold returned to himself. 
Your lips dragged over him, and he could so nearly taste your breath, he could feel the warmth of your hands–close as they were to his eyes. 
“H-Harold.” You pulled back, and his eyes blinked open to admire you. 
You were out of breath, your eyes glossy and… blown wider than he’d ever seen them. 
“You taste… like nothing I’ve ever–”
“What is this heresy?” 
You froze where you leaned against Harold, as Tree Father Birch’s voice rang clear through the grove.
“I knew this was wrong, I knew you were plotting something, Branchtender Cypress, and this…” A disgusted throaty sound finished the sentence for him, and Harold felt something stir in him. Deep in his roots, not even Bob’s, but Harold’s roots… they boiled. 
“Away from Him." The Tree Father ordered, "Now, Cypress. Away from the grove and seek out Bloom–”
“No.” Harold’s voice growled, and he felt the ground shake from the lowness of it. 
Your hands gripped at him tighter. 
“W-what– but, but your highest–”
“He wants you to go. Father.” You spat the words out, relishing in the way it made Birch's face glow red to hear you command him on his god’s behalf. 
“B-but… No. That cannot be. I am the Tree Father, I speak for what is best for–”
“Lone is what’s best for Harold." He grumbled out, like the sound of groaning wood about to be severed. "What’s best for Harold is also best for Bob.” 
Tree Father Birch shook his head, his brows creased, despondent, like he was losing a loved one before his very eyes. 
“No, no, no. This cannot be.” He started forward, moving with intent towards the pair. 
Harold’s eyes darted to your face, the way your expression was curled in a defensive snarl. He wasn’t sure if it was true or not, but Harold felt his own features held that same malice right about now. 
“She has manipulated you, your greatness. Cypress wishes to have control for herself, she came to Oasis just for that! On a whim, she decided to join us, only after seeing you. Is this a coincidence? Does she want you to sustain your people, like I do, or will she take what she can before throwing us all into the fire?” 
A growl was forming low in Harold’s trunk. The topmost branches began to shake, just as the ground groaned in protest to the tree’s movement– small as it might be on the outside, it shook the very foundations of the grove.
“It’s what the Bloomseer saw. When she looked at your fate, the day that Cypress arrived here, she saw flames and anguish and death where Oasis once stood.”
"You’re an imbecile.” You piped up, with the full intent to continue with an explanation, but it was too late. He was close enough to you now that, when your words pushed the Tree Father over the edge, he could reach you. 
Birch lunged forward, his gnarled hand met your ankle, and he pulled hard against it, until you toppled, falling in between Harold’s trunk and his rooted arm. Through his and Bob’s connection, Harold felt the way bits of your skin tore against his bark, he heard your pained sounds, and his eyes glowed red and angry as hot coals. 
“Enough!” He bellowed until the grove’s voices went silent, the grassy ground ceased its whispers, the trees paused their conversations, Bob stood at attention, and Birch…
Harold didn’t know how it happened, couldn’t have said quite when, but his hand… His hand. Harold’s left hand was wrapped around the Tree Father’s throat. 
The man’s eyes were nearly bulging from his head from the force, and Harold released him just as suddenly. 
He paid no more mind to the Tree Father as he slid to the floor. Harold could only do as he had dreamt of, do as he’d wished, do what he thought would be impossible all night and every night before or since you met, since he and Bob became fused to this spot.
He reached out for you. 
“Lone?” the bark above his eyes seemed to crease with worry, as he noted the scrapes on your soft skin. 
“Harold, how did you…?” Your voice was a squeak, partly from pain, and partly from the disbelief that strained your throat. “Hon, you moved. You're moving now, it’s… this is incredible!”
You sprung up as he helped you, crashing your body to his in a hug that he returned. 
If it were possible, Harold knew he would’ve wept at the way he could hold you now. 
“Lone, are you alright?” 
“Better.” You smiled at him, that glowing smile that held the stars, and Harold couldn’t help himself. 
This new discovery of his, who knew how fleeting it would be? While he had it, he was going to take advantage of it. 
He scooped you up into his hold, easing you close to his face again, and pulled you near enough to kiss. 
It would’ve been a fool’s hope, he knew, to wish to move his face, his mouth, more than he already could, but he wished for that too, nonetheless. 
What's the harm in wishing, really?
Your hands went back to his face, and in the peace of the night, in the stillness, he could feel your breath, hear your soft sighs, he could even… could he taste you? Cool spring water and edible flowers, the juice of a mutfruit, and… a tinge of him, of Bob, that brash oakiness and sweet syrup. 
To taste a bit of his likeness on you was a pleasure Harold wouldn’t soon forget. 
A gasp released from the both of you, as your hips began to… move. Harold had seen this likeness before, in dances, in strange rituals, in… perhaps in another life, but to feel you on him, your heat grinding into his large, bark-gloved hand as your lips stayed locked to his, it lit that boiling feeling in his belly until he feared he really would go up in flames. 
Harold blinked open his eyes, slowly, reluctantly, to plead with you to carry on, to ask what you wanted from him, to beg to give it to you, anything and everything he was, he’d give to you, because without you, well… You both already knew where he’d be. 
Then his gaze caught the undesirable stirring of the man on the ground at his feet–roots. 
Birch was groaning, still only half conscious from the force that’d been on his windpipe, but his eyes were slowly blinking open. 
“Harold.” You pulled his attention back easily. “Don’t even look at him, okay? Birch doesn’t matter. All those people out there, who treat you like nothing more than an extension of Bob? They don’t matter either, okay?” 
The grip of his hand tightened over your backside, keeping you pressed firmly to his front. 
“It’s just you and me now.” 
22 notes · View notes
justkeeponsimming · 7 months
Text
Tumblr media Tumblr media Tumblr media
We’re back! This has been a long time coming, and I’m so sorry for the long post break. Anything that could go wrong went horribly wrong. I’m not out of the woods yet, but my outlet has been writing so I’ve almost filled up my post queue! Regarding the legacy, I’ve pretty much completed Hex’s generation. I was also ‘blessed’ with multiples, rather than the one child required by the challenge rules. I was going to hold out for an heir vote, but with everything going on and how far ahead I am, I think I’ll be choosing the heir myself. One of the kids stands out as the best choice, and I’ve already planned some of their story. I hope you guys don’t mind that these past two generations are more story than anything else! Thanks for sticking with the one post a day, it’s really helped not having to worry about keeping my blog active. I’ll try to stay on top of it! I’ve also been playing some side challenges whilst the game has been kinda buggy and I’m nervous to play my main save! A 100 baby challenge with Valentina Charm (only two babies in lol). I also hit the third generation of my short lifespan legacy. I've also played soooo much House Flipper! Hope you’re all doing okay and speak soon! ~ Rae/JKS
14 notes · View notes
bellasims4 · 5 months
Text
Tumblr media
Our Legacy Founder- Iriss Renee Woods
Traits: Creative and loyal bookworm.
Values: Education, Creativity and Family
Age: 27
This is a legacy challenge that breaks a lot of the rules of the challenge you might be familiar with. I always thought it odd that legacies start with a young adult sim that hatched out of thin air and is expected to live on a large lot with no money. This is my unique spin on a legacy challenge that provides a backstory to the founder.
Iriss Renee Woods, born in Oasis Springs the only child raised by a single mother who passed away during Iriss' freshman year in college, is best described by her friends as creative, boho-chic, and a wellness enthusiast with a fondness for crystals and sage.
Having endured a challenging relationship through much of her twenties with a serial cheater, Iris is now happily engaged to Nevan Germany, a man who cherishes her completely.
Cherishing her independence, Iriss pursued a freelance artistic career immediately after college. Her ultimate dream, however, is to own a quaint coffee shop where she can also display and sell her artwork.
🎨 Lives in Evergreen Harbor
🎨 Works as a Freelance Artist
🎨 A homebody at heart
🎨 Coffee snob
Goals for Generation One:
💾 Master the Painting Skill
💾 Master Wellness Skill
💾 Have two children graduate college
💾 Open a coffee shop to sell her art
💾 Move into a house after having two children
2 notes · View notes
Text
Castaway Challenge for sims 4
You were on a plane which crashed and now you are stranded alone. What will you do?
Intro: Hello for this challenge you will need island living (for now) as I have made the island you need for the challenge there and with that pack. My gallery id is: NichoDB
Here you can find the island I have made for Sulani for the challenge, I will be making another one base game friendly in case you don’t have island living. This is somewhat a legacy challenge as you will need to survive on the island for 10 gen (generations) 
starting out with cas:
1 sim any age from teen to adult
Any traits really, may randomize if you want to.
The rules for the island and first gen:
get sim onto island, made it easy there is a ladder leading in so no need for cheats.
Pick 2 garden beds, and one tree bed from the basement.
Pick 1, either chickens, bee’s or goats and sheeps may only pick up to 3 in all of goats and sheeps (2 hens and 1 roster, 3 goats and 3 sheeps are in the household inventory) You can trade them for meat, indgredents and simoliens they will leave the bag at the egde of the lot wich you can drag in.
Pick 1 bed of choice, from the basement may change the color of the bed.
Pick one storage chest with 1 suitcase, may change color also from the basement.
Pick 2 hobbies: there is a small gathering of hobbies, knitting, painting, handiwork and such. You may only pick 2. These will be important choices, as they will have consequences.
Pick 6 book's from the lilttle bookcase thing. You may buy book’s, but you may only pick 6 in all.
Pick 1 grill or the cooler.
Pick the toilet if you don’t have, jungle adventure for the pee bushes on the island.
Pick 1 trashcan.
Pick laundry if you want.
Lot traits Off grind must be on, if you have cottage living so must Simple Living, and great soil must be on too, may pick any other traits and challenges for the lot.
___________________________________________________________________________
Now put all plant’s, and the 2 ladders in the family inventory and delete everything in the basement. Now the 1 gen starts, rules:
Skills will determine what you can and cannot do. So if you want a hut/house you’ll need handiness skill, the higher the more you can make/buy. Gardening will determine how many plant’s you may have and how much from the harvest you may keep. If you have nifty kitting,the knitting skill will allow you new clothes and outfits. Painting will allow you to change color on objects you make/buy, so the higher skill the more color you get else it’s the wood/brown colors neutral colors, on the objects.
Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you chose so 9 plants, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags) 9-10(shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)
___________________________________________________________________________
The last rules for gen one
Gen one may first get a partner when they have a small hut/house. You may make this sim or take one that is already generated from mange households, they must be single.
May have as many kids as you like, just remember only one is going to be the heir.
You may not have any pets in gen one sorry
NO LEAVING LOT ONCE ON IT
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
Gen 2:
Whatever gen 1 left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same somewhat
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)
Gen 3:
Whatever gen 1 and 2 left is what you have, to survive with
You may get a pet, but no leaving lot for it
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
NO LEAVING LOT
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)
Gen 4:
Whatever the last gen’s left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
May pick 4 plants from the family inventory or 1 tree, so a tree box or plant box 
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)
Gen 5:
Whatever the last gen’s left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)
Gen 6:
Whatever the last gen’s left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
May pick 4 plants and a tree or 2 trees
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like) 
Gen 7:
Whatever the last gen’s left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
May pick 4 plants or a tree
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)
Gen 8:
Whatever the last gen’s left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
May pick 8 plants and 1 tree or 2 tree and 4 plants (if possible)
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like) 
Gen 9:
Whatever the last gen’s left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
All plants left are now yours 
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)  
Gen 10:
Whatever the last gen’s left is what you have, to survive with
You may get a pet, but no leaving lot for it
NO LEAVING THE LOT
May get a partner/get married when they are young adults. You may make a younger sim, the partner is basically someone new who stranded on the island (use the basement to get them onto island by placing the ladders back in, and removing them after they are on the island)
Money cheats are allowed
CC is allowed and so are mods
The rules are guidelines the point is to have fun, is a rule making it less fun remove it
___________________________________________________________________________
Skill rules:
The rules are the same as gen 2
  Handiness unlocks 1-3(Small decorations, and big objects that look broken or not put together right, can NOT fix any objects that break, leave it broken or delete said item) 4-6 (Walls max 10x10, windows, doors,stairs no more than 4 steps and railings/fences) 7-8 (All hobbies and other objects, toilets, beds, kitchen stuff all objects are now unlocked but not the best quality so must look like it could be handmade, can now fix all broken objects)  9-10 (May build as big as you want and as much as you want no limit, and can buy any object, if you have eco lifestyle you may buy solar panels and water catcher, get some power going) Of course anything the woodworking table allows you to build as you level up you can build but the levels allow you to buy stuff from build and buy mode.
Gardening unlocks 1-3(May only have the plants you on the island so what gen 1 left, may only keep 3 off each plant harvest so does a plant give you 5 or 10 then you have to sell until you only have 3)  4-6(May plant 3 extra crops, may keep everything) 7-8(May make a small farm no more than 6 garden plots from cottage living or you can use the garden beds) 9-10 (May have as many plants or farms as you want and can evolve plants now)
Knitting unlocks 1-3(May have any small piece of clothing hat’s, socks, gloves, underwear, bra’s, may not make new outfits)  4-6(Rug’s can now be bought too, any shirt any length, skirt’s and shorts) 7-8(All kids clothes and down, so toddler and infants, may buy sleeping bags, new outfits can be made no shoes) 9-10(shoes are now unlocked,outfits with shoes are now unlocked) Of course as before anything you can knit as you level up are you allowed to make.
Painting unlocks 1-3(beige, brown, white are unlocked, may not change color on items, unless it’s to beige, brown or white) 4-6(Yellow, red and blue colors are unlocked and so are simple patterns) 7-8(Purple, orange and green are now unlocked) 9-10(All colors any pattern you like)  
3 notes · View notes
thewoodslegacy · 6 months
Note
TRUTH: How far out is your legacy planned? Do you have a set stoping point?
Oh boy! I've got the next generation roughly planned out but not beyond that. Even with the current generation I have a general outline of big events that I want to happen but that's it. As for the stopping point, I've got no idea. This legacy started as a Not So Berry Challenge but that went out the window pretty quickly. My characters developed a mind of their own and refused to follow the rules. I will say I have recently been thinking about removing the legacy factor, mainly because I don't want my characters to die. It's silly I know. I have also thought about future "generations" be about the other Volkov-Woods siblings. We'll see.
3 notes · View notes
catohphm · 10 months
Text
Weekend With The Grays 2023 Day 4 Prompt - Croquet in the Snow
Tumblr media
Thank you @endlessly-cursed for organizing Weekend With The Grays, a festive creative event for Hogwarts Legacy! This entry was a little more challenging for me to write. I tried my best to put together a short drabble that made sense for the game of Croquet. Prim belongs to Noe, and Bella belongs to @mjs-oc-corner. Malcolm is mentioned briefly and belongs to @gaygryffindorgal.
During the fourth day of Danny and Bella’s stay at Winbourne, a game of Croquet was to be held. Players drove balls through a series of hoops in the ground with mallets to earn points. The first to reach a target number of points won. The game was played outdoors and could be done by teams or single players. Invented around the 1850s, Croquet was popular on various estates and clubs.
Danny was first introduced to Croquet after he moved to England in the early 1890s. He picked up on the game during his many stays at Winbourne. Becoming quite good at it, he and Prim naturally had a rivalry in the game. It was friendly of course, and encouraged them to improve. During their previous game, she warned Danny that next time, she’d win against him and he wouldn’t see it coming. He had forgotten about that when the winter celebrations at the estate came around. The goers were to be playing Croquet on the snow-blanketed lawn. The weather was different, but the rules were the same.
Fortunately, the weather was clear and blue on the seventh. A part of Danny was looking forward to croquet later on in the afternoon, but Bella was there to distract him.
She giggled “Just shake off that competitive spirit just once my love. It's coming on Christmas.”
He went back “Well, the rules of croquet aren't conditional. Rain, shine, snow or ice. It's the same.”
“It's a special game for the season that Prim is putting on. It doesn't need rationalization, Danny.” Bella laughed. 
“Now you cornered me to it. Not that I ever wanted to spoil the festive spirit of the coming game in the first place.” 
“I know. No need to say it out loud, my love.”
“Anyway, I wonder how well the balls are going to roll in the snow.” he spoke curiously. 
Bella had her finger to her chin. “Let's just say it's nothing a hard wood mallet with some good, careful power and speed can’t handle. Snow can be smooth and soft.” She then joked “It may be a better surface for Croquet than a lawn.”
Danny responded “Only answer there is to put that hypothesis to the test. Seeing is believing, they say.”
-
As the match started, he had to focus on making his ball through each hoop despite the surrounding cold air that felt like a hold. Danny's instincts for croquet were well-developed. All other thoughts cleared the space for attention to play. He put it first to exercise his best when it came to the sport. Even the target number of points wasn't on his mind. 
The festive atmosphere gave a relaxed feel to the match and it's players. All or at least the majority of the people in attendance at Winbourne had some level of skill in croquet thanks to being regular visitors to Lady Prim and Lord Malcolm's estate. They all worked their way around the course until one of the teams reached the target score. Danny had a good eye, and his accuracy when it came to driving the ball through the hoop was strong. 
Yet even the best practitioners of their discipline are still only human. Mistakes are inevitable. It was a part of every croquet game for someone to miss their hoop, launch a ball up in the air, or mis-compensate for their stroke. The turn for mistakes to happen to Danny was not greater or less than the other contenders. Near the end of the game, his team was leading. Prim's side however, was catching up fast, with a narrowing margin. It was now up to her or Danny to make the winning move for their respective teams.
As he lined up his mallet for one last stroke, he mused “This is the strike of faith.” His eyes noted the distance and direction for the ball to reach the hope. He then checked once, twice and thrice. Finally, Danny backed up his mallet and steadily guided it coming down to send the ball reeling.
But instead, snow jettisoned up into the air right after the mallet landed headfirst into the ball. It launched into a slight arc, hitting the hoop as it made a clanging noise and ricochet back away from the hoop. Danny then backed up to let Prim take her turn. She hit the ball and it cleanly through the loop. When it seemed his team had victory in their grasp, the tables turned and it was in the hands of Prim’s team.
“Let it slip from our last game, didn't you?” she asked jokingly.
Surprised but smiling, as her remark cleared up one if his memories, Danny answered “I couldn't have remembered it. That you assured me you'd best me next time we played croquet.”
“I wouldn't fret it, Danny. Titles and trophies always change hands through time.”
Danny knew how to take the loss in stride. “My, lady, the bright side is that I wouldn't have heard the hoop ding like a jingle bell had I not missed.”
Prim giggled at this. “We can count that  too, it's Christmas season after all. You did good in this game.”
Bella, who was on Danny’s team, backed up what the Lady said. “It was still quite a solid run you did, love. Snow or lawn has no bearing on it. One you ought to be proud of no matter who won.”
He smiled at both of them. “Absolutely. I appreciate you put this together, my lady. I'm glad to play with you all.”
2 notes · View notes
k1k101-sims · 1 year
Text
Tumblr media Tumblr media
This is the second part of my Gen 2 Set of Lookbooks. As said in the previous post, this is based on my Legacy Challenge (links to rules here)
The Skin Details for their parents can be found in my Models Masterlist, where you'll find Lucian and Willow. Willow was also used for Gen 1's Lookbooks. Part 1 is the Gardener's Route and Part 2 is the Writer's Route
Given that this Lookbook is the children of these, they wont show up in my Models Masterlist, but I will link their Skin Details at the bottom.
If you want to see the Older Sister, on the Mischevious Engineer Route, Link is Here
Without Further Ado, here's Oak Woods!
Tumblr media
Everyday:
@clumsyalienn's Monica Hair
@yooniesim's Spirit Coin Necklace from Variation Necklace Set
@pralinesims' Version 6 of Agony Earrings from the Piercing Collection
@rustys-cc's Shorter T-shirt
Realm of Magic's Ripped Jeans
@jius-sims' Waterproof Boots 1 from Men's Shoes Collection Pt1
Tumblr media
Formal:
@johnnysimmer's Ricky Hair from Sparks Hair Set
@pralinesims' Version 7 of Agony Earrings from the Piercing Collection
My Wedding Stories' Vest and Tie
@aharris00britney Phillip Khakis Patterned version from AxA 2022 set
@jius-sims Lace Up Boots 1 from Men’s Shoes Collection pt 1
Tumblr media
Party:
@johnnysimmer's Henry Hair V1
@yooniesim's Link Chain necklace from Variation Necklace Set
@pralinesims' Version 7 of Agony Earrings from the Piercing Collection (Previously listed in Formal)
@its-adrienpastel's smart watch from First Fits Kits Conversion pt 2
@clumsyalienn's Caspien Shirt from Heatwave cc pack
Get Famous' Leather Pants
@jius-sims Chelsea Boots 1 from Men’s Shoes Collection pt 1
Tumblr media
Both have the same hair from Everyday. They both also have @buglaur's Gael Earrings
Cold Weather:
@aharris00britney Calvin Blazer from AxA Paris
@nucrests' SDX016 Jean Cuffs from Assorted Collection pt 2
@jius-sims Waterproof Boot 1 from Men’s Shoes Collection pt 1
Hot Weather:
@its-adrienpastel Bobby Shirt found in High School Years Add-On pt 2
@nucrests' EP12 Pants Offset from Assorted Collection
@jius-sims' Low Top Chunky Sneakers 1 from Sneakers Collection pt2
Tumblr media
All three have the Monica Hair from Everyday
Swim:
Island Living's Tank Top
@nucrests' Low Tide Boardshorts from Heatwave beachwear collection
Sleep:
@nucrests' Open Shirt with Briefs from Simtimates Addon
Athletic:
@mossylane's Sleeveless Hoodie from over-sized Hoodies set
@clumsyalienn's Wyatt Pants from Miracle CC pack
@jius-sims Low Top Chunky Sneakers 1 from Sneakers Collection pt2
Tumblr media
Skin Details:
@serawis' Cocoa Beans Face overlay
@northernsiberiawinds' Dimples N2 from Gloss Collection, Default and Non-Default Eyes and Moles N2 from Indian Summer Set
@simandy's Torrada Bodyblush
@kijiko-sims' Skin Detail 3D lashes Version 2
@yooniesim's Jimin Teeth from Imperfect Teeth Set
@rheallsim's Proper Hairline
@twisted-cat's Buff Eyebrows from Brow Set N4
@lightdeficient's LuumiaSim's Body Hair updated
7 notes · View notes
meet-the-bordens · 1 year
Text
Magic Realms Legacy Challenge (Sims 4)
Originally my plan had been to write the challenge then play test it. Then, after I played it, I would share with you all the rules and all that jazz. The reasoning behind that idea was if I needed to tweak the rules here or there I could do that as I played, and then let y'all see the finished project. HOWEVER I am a slow sims player. Blame it on being full-time employee with 3 kids. So, the new gameplan: I'm gonna post the challenge rules here if you would like to play the challenge yourself. **THESE ARE NOT THE FINALIZED RULES** So expect things possibly to be a bit wonky and/or difficult to play. Having that said I'll post more regularly updates of my family as I also play-test through the challenge. So, good luck, and I hope you enjoy.
Basic Rules:
You begin your magical journey with a non-magical sim accidentally stumbling upon great power and passing it along genetically.
Each heir focuses on a ‘magic type’ within the game. This is not limited to gameplay within ‘Realms of Magic’ but includes aspirations/skills/goals that give your sim ‘magical-like’ abilities. The goal is to experience the game in a new, fun, and challenging way.
Cheats can be used but try and keep it to a minimum. Suggestion: Its always a good idea to use freerealestate when getting your first home, but not using cheats after that.
Having that said, cheats may need to/can be used at the beginning of the challenge to make adjustments to your Hermit, so they are capable of ‘Trying for a Baby’ with your Sim Use testingcheats on paired with cas.fulleditmode in order to shift+rightclick the Hermit and select the Modify in CAS selection. Or (with the Growing Together pack) you could opt to have a 'Science Baby'.
Every generation should complete their career and aspiration of the heir unless otherwise stated in the challenge.
Lifespan is on Normal
Careers/Aspirations/Traits of spouse shouldn’t matter unless specified in the challenge.
Each heir will be given a magical preference. What that means, is that is the type of magic they practice when they practice magic. They stay within that type of magic unless otherwise instructed. They don’t waste their time with any other magic types. However, they also are not required to master their preferred type of magic unless otherwise specified.
Some heirs are also given a familiar. How and when you get those familiars is completely up to you; as long as your sim does have a familiar in their life, for a fair amount of time.
‘Discovering Our Roots’ - Gen 1
You’re a kind of awkward sim who has trouble making strong relationships. But you dream of one day having your fairytale moment where your one true love will whisk you away. You love being outside in the dirt, so you spend your time finding excuses to do so. You also are a big fan of camping.
One night while camping you hear a strange mystical sound from somewhere deep in the woods and decide to follow it. You manage to find the source of the sound, but not without injuring yourself. Luckily, you’ve stumbled upon a kind soul. You stay at their home while you heal and are introduced to a new and exciting world. You also believe you may have met your one true love. They teach you what they know about herbalism, a magical practice, and about the true meaning of love and friendship.
Unfortunately, your lives are too different to be able to stay together. Your whirlwind romance is over before it ever really got started. But you do not go home empty handed. You take to expanding your knowledge of Herbalism, feeling that mastering the skill, in a way, keeps you and your lover close. You also do your very best to give your special child as normal of a life as possible. That includes raising the child in a happy, loving, two-parent home. You never let your child know that their other parent is different from the person they grew up with or that they are in any way different at all.
Traits: Clumsy/Socially Awkward/Romantic
Career: Gardener
Aspiration: Outdoor Enthusiast
Skills to Master: Herbalism/Gardening/Charisma
Goals: Complete the Outdoor Enthusiast Aspiration/ Get to level 10 in the Gardener Career/ Have a Cowplant/ Raise Bees and/or Grub/Insect / Become Friends with the Hermit/ ’Get injured’ while camping; stay the rest of your vacation at the Hermit’s house (at least 3 days). Never speak to them again after. /Have a child with the Hermit (Child must be a spellcaster. **)/ Get married to a non-occult sim/ Complete the Insect Collection/Grow a Death Flower that gets passed on throughout generations (You will use the death flower in gen 9 so hold onto it!)
**Can either use cheats to make Sim a spellcaster (traits.equip_trait trait_Occult_WitchOccult) or you can choose to have your sim explore their magical heritage later in life.
‘Unleashing the Beast Inside’ - Gen 2
You grew up living a normal, average life. But you always knew you were destined for greatness. There was always just something different about you when it came to others. It was something your family always noticed but kept quiet about. You always knew they were keeping a secret from you, but you never knew what.  It caused you to mistrust your relationships with people. You find that you make better animal friends than those of the human variety.
Growing up with that mistrust has followed you into adulthood. Your best friend has always been the animal (cat or dog) that you received as a teen. The two of you share an unbreakable bond. It shapes who you are as an adult and guides your career choice. The bond between the two of you is so strong in fact that when they die they return to you as a spirit. As your spirit guide and your familiar, your beloved pet helps guide you through your magical journey as you finally discover what it is that makes you truly unique.
Your love of animals eventually leads you to your spouse. Their ‘animalistic’ nature gives them a uniqueness you feel you can relate to. And your intense connection to the wild can calm any ferocious spirit.
Traits: Paranoid/ Vegetarian/ Ambitious
Career: Conservationist
Magical Preference: Practical Magic
Familiar: Ghost Pet
Aspiration: Friend of the Animals
Skills to Master: Pet Training/ Logic
Goals: Complete Friend of the Animals Aspiration/ Get to level 10 in the Conservationist Career/ Cannot learn or do anything magical until after pet has died and has returned to be part of the family as a ghost**/ Be Companions with said ghost pet and make them your familiar/ Must either marry a werewolf or someone who has been recently bitten/ Have at least three children
**You will have to use cheats to add the ghost pet to your family again.
‘Finding Inner Peace’
Your childhood is full of noise and utter chaos. Between your parents and siblings, you never had a moment to yourself. As a young adult, although you have adopted your families more mischievous nature, you strive for peace and order in your life. You think you’ve found that in the military. But their strict ways clash too harshly with your wild upbringing. So you quit to become writer and live your life in a calm, quiet, harmony.
After a long life of peace and self-discovery, you decide you want to impart your knowledge onto someone else. So, you adopt. When that child becomes a teen, you bestow upon them the gift of magic and teach them everything you know.
Traits: Loyal/ Loner/ Slob
Career: Military/Freelance Writer
Magical Preference: Mischief Magic
Familiar: Hex Doll
Aspiration: Inner Peace/Best Selling Author
Skills to Master: Wellness/Fitness/Writing
Goals: Complete the Inner Peace and Best Selling Author Aspirations/ Get to level 5 of the Military Career before quitting your job to become a freelance writer/ Live in a micro-home at some point in your life/ You never marry/ You adopt one child as an adult (You don’t have any other children)/ You write a ‘Book of Life’ about your child before you die/Learn the Rite of Ascension and use it on your child when they become a teen
‘A Phantom in the Night’
Your parent taught you self-acceptance and how to obtain inner peace. These helpful skills have given you strength in your magical abilities giving you the courage to delve into darker magic. It challenges you, which is something that doesn’t happen often. But it also gives you to ability to really help stop crime in your city.
As a lawyer, by day, you fight hard in the courts to keep criminals locked up where they belong. At night you work as a vigilante, dutifully pestering the evil ‘Racoon Gang’ with your list of powerful spells. Banding together with your secret society pals, you all work your hardest to end crime in San Mayshuno for good.
Traits: Geek/Goofball/Freebie (if you adopt someone child aged in the previous gen, this one will already be picked for you).
Career: Lawyer
Magical Preference: Untamed Magic
Familiar: Bunnerfly
Aspiration: Chief of Mischief
Skills to Master: Mischief/ Research and Debate
Goals: Complete the Chief of Mischief Aspiration/ Live in San Mayshuno/Earn a Language and Literature Degree/ Join the Secret Society/ Get to level 10 in the Lawyer Career/ Make a best friend who later becomes your worst enemy/Go fly around every night looking for Racoons and their homeless cohorts; scaring them away from the area with your magic (you may or may not decide to bring your Secret Society pals as well **not required**)/Marry someone you meet in the Secret Society
‘Siren Song’
You grew up watching your parents fight crime for the sake of justice and all things good. You couldn’t wait to be old enough to help. While your parents wouldn’t allow you to take to the streets with them, they didn’t object to your collecting obsession to be put to good use. You spend your time scouring the magical world collecting artifacts to help your parents out in the field. In your spare time, you frequent the cities clubs, gathering information from its patrons. Plus, you love music. And the tips you get from DJing aren’t bad either.
You love all things that have to do with the ocean. You’re not sure why but being near the water makes you feel so much more powerful. Oh! And you also like seashells.
Traits: Party Animal/ Child of the Ocean/ Genius
Career: Diver
Magical Preference: Your Choice
Familiar: Glowfrog
Aspiration: The Curator
Skills to Master: Fishing/DJ Mixing/Dancing
Goals: Complete the Curator Aspiration/ Get to the top of the Diver Career/ Complete the Magical Artifact Collection **/ Complete the Seashell Collection/ Go out at least once a week to DJ for tips/ Meet and become best friends with a Mer-person/ Must fill an aquarium full of pet fish to be passed through generations.  At least on of those fish must be an angelfish. (Will be used in gen 9. Keep that aquarium on you!)
**The Magical Artifact Collection is bugged. If you collect the 26 items (ignoring the recolors) you can count that as completing the collection.
‘Something Different’
Your parent was always super supportive in everything that you did. They were hands down your biggest cheerleader. You’d think that would make you confident in most things that you did. But instead, it made you feel pressured to perform and less confident in your abilities overall.
It didn’t help that you never were quite able to get a handle on the same magical abilities your family has been using for decades. Taking inspiration from your great-great-great grandparent, you return to your original roots in making potions. It gives you new purpose in life. You use your ability in everything you do. It also gives you the courage to try your hand at making other things. You even manage to make a little profit from it.
Your new ventures inspire a change of venue midway through your Young Adult life. You thrive in your new surroundings, making loads of new friends along the way. There’s also your obsession of cats. If the Egyptians aren’t shamed for worshiping them, neither should you be!
Traits: Cat Lover/ High Maintenance/ Maker
Career: Style Influencer
Magical Preference: Potion Master
Familiar: Fairy
Aspiration: Purveyor of Potions
Skills to Master: Painting/Photography/Entrepreneur
Goals: Complete the Purveyor of Potions Aspiration/ Get to level 10 of the Style Influencer Career/ Learn all the potions and test them either on yourself or on another sim/ Have at least three cats in your Young Adult lifespan/ Adopt a stray cat that you have met in the pet cemetery/ Run a side business selling candles you’ve made/ Midway through your Young Adult lifespan move to Henford-on-Bagley/Have one of your children be completely devoid of magic **
**You will most likely have to use a cheat to remove the spellcaster trait from the next heir. (testingcheats on / traits.remove_trait trait_Occult_WitchOccult / or use MCCommand Center)
‘Squib Reformation’
You are the first ever sim in your family in many generations that is born without the ability to use magic whatsoever. The fact has left a bitter taste in your mouth. Crippled with a seething jealousy that you let control your life, you grow up to be a very vile and nasty person.
Everything right down to your job, is done purposely and out of spite. As an overachiever you’re able to always keep yourself pretty busy. You have no remorse for the things that you do to others. Instead of taking responsibility for your actions, you blame the occult and work hard to destroy its members.
That is until you meet your spouse. You’re not sure what it is about them, but they are able to melt your icy heart. Turning a new leaf, you work hard to gain a better reputation, and be a better person overall for your large, loving family.
Traits: Overachiever/ Gloomy/ Evil
Career: Critic
Aspiration: Villainous Valentine/Soulmate
Skills to Master: Cooking/ Mixology/Vampire Lore/ Get to level 7 in both Piano/Comedy
Goals: Complete the Villainous Valentine and Soulmate Aspirations/ Learn how to make the Vampire Cure and forcibly cure 3 vampires before falling in love and marrying one/ Buy a Re-Traiting Potion from the Rewards Store and change your sim from evil to good/ Must be a good sim before you can start having children/ Have 6 kids (only one can be a spellcaster**)/ Have a pristine reputation before you die
**You can cheat to make the child a spellcaster genetically. Or you can choose to have the child denounce their vampirism to become a spellcaster.
‘A Voice from Beyond’
Out of the many children your parents had, people have always labeled you as the strange one. If you’re being completely honest with yourself, you don’t blame them. Due to your upbringing, you’ve always had a connection to the dead. But you are the only child who actively hears voices from beyond the grave. Or maybe they really are just your more erratic tendencies. Either way, you’re drawn to the world of magic, specifically the parts that deal with the afterlife.
Your study of the dead has lead you to travel all over the worlds. Your favorite spot being Mt. Komorebi. It is your intent to spend as much time there to see and experience everything you can. All the while your parents keep a close eye on you. They worry about you and your mental state as you make waves in your own magical journey.
Traits: Erratic/ Squeamish/ Adventurous
Career: Paranormal Investigator
Magical Preference: Practical Magic
Familiar: Phoenix
Aspiration: Mt. Komorebi Sightseer
Skills to Master: Medium/ Rock Climbing
Goals: Complete the Mt. Komorebi Sightseer Aspiration/ Get your Paranormal Investigator License/ Master the Paranormal Investigator career/ Climb to the top of the mountain/ Get your heart broken by a ghost before finding your one true love/ Marry someone with the Erratic trait/ Live with your parents until they die
Your childhood was mixed. Your parents were a bit unstable and strange to say the least. However your grandparents have always played a major part in your life to try and give you some stability. You’ve gained your love of cooking from your grandparent and spend loads of time in the kitchen with them. And no matter what you’ve chosen to do in life they always been around to help encourage you, helping you grow into the sure-footed adult you are.
Since your parents have been more focused on themselves however, you have had to make due for most of your life. That meant most of the time you were dealing with hand-me-downs or whatever you managed to make or acquire for yourself. You’re resourceful, so you’ve managed, but its always left you wanting so much more for yourself in the future.
Your grandparents’ deaths leave a major impact in your life. That mixed with your upbringing has you questioning the boundaries between the dead and the living.
Traits: Foodie/ Self-Assured/Materialistic
Career: Chef
Magical Preference: Untamed/Mischief Magic
Familiar: Skull
Aspiration: Master Chef
Skills to Master: Gourmet Cooking/ Baking/Knitting
Goals: Complete the Master Chef Aspiration/ Get to level 10 in the Chef career/ Obtain a Potion of Youth/ Use all the items in your ‘inheritance’ (the death flower from gen 1 and the angelfish from gen 5) to make ambrosia/ Bring one sim back from the dead
Your magical family has seen some ups and downs. They’ve explored just about every avenue of magic there is and have made quite a name for themselves in the magical community. But no one has ever become a master. No one has ever dreamed of such greatness, or maybe it was that they couldn’t handle it? Whatever the case, you’ve made it your life’s mission to be the best. To become THE spellcaster of all spellcasters. Self-proclaimed prophecy or no, you are the Chosen One.
Further, you believe it is your families responsibility to pass on the knowledge you’ve obtained over the years to the future generations. It inspires you to build your own magical school. One that you intend to run forever (because who else is more capable?) as you solidify your family’s name in the hearts of all spellcasters everywhere, for the rest of eternity.
Traits: Creative/ Perfectionist/ Self-Absorbed
Career: Education
Magical Preference: All
Familiar: Velid
Aspiration: Spellcraft and Sorcery
Skills to Master: Violin/ Guitar/ And one of your choice
Goals: Complete the Spellcraft and Sorcery Aspiration/ Learn all the spells in every magic type/ Win 3 duels against other spellcasters/ Get the Mentor Reward Trait/ Mentor 5 other sims in becoming Rank 3 – Adept spellcasters/ Teach one of your children an instrument/ Become an Immortal
7 notes · View notes
mcgnagallsarmy · 2 years
Text
Spuffy style Reading Challenge - #11: Monthly Key Word Reading Challenge
1st month - Last, Kingdom, Girl, Dark, When, Winter, Light, Window:
The Girl Who Courted Death by OffYourBird [NC-17]
Due to a misfortune of genetics, Buffy is never Called as a Slayer. Instead, she grows up in L.A. with a different set of challenges and trials, unaware of the supernatural world. That is, until a chance encounter with the Slayer of Slayers changes her life—and everything afterward—forever.
2nd month - Midnight, Never, Into, Sun, Love, Good, Spell, Search:
Midnight in Rome by Dusty [R]
It'll take more than death and a fiery apocalypse to keep them apart now.
3rd month - End, Fall, Loud, Queen, Woods, Nine, Beautiful, Crown:
Till the End of the World by slaymesoftly [R]
A short future fic, in which circumstances have kept Buffy and Spike apart for many years, but as the world slips into decline, he seeks her out.
4th month - Race, Now, Chose, While, Stop, Burn, Red, One:
Let it Burn! by Axell [Adult Only]
Her eyes followed the blood. Summers blood. She counted the drops. Ten. Then it stopped. If Dawn dies, I’m through. I don’t want to live in a world if these are the choices. Slowly, her head rose up. Their eyes met. Green and amber. A look passed between them then a nod. Her own voice echoed into her mind. I’m counting on you. To avenge her. Us. He made a promise. Until dusk will swallow them all.
5th month - Thorn, Catch, Black, Under, City, Cloud, Sing, Legacy:
Catch by Holly [PG]
Someone asked him once how long it had taken, falling into sync with her.
6th month - Sea, You, Hate, Perfect, Shade, Until, Beach, Little:
Future Perfect by Sigyn [R]
“I only show the truth,” the creature said. “The truth of the future. How you feel about it is all your own.” “What future?” Buffy demanded. “What are you talking about?” The demon smiled. “You’ll see soon enough.”
7th month - Star, Next, Infinity, Iron, Word, People, Rise, Clear:
Angel's People Skills by lex_hex [G]
Willow endeavors to teach Angel how to people. This is thwarted when Angel discovers Buffy and Spike have registered at Bed, Bath & Beyond.
8th month - Breath, Case, Hundred, Day, Happy, Language, Stay, Lie:
Midnight Chicken and Other Recipes Worth Living For (A Slayer's Guide to Moving Forward and Being Happy) by talesofstories [PG-13]
Spike is back in Buffy's life, and now they get to build a life together, a life that can be whatever they want it to be.
9th month - Bright, Here, Out, Life, Strange, Rule, Story, Salt:
Letting It Out by MaggieLaFey [G]
After the events of A Trip to the Store and Turning the Tables, Buffy is FINALLY ready for the Three Magic Words... or at least, she wants to be. If you haven't read the other two, just know that Buffy and Spike have been together for a while and have had intense (but fun!) experiences of the bedroom kind.
10th month - House, Bone, Haunt, Body, Blood, Witch, Murder, Mystery:
I Fought the World for Your Hand (Give My New Body a Chance) by williamthebloodied [NC-17]
On a scale of 1-10, Buffy’s idea for her Halloween costume this year probably fell on a precarious 5. It could be great, doing everything she hoped and more for both she and Spike. On the other hand, it could easily fall down the wrong side of the slippery slope into majorly bad, rehashing things best left demolished in the past. Also, recycling ideas was not the best look. But, if it worked the way she envisioned, with a hope and a prayer…it would eclipse that concern. or Buffy dresses up in 1870s fashion for Halloween and a whole lot of love ensues.
11th month - Many, Boy, River, Fever, Down, Gold, Jade, Hill:
Down the Road I Go by Megan_Tam [NC-17]
A Slayer. A vampire. A 1959 DeSoto. Spike kidnaps Buffy and heads back to Brazil in a misguided attempt to appease Drusilla. What starts out as revenge turns into an experience neither will forget. If they don't kill each other first.
12th month - Still, Cabin, Cafe, Night, Lake, By, Holiday, Fire:
Melting Fire by Freecat [R]
Set right after Dead Things. The night after, all he wants is talk. The night after, there’s nothing she wants less than talking. And suddenly they find themselves in another dimension; one that Buffy can’t leave. There’s only one way to get her out. A way with consequences.
5 notes · View notes
misfitwashere · 2 months
Text
Biden Experiments
How it might go, from here to victory
Timothy Snyder
Jul 09, 2024
The morning after the Biden-Trump debate, I had a good feeling. Perhaps it was the setting: I was in the woods, near a lake, away from the screens. I didn’t watch the debate live, but heard about it from friends. When I was asked by a stranger that day what I felt, I said that “this is a chance that has been given to us to think things over, a chance that we might not otherwise have had. And now we should use this chance.”
What would it mean to do that?
I could see how a bad debate could become a good discussion because I believe that Joe Biden is a decent and competent human being who cares more about his country than about his own feelings. This is far from just a personal impression. The NATO summit is this week: it is impossible to overstate how much trust President Biden has restored among our friends, and how much more the United States is now respected around the world than it was under Trump. Joe Biden’s record in domestic policy is unrivaled since FDR. He has made mistakes, but he has also learned, following his party, generally in the right direction. Unlike many of us, he has shown that he can change his mind. I trust that he will realize that what we face is a political question, not a medical or a personal one.
The question, narrowly, is how his political party might maintain control of the executive branch and might regain a majority in the House of Representatives. We are at a moment in history when this is not a matter of policy or politics but of regime — of the continuity of our republic.
The question, broadly, is whether the United States will continue to exist. Donald Trump has made it very clear that he will seek to change our regime to one of an authoritarian type.
Now, the continuity of a democratic system of government sounds like a moral question, and it is. But when we appreciate the grandeur of a moral challenge, we still have to think about the politics of victory.
Let us imagine that, for independent voters, Biden’s age is more of a concern than Trump’s crimes and authoritarianism(see Data for Progress’s 28 June survey for some striking data to this affect). If you want to stop Trump from destroying the republic by winning an election, what do you then do?
You can try to persuade the media to expose Trump’s record and plans, and to explain how much Americans have to lose under authoritarian rule. I have been doing this non-stop for seven years. I will keep doing it. Others should too. Yet it would be unwise to imagine that this, even if somehow perfectly achieved, is all that needs to be done.
Tumblr media
This is a time when we need imagination more than impulse. Because the stakes are high, our emotions speak loud and clear. We might admire the president, and so find change hard to imagine. We might fear the future, and so avoid the additional fear associated with change in the present. But when we listen to our own fears we could be screening out our fellow Americans. So in imagining what President Biden might do, we should try to bracket our own attitudes.
We must also remember that, impressive as the Biden administration has been in domestic policy, every single gain will be undone should Trump win. Biden will have no legacy after a Trump victory, because it will be wiped out, every last little thing. The institutions will be changed so that even restoring the legacy later will be impossible. The only way for Biden to leave a meaningful trace in history is for Trump to lose.
For this reason as for so many others, the one thing that matters is keeping Trump out of the White House. The decision of how best to achieve this is President Biden’s to make. He is in office, he has the delegates for the convention, the nomination is his if he wants it. What might be helpful is a sense of what the possibilities are. And I do think that there are possibilities.
Perhaps the president, this time, will simply insist on the status quo. But there might be a next time, another opportunity, in days or weeks, to consider what might be best. I am no longer in the forest and have been on-line and in touch with other Americans. I realize that most people did not grasp the post-debate moment as I did, as an opportunity. But I still believe that it is, despite all of the hurly burly.
The media’s drastically unfair treatment of the Biden administration and its disastrous failure to cover Trump correctly (for a decade, with honorable exceptions) has contributed to a defensive posture among Biden’s supporters. This is completely understandable. But it can be taken too far. If your position has become: “let’s boycott the New York Times, CNN, MSNBC, Stephen King, and Jon Stewart,” you might not be able to reach other voters. When we bang our heads on the inside of our silos, that’s not a party.
If a situation like the bad debate arises again, a repetition of the defensive posture will be ineffective and undignified. If Biden himself decides to pass the torch, his supporters, above all the devoted ones, will see the point of what he is doing. And people who are not his supporters might as well.
Perhaps President Biden will simply stay the course, as he has affirmed. That is one choice, among others. It should be seen as one choice — which means seeing the other choices. The president went on Morning Joe on 8 July and spoke of his own political instinct. It is formidable. But an instinct reveals itself only in reaction to a situation. It can’t be wrong to clarify possible ways that Americans might keep the authoritarian out of office, preserve the republic, and open the future.
The crucial voters are the ones who have not yet made up their minds, or who might stay home for lack of enthusiasm. The issue at hand is beating Trump, ideally by a large margin, which will require millions of people who are not dyed-blue Democrats. Framing the discussion of Biden’s candidacy personally, as a devotion contest, immediately creates a sense of us-and-them. What we need is a verdict on what will work best to avoid the whole country falling into a permanent politics of us-and-them, which it will, if Trump wins. And that means considering the continuation of the status quo as one of several possible choices.
To see staying the course as one option among others, we need to have some positive sense of the alternatives. There is little original in my summary below, aside from the names; others (Adam Serwer, Anne Applebaum, Ezra Klein, to name three) have offered creative proposals and said a number of these things first. I should emphasize that a number of Democrats, elected officials, activists, and voters, are also talking about a similar range of possible courses of action.
And so here is my brief summary of four options, in the hope that it might help us see some light, this week or at another point.
Operation Consistency. Continue as before the debate. Pros: this will seem simple. An effective Biden communications teams can keep doing what it is doing. Operation Consistency preserves the advantages of incumbency. The president will get credit for continuing domestic and foreign policy successes. One can imagine that the standard factors (the good economy) and the unusual one (the risk of tyranny) will click into voters’ minds as time passes and the election nears. Cons: Being a good president is not the same thing as running a good campaign. Operation Consistency will not end the discussion as to whether Joe Biden can do both — unless it is endorsed as one of many options after a discussion or a process. I believe (and I could be mistaken) that this option is the most likely to be criticized in coming months. What appears safe in the moment might be the least safe over time.
Operation Carnival. Between now and the election, the clear landmarks are the two conventions (Republicans 15-18 July, Democrats 19-22 August) and a second presidential debate (10 September). But this doesn’t have to be the case. The Democrats could conquer the summer news cycle by adding something new. In this scenario, the president’s resignation from the race is accompanied be the announcement of a rapid process to select the Democratic slate for president before the Democratic convention in August. This could be a series of debates among leading Democrats, along with rapid mini-primaries or something similar. Like the two further scenarios below, this would make of Trump the old, predictable candidate. Cons: there will not be much time, and some Democrats will complain, understandably, that this is a mechanism to leap over Kamala Harris. This objection could be met, should the vice-president willingly join the contest, on the logic that what is needed is the best candidate to beat Trump. Pros: This would make life difficult for Trump, who will not know who the nominee will be until after the Republicans’ own boring, scripted convention. It would attract the attention of the media, who would suddenly have a more interesting set of events than the two boring, scripted conventions. As with the options below, Operation Carnival would make it much harder for the media to obsess only about Biden’s age and health. Regardless of who is chosen, Democrats would also have a sense of who the rising stars of the party might be, which would be useful for a party that has been a bit too dynastic for a bit too long.
Operation Convention. Normally, the conventions are ritualized: the delegates have been assigned as a result of the primaries, and they appear and do the expected. But President Biden could free his delegates to do as they please, and the convention could be organized into debates or discussions. Cons: Democrats who are not delegates might feel that this process did not include them. Of course, delegates themselves can consult other Democrats or the public (see option 2). Ranked voting at the convention would likely prevent the chaos that some people seem to anticipate from endless rounds of voting. Pros: as above with 2., Republicans would not know whom to oppose at their July convention, Democrats would see a number of talented politicians in action, and the convention would be interesting, in anticipation and in reality. And, as with 2, an unpredicted but effective slate could be identified.
Operation Kamala. Cons: Vice-President Harris does not have an overwhelming national profile, at least thus far. Pros: these would be different in the two possible variations of Operation Kamala. The weak version of Operation Kamala goes like this: the president releases his delegates but makes it clear that he supports Vice-President Harris. She thereby becomes the presumptive nominee and carries the show at the convention. This could be combined with variant 2. or 3. to generate a vice-presidential candidate chosen with input from the outside. Meanwhile, Biden remains president. Right now, we are asking Biden to do two things: the hardest job in the world, being the president, plus another very hard job, running for president. Doing one of them instead of two might be the reasonable way forward. But one could also be creative about which of the two jobs is best for him in the second half of 2024. And thus the strong version of Operation Kamala: the president resigns from office, and Harris becomes the president. This would be the most decisive possible move, ending the entire process. It would make of Harris the incumbent. As Biden’s supporters say, he has an excellent team, and we electing a team and not just a person. Harris would keep the team. She would have experience as president of the United States before the election. The strong version of Operation Kamala would free Biden to act as her surrogate on the campaign trail, a role in which he would be extremely effective, and in which he would be seen as generous and patriotic. This would be a special victory lap: celebrating his presidency and his career, and working for the future. I think he would get astounding numbers and roaring ovations if he did this.
People are nervous, which is understandable. Time is short. None of these choices is without risk. Operation Consistency is also involves risk. The question is: what is the least risky here? Which of these approaches is most likely to preserve the American republic? And which is most likely to generate a sense of hope and positive energy that will reach Americans in general? I think a President Biden who considered these options (or someone else’s better list) with his team, as part of a process, would make the right call.
I don’t fear this election. I think people will work hard and the right side will win. My concern is this: that the people on the right side, motivated by fear, will miss their chances. Giving the president options is an act, after all, of loyalty rather than disloyalty: to the man, to the office, to the legacy, and to the country.
0 notes
fliits · 6 months
Text
Might as well start writing something about this, I've been working on this too long to just leave it lying about gathering dust in a folder. More than ten millennia ago, before the elves ruled the world, the world was nothing like we know it today. The world was ruled by dragons, creatures of pure magic, immortal and all-powerful. While the dragons only sought to create and to experiment, there was one who chose domination over everything. The Foremost, the greatest and most powerful among his brethren, who challenged his brethren to rule all of creation and to fight them until he would stand above all.
But this was no war like we know. As the dragons held the power of creation in their clutches, it would've been futile to even attempt to kill each other in combat. Instead, they created beasts and monsters to fight for them, weaving life from magic and giving it only the instinct to kill. Thus the wars continued, as the dragons kept outdoing themselves with monsters that would only grow more horrific after another. But it was the Foremost who created the most dangerous creature of them all, the one who could outpace, outsmart and outlast everything the other dragons created. This race was the Foremost's most loyal cohort, who he gifted thought, just so they could worship him as their god. The other dragons saw this mockery and to their own shame, could only feel envy at his creation.
The other dragons were forced to abandon their own creations - the beasts and monsters who would populate the world in the absence of their care - and instead began to device a race of their own, one who would supplant the Foremost's creation. While the Foremost's race was capable of brutality and violence, they were also capable of love and compassion. The dragons saw this and chose to use it. If they could create a race that was loyal to only the same love they felt for all of creation, they could offer them the same power the dragons held and win this war.
With this aim, the dragons got to work and created the most beautiful race that the world would ever know. They gifted them with long lives and an unrivaled skill in magic. The Foremost, seeing the race of creatures filled with love, could hardly consider them a threat and underestimated his foe where it mattered most. The Foremost's creations were slaughtered and the war was over, leaving only the Foremost himself, as well as the last member of his accursed race.
The dragons, as they could not kill one of their own, split him into three parts: his soul, his heart and his body, and hid them across the world. His heart was placed in a jail of wood and magic, to be guarded by the most trusted creation of the dragons: the great moths. His body was eaten by the dragons themselves to share what strength he still had amongst one another. And his soul was trapped in the last of his followers, to keep the two forever imprisoned together with their hate and malice. And atop his prison, the dragons instructed their race to build the greatest city the world had ever know.
This city history would remember as Euthorium, the great city of the elves, which stood as the centre of the greatest empire the world would know for millennia. Eventually though, the elves forgot about the prisoner trapped underneath it and the legacy of the Foremost was forgotten by all but the dragons themselves. But the Man imprisoned there would never forget what had been done to his master and him. Within him, would ripen a wrath that would never die, and the Wrath of Man would see that his master's will be done above ground no matter the cost.
Even from his jail, he would influence the events, using the powers of his master to spread his teachings to those above. He gave the gift of magic to the Naga, hoping that they would one day find and reawaken the Heart of Darkness. He taught the elves about the realms beyond and lead them to break the Harmony of the Spheres, an event that came to be known as the Sundering. He used the love that the dragons had given their creations to breed a new race of Men and gave them his prophecy: that he would one day return and purge the world in holy fire.
But would all of it be enough? The magic the Wrath of Man stole from the Great Moths would lead the Naga to worship them as their deities, bound to honor the creations of the dragons. The elves allied with the other races to repel the invasion of demons that The Sundering caused and the dragons gave their immortality to rebuild the Harmony. Even the Men that he had crafted through his plans would sooner ally themselves with the other races to create their desired world than blindly follow his doctrine.
Even as the elves diminished and more and more races rose up against them, slavery and violence remained, as the Wrath of Man sought only to destroy everything and free himself. But the love the dragons gave their creations would remain undefeated. While the Legacy of The Foremost was evident and everlasting, perhaps it wasn't unconquerable. After all, it was his creation that first found that power amongst one another, which the dragons could only envy at, having known nothing but hate and jealousy towards one another. Perhaps it was that very reason why the dragons gave their lives for the safety of their realm.
As the magic that had once given the dragons godhood slowly exhausted itself, they became no more than beasts for heroes to slay, and so they were one by one slain. Only the last among them, The Last Dragon, who had kept his immortality, to remain as the final witness of his kind, remained. He would be the one to see that The Foremost's plans never came to fruition, but in his age even he could do nothing but watch as the machinations of The Wrath of Man were undone one by one by his own hubris.
Perhaps one day the Wrath would end. But as the ages came and went one after another, as each race would rise to rule over the others, one constant remained among them: War. Perhaps one day the races could come together and put down their swords and guns, that was what the old dragon hoped. Regardless of the outcome, he would still remain to witness it. Whether he could prevent the worst coming to pass, he could not say.
0 notes
technologygd · 8 months
Text
Unveiling the Power and Legacy of Viking Axes: Masters of Norse Warfare
In the annals of history, the Viking age stands out as a time of exploration, conquest, and unparalleled craftsmanship. Among the many weapons wielded by these seafaring warriors, the Viking axes holds a special place. Crafted with precision and designed for both practicality and intimidation, Norse axes were more than mere tools of war; they were symbols of the Viking spirit.
The Evolution of the Viking Axe:
The Viking axes underwent a fascinating evolution, adapting to the needs of its wielders over centuries. Initially, these axes were primarily tools for daily life, used in farming and woodworking. However, as the Vikings expanded their horizons and faced the challenges of raids and battles, the Norse axe transformed into a formidable weapon.
The classic Norse axe featured a broad, single-edged blade with a curved edge, allowing for versatile use in both close combat and utility tasks. The handle, often made of durable wood, was an essential component in providing the Viking warrior with the leverage and control needed to swing the axe with precision.
Battle Tactics and Norse Axes:
Viking axes were not only weapons of brute force but also instruments of strategic warfare. In battle, the Norse warriors employed a combination of offensive and defensive techniques, with the axe serving as a crucial element in their arsenal. The broad cutting edge of the axe could cleave through armor and shields, making it a formidable weapon against adversaries on both land and sea.
One of the most iconic uses of the Norse axe was during the Viking shield wall formations. Warriors armed with axes would stand shoulder to shoulder, creating an impenetrable barrier that struck fear into the hearts of their enemies. The sheer power and efficiency of the Viking axe in this formation showcased the tactical brilliance of the Norse warriors.
Symbolism and Cultural Significance:
Beyond its practical applications, the Viking axe held profound cultural and symbolic significance for the Norse people. The axe was not only a tool for survival and conquest but also a symbol of status and honor. Elaborately decorated axe heads and intricately carved handles reflected the craftsmanship and artistic prowess of the Viking society.
The Norse axe also played a role in religious ceremonies and rituals. In Norse mythology, the god Thor, associated with thunder and lightning, wielded a powerful axe, Mjölnir, which became an emblem of protection and divine power. This connection between the Viking axe and the gods reinforced its spiritual importance in Viking culture.
Legacy and Influence:
The legacy of the Viking axe extends far beyond the era of the Norsemen. Today, these iconic weapons are celebrated for their historical significance and are often recreated by modern blacksmiths and artisans. Collectors and enthusiasts alike seek to own a piece of Viking history, showcasing the enduring appeal of these remarkable axes.
In popular culture, Viking axes continue to captivate audiences in literature, movies, and television series. The fearsome warriors wielding these iconic weapons have become enduring symbols of strength, resilience, and the indomitable Viking spirit.
Conclusion:
The Viking axe, with its rich history, intricate craftsmanship, and multifaceted significance, remains a testament to the ingenuity and prowess of the Norse people. From humble beginnings as a tool of survival to becoming a symbol of power and prestige, the Viking axe stands as a timeless relic of an age when the Norsemen ruled the seas and conquered new horizons. In the hands of a Viking warrior, the axe wasn't just a weapon; it was an extension of their indomitable spirit and a key to unlocking the mysteries of the ancient Norse world.
0 notes
mrbalitour · 9 months
Text
Bali Tour Enchantment A Century of Unforgettable Moments
Tumblr media
Discovering Bali's Timeless Charms Bali, the Island of the Gods, has captivated travelers for over a century with its enchanting landscapes, vibrant culture, and warm hospitality. In this immersive journey, we will delve into the rich tapestry of Bali's history and present a guide to unlocking a century's worth of unforgettable moments.
Unveiling Bali's Historical Treasures A Glimpse into the Past Bali's allure lies in its deep-rooted history, dating back centuries. The island's ancient temples, such as Tanah Lot and Besakih, stand as timeless testaments to Bali's spiritual heritage. Each stone whispers tales of bygone eras, inviting visitors to step into a world where tradition and mystique intertwine.
Colonial Influences on Balinese Culture The 20th century saw Bali under Dutch colonial rule, leaving an indelible mark on its cultural landscape. The fusion of Balinese traditions with European influences birthed a unique blend, evident in art, architecture, and even the renowned Balinese dance forms. Explore the remnants of this era at the Bali Museum and unfold the chapters of Bali's colonial past.
Navigating Bali's Natural Wonders Pristine Beaches and Azure Waters Bali's coastline, adorned with pristine beaches like Kuta and Seminyak, has been a perennial favorite among sunseekers. The rhythmic waves and golden sands create a picturesque backdrop for a leisurely day or a romantic sunset stroll. Dive into the crystal-clear waters, where vibrant coral reefs and diverse marine life await, offering a snorkeler's paradise.
The Lush Greenery of Ubud Venture inland to the heart of Bali – Ubud, a haven for nature enthusiasts. The emerald rice terraces and lush rainforests provide a serene escape. Explore the iconic Monkey Forest, where mischievous primates frolic amidst ancient temple ruins, and experience the harmonious coexistence of nature and spirituality.
Experiencing Bali's Cultural Kaleidoscope Balinese Festivals: A Spectacle of Colors Immerse yourself in Bali's vivacious culture by timing your visit with one of its vibrant festivals. The Nyepi celebration, marking the Balinese New Year, transforms the island into a tranquil oasis of silence, while the lively Galungan festival showcases ornate penjor decorations adorning the streets, symbolizing the victory of good over evil.
Traditional Balinese Arts and Crafts Indulge in Bali's artistic heritage by exploring local markets and galleries. From intricate batik textiles to mesmerizing wood carvings, each piece tells a story of skilled craftsmanship passed down through generations. Bring home a piece of Bali's artistic soul as a tangible reminder of your enchanting journey.
Unraveling the Culinary Delights of Bali A Gastronomic Odyssey No visit to bali tour is complete without savoring its diverse culinary offerings. From the fiery delights of Babi Guling (suckling pig) to the aromatic flavors of Nasi Goreng (fried rice), Bali's cuisine is a gastronomic adventure. Explore local warungs for an authentic taste or indulge in a fine dining experience overlooking the ocean.
Crafting Unforgettable Memories As we conclude our century-spanning exploration of Bali, it's evident that the island's enchantment transcends time. Whether you seek spiritual solace, natural wonders, cultural vibrancy, or gastronomic delights, Bali weaves a tapestry of experiences that linger in the heart for a lifetime. Come, be a part of Bali's timeless charm, and create your own chapter in the century of unforgettable moments.
Sustainable Tourism: Preserving Bali's Legacy Balancing Tourism and Conservation As Bali continues to attract globetrotters seeking its magical allure, the island faces the challenge of preserving its natural and cultural heritage. Sustainable tourism initiatives have emerged, encouraging responsible travel practices that minimize the environmental impact and support local communities.
Eco-Friendly Accommodations Opt for eco-friendly accommodations that prioritize sustainability. Green resorts nestled amid rice paddies or overlooking the ocean not only offer a luxurious stay but also contribute to Bali's environmental preservation. These establishments often implement eco-friendly practices, such as waste reduction, energy efficiency, and community engagement.
Responsible Wildlife Experiences While exploring Bali's natural wonders, choose wildlife encounters that prioritize animal welfare. Visit ethical elephant sanctuaries or partake in sea turtle conservation programs to contribute positively to the local ecosystem. Responsible tourism ensures that your visit leaves a positive footprint, supporting the island's delicate balance of flora and fauna.
Off the Beaten Path: Hidden Gems of Bali Secret Waterfalls and Remote Villages Escape the crowds and discover Bali's hidden gems. Embark on a journey to secret waterfalls like Tukad Cepung and Gitgit, tucked away in lush jungles. Explore remote villages like Sidemen or Munduk, where traditional Balinese life unfolds against a backdrop of terraced landscapes. These off-the-beaten-path experiences offer a genuine connection with Bali's authenticity.
Trekking Mount Batur at Sunrise For adventure enthusiasts, a sunrise trek to Mount Batur promises a breathtaking panorama. The trek not only offers spectacular views but also a chance to witness the island waking up in hues of orange and pink. Engage with local guides who share their insights into the volcanic landscape, adding a cultural dimension to your adventure.
Nurturing Wellness: Balinese Spa Traditions Ancient Healing Practices Indulge in Bali's renowned spa traditions to rejuvenate both body and soul. Experience traditional Balinese massages, known for their holistic approach to wellness. Ubud, in particular, boasts world-class spas set against serene landscapes. These wellness retreats offer a perfect blend of ancient healing practices and modern luxury.
Embracing the Future: Bali's Cultural Evolution Contemporary Balinese Art Scene Witness the evolution of Balinese culture in its contemporary art scene. Galleries in Seminyak and Canggu showcase the works of emerging artists, blending traditional techniques with modern expressions. Engage with the local art community to gain insights into Bali's cultural evolution, bridging the past and the present.
A Century Unveiled: Conclusion In the century since Bali first welcomed intrepid travelers, it has evolved into a multifaceted destination, blending tradition and innovation. As we conclude this exploration, the key to unlocking Bali's enchantment lies in embracing sustainable practices, venturing off the beaten path, nurturing wellness, and appreciating the island's evolving cultural tapestry. Bali's legacy endures not only in its ancient temples and pristine landscapes but also in the collective responsibility of travelers to ensure its preservation. So, embark on your Bali journey, mindful of the century that has passed, and become part of the narrative that shapes the centuries to come.
0 notes
forgotten-elves · 11 months
Text
Tumblr media Tumblr media Tumblr media
“Sheltered Away”
—————————
Disney Princess: Snow White Gen: Part 1
—————————
Founder: Winter-Snow White
Traits: Good, Neat, Family-Orientated, Art Lover, Domestic
Aspiration: Big Happy Family
Disney Princess Legacy Challenge Rules
—————————
A/N: As you have already seen, I am not forcing myself to stick to the physical appearances of the actual Disney princesses. Each heir's skin, hair, and eye color will be randomized from their parents' genetics. All the heirs' names will be double-names, because it seems fun, I've never done it before, and it's a way to include each princess' name while acknowledging that they, likely, will not reflect their namesakes' appearances. I also made Winter-Snow a vampire.
Winter-Snow had always been the apple of her parents' eyes. They doted on her endlessly, and though they were different from their neighbors, raised her to give back to their little community.
The kindness the Whites gave freely wasn't returned to them.
After the sudden and tragic death of her parents, Winter-Snow began receiving letters threatening her life as well. They were anonymous, and despite pleading with neighbors and the local police, no one helped her discover the identity of her stalker. The vampiric Whites may have loved their community, but their community could not love such creatures.
With no family left, and fearing for her life, Winter-Snow sold everything she had, and moved deep into the woods, far from her hometown. She purchased a quaint little cottage, a white llama named Apple, and filled her days with gardening, cross-stitch, candle-making, knitting, and painting.
She still longed for connection, so she made an effort to get to know Vladislaus Straud, whom she had previously only known distantly as an acquaintance of her parents. They began an affair, resulting in a pair of twin boys, Doc and Grumpy. And though they still don't have an official relationship, Winter-Snow continues to seek Vlad's company. She's pregnant again.
Though Winter-Snow is too paranoid to welcome strangers knocking on her door, she was less suspicious about an email from someone claiming to be a long-lost relative. The DNA test was legit. So, she invited her new cousin, Nadia White, to stay over at her cottage. Unwise, perhaps, but Nadia is only a human. How dangerous could she really be?
_________________
Next: Part 2: "A Growing Family"  
Masterlist 
0 notes