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Ask A Genius 1014: Quantum world informational fidelity shading
Rick Rosner, American Comedy Writer, www.rickrosner.org Scott Douglas Jacobsen, Independent Journalist, www.in-sightpublishing.com Scott Douglas Jacobsen: Have you ever seen a slider of an image enhancer? You can slide a vertical line left to right. It allows a before and after back-and-forth of the image, like a before and after acne treatment commercial or something. If Planck-scale quantum…
#a universe with few particles#before and after acne treatment#define themselves in space limited#image enhancer vertical line adding fidelity#increase in size of universe#interactions among matter in universe#Planck-scale quantum systems function below#reasonable theory of universes increase
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Writing Notes: Magic Systems
Magic - change wrought through unnatural means
Most fantasy can be placed along a spectrum where there are 3 main points: soft magic at one end, hard magic at the other, and a middle ground between the two.
Soft Magic
Magic that is not well-defined for the reader.
Generally, we don’t understand where the magic comes from, who can use it, or what its limitations are.
Readers can see this type of magic being used.
But they can never anticipate when magic will be used in the plot because they can’t begin to guess how it works.
You can’t break a rule if the rules don’t exist!
Most stories that feature this system will have the magic users be secondary characters, allowing them to avoid explaining exactly how the magic works.
It’s also argued that without knowing everything about the magic, it tends to hold more wonder and excitement for readers.
Hard Magic
Has very rigid boundaries.
Readers know where the magic comes from, how it’s used, who uses it, and what its boundaries and limitations are.
We know the limitations of the characters and can understand why they can’t simply magic themselves out of any particular challenge.
Stories with hard magic systems do not need to avoid the main character being a magic-wielder, as they have the capacity to explain to the reader what is going on.
A lot of writers this system because it gives them very explicit guidelines to follow in their plot and creates some more satisfying pay-offs for readers.
The Middle Ground
The meeting point between the soft and hard systems.
We might understand a bit about the way the magic works, but not all our questions are answered.
While most of the content adheres to rules, these rules aren’t fully explored.
This system relies on the reader’s suspension of disbelief.
The main character can be a magic-wielder or not, and it’s up to the writer to determine when magic will be used in terms of plot.
How to Choose a System
You can and should use these guiding principles to build your magic system. Remember that you don’t have to choose one or the other. Your system can draw from aspects of both. Just stay aware of the weaknesses of the path you choose, and ensure you utilize its strengths.
Use a hard magic system if:
You are going to use magic to solve problems
Your audience is accustomed to the tropes of hard magic
You are okay with jumping through hoops to expand your system
Your magic doesn’t convey a theme
Use a soft magic system if:
You want to convey a theme through magic
You want to create a sense of wonder
You want the ability to expand easily
You want to be accessible to a broader audience
Your magic won’t regularly be used to solve problems
Branches of Magic
Like most writing processes, there isn’t really a correct place to begin designing a magic system. A common, and efficient, place to start, however, is by choosing what type of magic system(s) you wish to employ, such as:
Nature-based magic: water, earth, fire, air, and everything in between
Divination magic: see beyond sight and peer through time and space
Conjuring magic: move objects through space over any distance
Psychic magic: master the world of the mind
Life and death magic: tap into the very forces of life, death, and un-death with this surprisingly versatile collection
Animal- or creature-exclusive magic: some creatures just do it better
Magitech systems: the blurring lines of sorcery and science give magic a next-gen, high-tech flair
Eclectic magic: it doesn’t have to be “real” magic to have a real effect
Uncommon magic systems: the unsung heroes of fantasy magic
AALC Method
How to create your own magic system using the AALC (Appearance, Abilities, Limits & Cost) Method
Appearance
What the magic looks like
Makes the world feel more exotic
Can cause problems for characters but cannot solve them
Usually tied to a character arc
Abilities
What the magic does
Points calculated based on magical effect, range, number of people affected, and duration
Characters have a finite amount of fuel (mana) to use abilities
More powerful abilities require more fuel
The fuel does not have to be overt for the audience to understand
If points not overt, cannot solve conflicts unless a cost system is added
Limits
Unlimited uses of magical abilities
Abilities stratified in codified levels defined by their limits
The more the levels' abilities and limits are known by the audience, the more they can be used to solve conflicts
Focused on clever uses of abilities against stronger foes
Cost system can be added to enhance dramatic moments
Cost
Costs must be greater than or equal to abilities to make them dramatically satisfying
Costs can include time, exhaustion, materials, sanity, morality, etc.
Adds dilemma to magic by forcing characters to make choices
The greater the character's sacrifice, the more audience satisfaction at conflict resolution
Each system builds on the previous ones, so that Cost Systems use all four, while Point Systems only care about Abilities and Appearance.
Multiple systems can exist within the same story, and systems can harden over the course of the story.
The Force, for instance, has been a Soft, Point, Level, and Cost System depending on who wrote it at the time.
SOFT SYSTEMS (Appearance Only)
Window Dressing - magic for secondary characters; can instigate conflict but cannot solve it; e.g., Gandalf
Soft Villain - No explanation or upper limits needed; makes villains more powerful to make heroes greater underdogs; e.g., The Emperor
Chosen One - Unknown power keeps hero safe throughout story; can be considered plot armor unless earned through character arc
Sort Hero Incomplete - Curse or positive ability the character cannot control; hero still learning limits of ability at story's end; powers and arc continued in next adventure
Soft Hero Complete - Hero embraces ability to complete arc and solve main conflict; magic must become harder in subsequent adventures
POINT SYSTEMS (Appearance + Abilities)
Points Opaque - Non-explicit reservoir of energy fuels powers; cannot solve main problems without cost option because characters finding hidden energy reserve feels like deus ex machina
Points Hard - Both abiliites and points system must be explicit like in video games; becomes about resource management; easy to understand but takes sense of wonder out of magic
LEVEL SYSTEMS (Appearance + Abilities + Limits)
Soft Level Static - Unchanging power without upper limits; cannot solve conflicts because feels repetitive; power must be used cleverly; e.g., Wolverine's healing factor
Soft Level Advancing - Increased powers or new powers with unknown limits; cannot solve conflicts unless tied to a character arc like Soft Hero Complete, at which point "unlocks" new abilities
Hard Level Static - Unchanging abilities with clear-cut limits; can solve conflicts so long as setup is properly seeded, usually resulting in sacrifice; e.g., Genie
Hard Level Advancing - Well-established abilities with limits; can solve conflicts based upon clever uses of abilities, usually against stronger foes; e.g., Airbender
COST SYSTEMS (Appearance + Abilities + Limits + Cost)
Static Cost - Well-established cost remains consistent for each use of ability; can solve conflicts since based on personal sacrifice
Cost Fluctuating - Costs change based upon dramatic need; costs must be greater than or equal to ability; possible costs include lost time, money, sanity, health, memory, life, morality, etc.
Sources: 1 2 3 4 5 6 ⚜ Writing Notes ⚜ Writing Resources PDFs Writing Notes: Magic System ⚜ Fictional Items; Poisons ⚜ Fantasy
#writing reference#fantasy#magic system#writeblr#dark academia#spilled ink#fiction#creative writing#novel#writers on tumblr#literature#writing prompt#poets on tumblr#poetry#writing prompts#light academia#lit#writing tips#writing inspiration#writing ideas#john william waterhouse#writing resources
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Sorry for the awkward crop but I am cooking.
But seriously, it is so facinating that this is such a defined trope. Like there are so few butches in media so the fact that three of them have so much in common is telling. I think it's interesting how these masculine characters are disempowered when masculinity is often associated with power in male characters. These women however are masculine while being trapped and limited.
Often these characters masculinity is even shaped by their disenfranchised position, i.e they have to fight to survive and thus become tough. None the less they also take pride in their gender expression and physical adeptness. This relationship to fighting is complex, it's both something they find some agency in, something Gideon and Vi could work on even while being trapped in a small confined space, but also something that is forced upon them, especially in the case of Karlach.
In the societies they are from, people with real power get to avoid getting their hands dirty themselves. Fighting is power exercised on a lower plane of society so even when the characters themselves can look physically imposing and threatning that doesnt translate to actual privilegde.
This link between oppression and masculinty can be relatable for butches and I think it’s a facinating way to make the characters expression translate well into our experience marginilzation. I also really appreciate how these characters are very compassionate and protective people, traits a lot of butches identify with and tie to their butch identity.
Not to get all anthropological about it but it makes sense that the characters who are confined to operate in a more fragmented plane of society also are very attached to their close community. In this sense, being traditionally masculine by being a good fighter, is related to their protective and compassionate qualities since both fighting and kinship takes place in very localised personal spheres.
I think this trope is a really neat exploration of how power isnt as binary as "femininity is opressed while masculinity is franchised" but that the intersection of identity massively changes the implications of masculinity and femininity.
That being said, we could really use some butch nerds. Desperatly, like I am begging. Like the type that would spend free time analysing fictional character on tumblr.
Edit: it has come to my attention that the ninth is indeed located underground, which I kind of thought but was unsure about, but anyway just imagine that “has spent a lot of time underground” is in the inner circle
The specificity of this trope continues to amaze me
#karlach#vi#gideon#gideon the ninth#gideon nav#feel free to add on#karlach cliffgate#vi arcane#vi x caitlyn#butch#butch representation#tlt#bg3#arcane
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stiles and his girlfriend finding themselves in a small space / closet while hiding from some supernatural creature, then one thing leads to another and she's on her knees for him omggdg
The real question is where she's facing. This could easily go two ways: a dick down her throat, or a dick so deep inside her pussy that she sees stars. Regardless, it's one hell of a way to keep her from getting scared because, you know, Stiles is a good boyfriend like that. (Thank you for sending this, holy shit!)
Though, let's be honest, this would stress him the fuck out. That poor boy is almost defenseless. What would he do if the creature found them and just saw Stiles' dick pounding into her? Like...? That would be absolutely insane, hence the adrenaline that just makes him throb with need even more.
He knows the risks, the endless dangerous possibilities. But he just can't wait. He needs that mouth/pussy (or both) right then and there. He doesn't care that he's sweating from anxiety.
Speaking of which, maybe the creature knows they're there because he can smell everything: their hormones, sweat, cum, all of it. Maybe it's letting it happen because the creature is palming itself, quietly getting off on the couple's pleasure. It could be into that, we don't kink shame here.
(I used "it" for the creature's pronouns because we're discussing supernatural things! This hypothetical individual may not even have a definable sex, there are no limitations! Let your imagination run wild 💜)
#stiles stilinski#dylan o'brien#stiles stilinski imagine#stiles stilinski fanfiction#stiles stilinski x reader#teen wolf#stiles stilinski smut#stiles smut#dylan o'brien smut#dylan o'brien imagine#teen wolf smut#teen wolf fanfiction#teen wolf stiles#stiles fanfiction#stiles stilinski x reader smut#stiles fic#stiles fanfic#dylan o'brien fanfiction#dylan o'brien fanfic#dylan o'brien imagines#dylan o’brien fanfiction#dylan o’brien x reader#dylan o'brien x reader#dylan o'brien x reader smut
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JOHN: are you sure you can't make it go any faster? JOHN: i mean, not to sound too demanding, but… JOHN: didn't you say you can teleport stuff? JOHN: why not teleport us there? JADE: i cant! JADE: not here, at least
I thought as much. Jade's powers probably don't work in the Furthest Ring, because if they did, she could have brought Rose, Dave and the trolls to this Prospitian ship during Cascade. Her teleportation is probably limited to contiguous areas of conventional space, and the Hussieverse is anything but conventional.
JADE: becs powers draw from the green sun JADE: and the green sun presides over our universe JADE: many universes actually! and the sessions that created them, as well as the sessions created within them JADE: including the trolls universe and their session JADE: think of it like a giant solar system, but instead of planets revolving around the sun, there are many universes
Back when Rose was outlining the Tumor plan to Dave, I referred to the Green Sun as a core of reality - and it seems that's even more true than I thought.
In addition to powering the First Guardians' magic, the Sun also serves as the metaphysical nexus point of all Sburb-generated universes, as well as their associated sessions. Since we've never been given any reason to believe that non-Sburb universes exist, the Sun appears to 'preside' over all possible universes.
It almost sounds like the Sun is reality - and its creation was masterminded by Doc Scratch. The more you think about it, the worse it gets.
JADE: so, bec was able to teleport anywhere in the universe he wanted in an instant, much faster than light JADE: jack was able to do this too, within our session, and then when i inherited those powers from jadesprite, so could i JADE: but we could only teleport locally JADE: which means, bec could jump to anywhere in our universe, but not to another universe, or into a session JADE: and jack could jump to anywhere in our session, but not outside it
In other words, First Guardians can only teleport to locations they could physically travel to, from their current position.
During Cascade, for example, Jade could teleport to anywhere in her session, but it was impossible for her to reach other sessions, because those sessions didn't have a consistent physical location relative to her own. Similarly, Bec could teleport from Earth to anywhere else in his universe, but not into sessionspace, for the same reason an observer on Earth couldn't point towards a Sburb session. They're on different planes entirely.
tl;dr: to reach a given location via Space, Jade needs a well-defined direction to move in...
...and since moving to another session involves Furthest Ring travel, no such direction exists.
JADE: we cant even jump to the green sun itself, even though we sort of serve as a gateway to it, and all its energy
This, I believe, is the one notable exception to the rule above.
No matter where they currently are, a First Guardian can always open a portal to the Green Sun.
It doesn't sound like they can enter this portal themselves, though. Well, I suppose that makes sense - after all, they are the portal, and you can't move through your own body.
Could Jade reach into that portal, and fetch someone from the Sun, though? I suppose if that was possible, Jack would've just pulled Aradia right back out again, so I think the portal is completely inaccessible to the Guardian who embodies it.
JADE: and once we leave the suns domain, our travel is limited by the speed of light, like everyone else! JADE: for example, the furthest ring is not in the suns domain JADE: it is more like the suns medium, allowing it to exist
The Sun's domain includes, at minimum, every Sburb session in existence, alongside every universe they've produced. The Ring, however, can't be a domain, because it's not really part of conventional reality.
Yes, it may be the scaffolding on which reality is built, but the scaffolding is not part of the building.
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Listen to the post (trust me, it's a long one and I've done my best to read the whole thing out...):
Embroidery, Work, and Women in the 18th Century
One of my resolutions for 2025 was to learn embroidery. Why? Partly because my brain can’t stand still. It needs a dozen hobbies going at once just to keep from falling apart. Also, I like beautiful things. And small, careful stitches on cloth seem beautiful to me.
But more than that, embroidery has always been part of women’s lives. From Helen of Troy to Mary Queen of Scots and beyond, women have picked up the needle, sometimes in peace, sometimes in despair. It has been an art, a pastime, and a sentence.
So let’s talk about embroidery today. More precisely, embroidery in late 18th-century France. What it meant to the rich and the poor, and how it worked, strangely, as both a kind of cage and a kind of release for women of the time.
First of all, before we start, you need to know that it was everywhere. Truly everywhere. In France, embroidery was a fashionable and expensive way to decorate clothes, furniture, and church vestments. The most elaborate designs showed flowers, landscapes, or scenes from myth, stitched in silk, gold and silver. Garments like men’s waistcoats or women’s gowns were embroidered by hand, usually by professionals, and filled the wardrobes of the wealthy.
But just because the finished products were aimed at the elite did not mean embroidery itself was limited to them. Quite the opposite. Because the tools were simple (a needle and some thread) the practice spread through all levels of society. It became, in many ways, the defining domestic craft for women.
Embroidery, or the Quiet Discipline of the 18th-century Woman
The education of a French woman in the late 18th-century is well summed up by a line from Rousseau’s Émile. Describing the education of Sophie, Émile’s intended, he writes:
“The education of women should be relative to men. To please us, to be useful to us, to make themselves loved and honoured by us, to raise us when we are young, to care for us when we are grown, to advise us, to console us, to make our lives agreeable and sweet, these are the duties of women at all times, and what they should be taught from childhood.” (1)
I could be sarcastic about Rousseau all day, but I will not. This is not about him (2). What matters here is the idea, widely held in 18th-century France, that women’s education was meant to complement male reason with female charm. Rousseau valued obedience, delicacy, and virtue, and considered domestic work the most effective way to instil these traits. Something as thoroughly domestic as sewing or embroidery was seen as both moral instruction and quiet, necessary containment.
So embroidery became central to women’s education, regardless of class, although the reasons shifted depending on social rank. For bourgeois and aristocratic girls, needlework was seen as a form of moral training.
This was not mere theory. Girls’ finishing schools in Paris and provincial cities rigorously taught embroidery alongside catechism and musical instruments.
For upper-class women, it was also a social act. French society in the 18th and 19th centuries was deeply performative. Embroidery became a marker of bien séance (3), a way of displaying virtue while remaining present in social life. The sociability it enabled was no accident. By stitching in company, women carved out a space where they could speak freely, while appearing to live within the boundaries society had drawn for them.
An art form from mother to daughter
Have you ever tried sewing or embroidering from an antique pattern? Especially something from the 18th or 19th century. Even if you manage to find the right thread and cloth, reproducing these old designs can seem almost impossible. Why? Because most surviving patterns from that time are simply terrible. How do we know? Because some still exist.
The Lady’s Magazine (1770–1818) (4) was one of Britain’s most influential women’s periodicals of the late eighteenth and early nineteenth centuries. It offered a monthly blend of fiction, poetry, moral essays, fashion reports, biographies, recipes, and notably, embroidery patterns.
The embroidery patterns were usually published as detachable supplements or illustrated plates, intended to embellish clothing and accessories with the flowers and foliage popular in Georgian textile art.
Few of these patterns survive intact, precisely because they were detachable and meant for immediate use. Most were removed, damaged, or simply lost, making intact issues of the magazine incredibly rare. Yet, some do survive. But if you get your hands on one, you'll soon realise there's not much you can actually do with it.
These patterns weren't instructional in the modern sense. They had no step-by-step guides or even a basic materials list. They served more as visual templates, meant to be traced or adapted. But why? Why would editors of a women’s magazine produce such unhelpful patterns?
No, the reason isn’t that the pattern designers and engravers were probably men who disliked women.
The answer is simpler: these patterns weren't poorly designed at all. In fact, they were perfectly adequate for their time, precisely because everyone knew how to sew. The magazine correctly assumed every reader had a basic level of skill.
And yes, I mean every woman. Not just those who went to finishing schools.
For most families, embroidery was a fundamental part of mother-daughter relationships. Mothers taught daughters, grandmothers shared techniques and patterns. This wasn’t purely practical, it was also moral instruction. Embroidery taught patience, neatness, and submission, but also created intimate moments of maternal bonding and a way to preserve memories.
Sampler-making (marquoirs) was especially significant. Girls stitched alphabets, dates, names, or even short verses under the supervision of mothers, schoolmistresses or female adults they looked up to. These samplers served as both educational exercises and personal milestones, often kept or displayed proudly as part of a dowry. Embroidery thus became part of life’s rites of passage. It wasn’t just a useful skill or an idle pastime. It was heritage.
A male-dominated industry
In Enlightenment imagery, embroidery often stood for feminine leisure and elegance. But it remained, in practice, a skilled and demanding trade linked to luxury consumption, ecclesiastical ornamentation, and court attire. And like most things involving money, it was dominated by men.
Charles-Germain de Saint-Aubin, embroiderer to Louis XVI, published L’Art du Brodeur in 1770. In it, he described a profession regulated by the Parisian guild of embroiderers (jurande des brodeurs). This guild upheld a strict hierarchy: apprentice, journeyman, master. An aspiring embroiderer began with a years-long apprenticeship under a master. Once completed, he could become a journeyman. To rise to the level of master, he had to produce a a masterpiece (chef-d’œuvre) judged by the guild’s existing members. If accepted, he joined their ranks.
The guild maintained control through rules on quality, materials, technique, and design. Workshops were inspected. Violations carried penalties. The guild also limited membership to avoid market saturation. It was a business like any other, and its rules were meant to protect those already inside.
The guild statutes from 1566 allowed a modest space for women. A girl could join the guild through apprenticeship and submit a chef-d’œuvre of her own. Once accepted, she could run a workshop, even if married to someone outside the trade. But this changed. By 1648, the rules had tightened. Only widows or daughters of masters could keep a place in the trade, and only if they remained unmarried. If they remarried outside the guild, they lost their rights. Any master employing them risked a thirty-livre fine.
In short, for most of the 18th century, a woman’s access to the profession depended heavily on her ties to men: her father, her husband, her deceased spouse.
Still, exclusion was never total. A 1723 record shows 307 embroidery masters in Paris, alongside 65 widows who also held the title. A small number of girls were accepted as apprentices. The path was narrow. But it existed.
There was also another path
While the legal one narrowed, the informal one widened, and women took it. The guild’s grip was strong, but demand was stronger. A great deal of embroidery was done outside official structures, and much of that work was carried out by women. Not just isolated housewives earning a few coins in the evening, but networks operating on a larger scale.
In 1750, the police raided embroidery workshops in the faubourg Saint-Antoine (5), a district often outside guild jurisdiction. Among those charged was Louise Pineau, known as veuve Duport. She ran an illegal operation of no fewer than twenty-eight frames and even maintained what authorities called an “embroidery academy.”
But what enraged the guild most was not her scale. It was her success. One of the king’s own embroiderers, Louis-Jacques Balzac, had subcontracted to her a commission for the Dauphin’s ceremonial vest. Her work was so fine, it was nearly indistinguishable from that of the official guild. The same masters who condemned her were secretly hiring her.
This was not an isolated case. The guild explicitly banned subcontracting beyond a master’s own workshop, especially for gold and silver work. But bankruptcy records reveal widespread, illegal subcontracting to women who worked from home. They were paid by the piece. Everything was tracked. Even the gold thread was weighed before and after to prevent theft.
Everyone knew this was happening. But, as long as it stayed quiet, it was tolerated.
The Path to Female Entrepreneurship
By the 1770s, women were no longer just running hidden workshops. Some began to appear in public as business owners in their own right. One of them was Madame Neuville, later known as veuve Neuville.
She presented herself as a merchant of gold and silver embroidery. Her clients were elite men: military officers, foreign envoys, members of the tribunal du point d’honneur. Her work included ceremonial insignia, ecclesiastical ornament, and embroidered garments worn for status, not comfort.
Neuville ran a dual operation. She had a workshop with salaried staff, but also subcontracted a significant amount of work. Her records show both men and women in her employ, including several widows of guild members. But the payroll tells a familiar story: women were paid nearly half what men earned per hour, even when they did the same work.
Conditions in her workshop were intense. In 1772, detailed logs show the arrival times, total hours worked, and instances of night shifts. The official working day ran from six in the morning to eight at night. But for the women, the hours were often longer, more irregular, and extended into the early morning during periods of high demand.
It was hard, exhausting work for not much money.
One regular worker’s case stands out. In June 1772, over 18 days and three night shifts, she earned 23 livres, 6 sous, and 8 deniers. That was roughly equivalent to what a male day labourer might make in the same period. The sum was modest, but for an unmarried woman, it offered a rare degree of independence. In most other sectors open to them, the chances were worse (7).
Female Labour at the End of the Ancien Régime
One common misunderstanding about women’s lives in eighteenth-century France is the assumption that they did not work. Lower-class women, before, during, and after the Revolution, did not spend their days serenely raising children and keeping house. Nor were they driven by any self-conscious desire to assert economic independence. They worked because they had no choice.
The issue was never their access to the labour market, but how their labour was valued. Madame Neuville’s pay structure, where women were paid significantly less than men for the same work, was not an exploitative anomaly. It was standard practice. The value of women’s labour was systematically diminished through wage discrimination, occupational segregation, and social invisibility. Even when women’s work was essential to household survival or trade production, it was often treated as supplementary, even incidental.
By the final decades of the Ancien Régime, Paris had at least five all-female guilds, which indicates that women’s participation in economic life was not hidden. It simply wasn’t valued on the same terms as men’s.
In 1776, as part of his broader attempt to modernise the economy, the king’s prime minister, Turgot (7) moved to abolish the guild system. He argued that guilds restricted economic liberty and disproportionately harmed women and their freedom to work. While his reforms failed and guilds were reinstated, his successor included a clause forbidding sex-based discrimination.
The measure had contradictory consequences. It removed formal barriers preventing women from entering male-dominated trades, but it also dismantled the institutional protections on which women’s guilds had relied. In practice, this left women exposed. The protections that had once secured a space for them in the labour market were gone, and male competitors increasingly pushed them aside.
By 1789, as France stood on the edge of revolution, the cahiers de doléances (8) included appeals from women, needleworkers, flower sellers, and others, demanding the reinstatement of their guilds and the exclusive right to their métiers. These were not framed in terms of abstract rights, but in terms of survival and human dignity.
Freedom, But at What Price
The Revolution brought two major changes to the embroidery trade: one economic, the other moral.
Economically, the abolition of the guilds in 1791 under the Le Chapelier Law removed the protections once offered by the embroiderers’ guild. In theory, this made it easier for women to enter the profession. But at the same time as trades were opened more widely, the Revolution also raised a deeper question: should women even have a place in the economic order?
Views ranged from one extreme to the other. On one end, some argued that women should be full participants in work and public life. On the other, many believed they should be confined to the domestic sphere. Most people fell somewhere in between.
Nicolas de Condorcet (9) stood firmly on the side of equality. He called for women to have the same civil and political rights as men, including access to education, participation in public affairs, and the ability to support themselves. In a 1794 letter to his daughter, he urged her to learn a trade so she might “support herself without serving a stranger,” and escape the dependence that, in his view, undermined both dignity and freedom. For Condorcet , the right to work was bound up with the right to self-rule.
Others saw things differently. Pierre-Louis Roederer (10) argued that civil society was built on protecting women from labour, which he considered a burden meant for men. In his eyes, women were destined for domestic life and motherhood. Giving them rights in the economic sphere, he warned, would only unsettle the social order and defy nature.
Roederer’s vision won out. In rhetoric and policy, women were increasingly pushed back into the household.
But rhetoric is one thing, reality another. Women did not disappear from the labour market. They remained central to the Parisian garment trades. Though the guilds were gone, production methods stayed largely the same.
What truly affected embroidery was not ideology, but emigration. Embroidery was a luxury trade, tied to noble wardrobes. As the aristocracy fled, lost their titles, or were imprisoned, demand collapsed. On top of that, ornate fashion came to be seen as anti-revolutionary. The heavy silks and gold thread of the ancien régime gave way to plain whitework.
This collapse in demand hit women hardest. Embroidery and other luxury trades faced mass unemployment. Women scrambled for short-term, piecework contracts, often under male employers. The result was a growing supply of cheap, unprotected female labour. The old belief that women’s work was worth less only deepened.
The Revolutionary government made some effort to respond. The Convention (11) awarded state sewing contracts, mainly for army supplies, and local sections distributed work to seamstresses, prioritising families of enlisted soldiers. For a brief time, some Parisian women had stable, paid employment.
But this didn’t last. By 1795, under the Directory (12), the state withdrew. Private contractors took over. Women’s protests about exploitation were ignored.
What Comes Next?
Embroidery meant many things. It was work, it was teaching, it was discipline. It was done by women who stitched under orders, for money, for their daughters, or simply to stay sane. We’ve followed the needle through eighteenth-century classrooms and parlours, through guilds and illegal workshops, from gold thread to government contracts. Always the same art. Always under different constraints. It was art, labour, education, survival. Sometimes resistance. Often just what had to be done.
Which brings me to what I want to do next.
I’m starting a project: one hundred embroidered portraits of figures from late eighteenth- and nineteenth-century France. A hundred lives. A hundred threads in the fabric of a brutal, brilliant, collapsing world. The portraits won’t be stitched by hand but by machine. I’m a product of the twenty-first century. I like tools. I like toys. I like the meeting point of industry and art.
For each person, I’ll try to reconstruct, as faithfully as possible, who they were, what they did, and what they meant to the world around them.
This isn’t a Wikipedia entry. I’m not making a record. I’m making a story, a kind of chronicle of sorts. The aim is to give something back: their humanity, their contradictions, their texture. To remind us that they were, in fact, people, flawed, vivid, complex, even if they lived and died more than two centuries ago. No heroes. No villains. Just facts, and what can be seen clearly when set in the context of their own time.
The first will be Camille Desmoulins. Because on the 12th of July 1789, it was he who he climbed onto a table at the Café de Foy (13) and cried out to the crowd. And from that moment, something irreversible began.
I hope you’ll come with me.
Notes
(1) The original French text: “L’éducation des femmes doit être relative aux hommes. Leur tâche est de nous plaire, de nous être utiles, de nous faire aimer et nous estimer, de nous élever quand nous sommes jeunes, de nous soigner quand nous sommes grands, de nous conseiller, de nous consoler, de rendre notre vie agréable et douce. Voilà les devoirs des femmes dans tous les temps, et ce qu’on doit leur apprendre dès leur enfance.” (Émile, Livre V; original edition 1762).
This passage appears in Book V of Émile, ou De l’éducation, Rousseau’s educational treatise structured as a philosophical novel. The first four books follow the development of an ideal male child, Émile, from infancy to adulthood, shaped according to natural principles. Only in the final book does Rousseau turn to the question of women’s education, in the person of Sophie, Émile’s future wife , and the contrast is stark. Whereas Émile is trained for autonomy, reason, and citizenship, Sophie is shaped entirely in relation to male needs. In effect, Book V naturalises patriarchal domesticity under the guise of Enlightenment pedagogy.
(2)…And because I could rant for pages about him: it’s no accident I’m Amateur Voltaire and not Amateur Rousseau.
(3) Bien séance: A term referring to proper behaviour, decorum, and socially sanctioned conduct, particularly in elite society.
(4) The Lady’s Magazine (1770–1818) was a British publication, but French women’s magazines such as Le Journal des Dames et des Modes (1797–1839) and its short-lived predecessor Cabinet des Modes ou les Modes Nouvelles (1785–1786) also featured embroidery as part of fashionable culture, especially as it related to dress, accessories, and decorative refinement.
(5) Faubourg Saint-Antoine: A historically working-class district on the eastern edge of Paris, known for its artisanal workshops
(6) Turgot: Anne Robert Jacques Turgot (1727–1781), economist and reformist minister under Louis XVI. As intendant of Limoges, he wrote extensively on rural labour and women’s economic roles; as Controller-General, he attempted liberal economic reforms that failed politically but remain ideologically significant.
(7) And yes, I do mean worse. To the despair of anglophone observers like Thomas and Abigail Jefferson, French lower-class women worked. They worked in fields. They hauled water and firewood. They laboured in ways English gentry wives would never imagine. Working in an embroidery workshop was brutal and underpaid — but it wasn’t ploughing in the mud while pregnant.
(8) Cahiers de doléances: Literally “notebooks of grievances.” These were lists of complaints and demands drafted in 1789 by each of the three estates (clergy, nobility, and commoners) in the lead-up to the Estates-General.
(9) Nicolas de Condorcet: Philosopher, mathematician, and, agruably, early feminist. Author of Sur l’admission des femmes au droit de cité (1790), in which he argues that excluding women from citizenship is a contradiction of revolutionary principles.
(10) Pierre-Louis Roederer: Liberal publicist, member of the National Assembly, but very much against women’s right to work and be educated.
(11) The Convention: The National Convention was the revolutionary government during the Revolution.
(12) The Directory: The post-Terror regime (1795–1799), marked by thermidorian backlash, economic liberalism, and sharp limitations on popular political participation.
(13) Café de Foy: A famous café near the Palais-Royal, known for its revolutionary crowds. Camille Desmoulins delivered his famous call to arms here on 12 July 1789, reportedly standing on a table, pistols in hand.
Sources:
Brian, Isabelle. "La trace de l’ouvrage: les brodeuses dans les archives parisiennes." Bulletin de l’Association des historiens modernistes des universités françaises, no. 43, 2023. DOI: 10.4000/bahmuf.302.
Coffin, Judith G. The Politics of Women’s Work: The Paris Garment Trades, 1750–1915. Princeton: Princeton University Press, 1996.
Fayolle, Caroline. "Le sens de l’aiguille. Travaux domestiques, genre et citoyenneté (1789–1799)." Cahiers du Genre, no. 53, 2012.
Lilti, Antoine. The World of the Salons: Sociability and Worldliness in Eighteenth-Century Paris. Translated by Lydia G. Cochrane. Oxford: Oxford University Press, 2015.
Offen, Karen. The Woman Question in France, 1400–1870. Cambridge: Cambridge University Press, 2017 - Chapter 6
Saint-Aubin, Charles-Germain de. L’Art du brodeur. Paris: Saillant & Nyon; Desaint, 1770. Source: gallica.bnf.fr / Bibliothèque nationale de France.
Thillay, Alain. "La liberté du travail au faubourg Saint-Antoine à l’épreuve des saisies des jurandes parisiennes (1642–1778)." Revue d’histoire moderne et contemporaine, vol. 44, no. 4, 1997, pp. 634–649. DOI: 10.3406/rhmc.1997.1890.
#history#frev#french revolution#camille desmoulins#my art#amateurvoltaire's essay ramblings#women history
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While yes intersex people can use intersex as their gender identity, that isn't what intersex is. Intersex is a natural biological variation that cannot be transitioned into or out of. It is a description of the natural state of our bodies. It is the same as me being autistic, white, and short. These are descriptions of things about me that I cannot change but are still important facets of my life as a human being. (Obviously some are more important than others)
(While the body can be changed, there are separate words for someone who willingly changes the natural state of their body, like altersex. Intersex people can also be altersex.)
On the other hand, gender identity and transness are personal identifiers that can be chosen. (And by chosen I mean that while you can't choose your gender you can choose the label you use for it) And it is also fluid and can change over time. Gender looks different for everyone and isn't based on any material thing that can be observed in the physical world. Gender is based more-so in what makes you happiest, and the most satisfied with your life. Gender is just as real as everything else I've mentioned, but it's just not a physical thing.
This is why transness is self determined and intersexuality is not.
Trans and cis are adjectives that describe a person's experience with their gender. A trans man/woman is just a man/woman who has a different experience with their gender than cis people do.
But if a person exists who is rejected by both cis and trans people, then what are they? What are they supposed to do? How are they supposed to identify? Cis and trans as labels were not designed with intersex people in mind and often do not fit our experiences, but we're forced to use this binary because perisex trans people insist that you must be one if you're not the other.
But, trans people also insist that being intersex is inherently trans. Any deviation from the sex binary is seen as trans. Intersex history is seen as trans history, intersex animals are called biologically trans, and intersex experiences and terms are often taken by trans people and applied to themselves.
We're inherently trans but the trans experience is inherently a perisex one. Our experiences are identical to trans experiences but only trans people are allowed to say that. Our bodies are deemed the ideal trans bodies but the natural state of our bodies is used as proof that we don't fit in with trans people. Trans people wish they could gain access to the violence done to our bodies. Our bodies are held up as proof that gender and sex is a spectrum but if we talk about our complicated experiences with sex and gender then we're called terf psyops and cis invaders.
Where exactly are intersex people supposed to fit into the trans/cis binary? Our experiences cannot be defined in the same way that perisex trans people define themselves.
When an intersex person identifies as transfem when they were afab or as transmasc while they were amab or calls themselves cistrans or transmascfem or transfemmasc, this isn't an attempt to invade spaces we don't belong or destroy the trans community. We're trying to describe our very complicated experiences with gender with the limited tools that we have, the tools that have been forced on us but simultaneously denied to us.
Can we just let intersex trans people have their weird gender labels in peace? This isn't about you, it's not an attack on you or your community, it's just us trying to exist comfortably.
#long post#intersex#intersexuality#intersexism#trans#transgender#transfem#transmasc#cistrans#afab transfem#amab transmasc#transfemmasc#transmascfem#discourse#just incase someone doesnt want to see this#since im tagging a lot of identites
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Inklings Challenge 2024: Official Announcement
The Event
The Inklings Challenge invites Christian writers to create science fiction and fantasy stories from a Christian worldview. All writers who sign up for the the challenge before October 1st, 2024 will be randomly assigned to one of three teams that are each challenged to write a story that fits at least one of two assigned genres. Writers will also choose at least one of seven Christian themes to inspire their story.
After teams are assigned on October 1, 2024, writers will have until October 21, 2024 to write a science fiction or fantasy story that fits their assigned genre and uses at least one of the Christian themes in the provided list. There is no maximum or minimum word limit, but because of the short time frame, the challenge is focused on short stories.
The Teams
Inspired by a similar challenge between J.R.R. Tolkien and C.S. Lewis to write, respectively, a time travel story and a space travel story, the Inklings Challenge uses these authors (and G.K. Chesterton) as the inspiration for the genres assigned to each team. Each team is given both a fantasy and a science fiction option, so writers can choose the genre that is most comfortable for them. (However, writers shouldn’t be afraid to use the science fiction option as inspiration for a fantasy story, and vice versa. They can also choose to use both genres in one story, or write multiple stories). Writers may define for themselves which types of stories fit under each genre.
Team Lewis
Portal Fantasy: Stories where someone from the real world explores a new world
Space Travel: Stories about traveling through space or exploring other planets
Team Tolkien
Secondary World Fantasy: Stories that takes place in an imaginary realm that’s completely separate from our world
Time Travel: Stories exploring travel through time
Team Chesterton
Intrusive Fantasy: Stories where the fantastical elements intrude into the real world
Earth Travel: Science fiction or fantasy stories that feature any kind of land, sea, air, or underground travel on a past, present, future or alternate Earth
These teams will be assigned at random on October 1st, 2023. Writers are then encouraged to write a story before the deadline on October 21st.
The Themes
To add a Christian flavor to the event, writers are asked to use at least one of seven Christian themes from the list below somewhere within their stories. This year's themes feature the seven traditional spiritual acts of mercy which Christians are called to perform. Writers may use these themes to inspire any element of their story that they choose.
The seven themes writers may choose from are:
Admonish the sinner
Instruct the ignorant
Counsel the doubtful
Comfort the sorrowful
Bear wrongs patiently
Forgive all injuries
Pray for the living and the dead
Joining the Challenge
Writers who wish to join this year's Inklings Challenge must sign up before teams are assigned on October 1, 2024 by contacting this blog and signing up in one of the following ways:
Reply to this announcement post
Send a direct message to this blog
Leave an ask in this blog's inbox
This blog will reply to all writers who express interest once they are added to this year's participation list. A list of participants will be posted early in September and updated periodically through the month, so participants can make sure their usernames are included if they want to join the challenge, or can contact the blog to remove their username if they no longer wish to participate.
All tumblr users who are on the list on October 1st, 2024 will be assigned to one of the three Inklings Challenge teams on that date.
Posting the Stories
Completed stories can be posted to a tumblr blog anytime after the categories are assigned on October 1st. Writers are encouraged to post their stories–whether finished or incomplete–before the deadline on October 21st, but they can post their stories, or the remainders of unfinished stories, after that date.
All stories will be reblogged and archived on the main Inklings Challenge blog. To assist with organization, writers should tag their posts as follows:
Mention the main Challenge blog @inklings-challenge somewhere within the body of the post (which will hopefully alert the Challenge blog).
Tag the story #inklingschallenge, to ensure it shows up in the Challenge tag, and make it more likely that the Challenge blog will find it.
Tag the team that the author is writing for: #team lewis, #team tolkien, or #team chesterton.
Tag the genre the story falls under: #genre: portal fantasy, #genre: space travel, #genre: secondary world, #genre: time travel, #genre: intrusive fantasy, #genre: earth travel
Tag any themes that were used within the story: #theme: admonish, #theme: instruct, #theme: counsel, #theme: comfort, #theme: patience, #theme: forgive, #theme: pray
Tag the completion status of the story: #story: complete or #story: unfinished
And that’s the Inklings Challenge! Any questions, comments or concerns that aren’t covered there can be sent to this blog, and I’ll do my best to answer them.
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I wrote a guide on my main blog on writing SimLit a while back, but I figured I'd amend it to make it more suitable to Tumblr and post it here as well.
Please note, that there is no one way to write SimLit; creative work is always subjective. You do not have to do everything in this guide, obviously- just focus on the bits that apply to you and what you want to write. This is a gathering of my own ideas, the way I do things, and other options as well. Depending on your writing style, some of this will be more relevant to you than other bits will. This is both for the challenge players and the people who write stories with little basis off anything going on in the game.
I have made a story / challenge-planning document that you can read about here that will give you a place to put all your ideas!
The fun part...sort of...is coming up with all your rough ideas. Things to think about are:
. Where you'll put your story: The most popular place for SimLit these days seems to be Wordpress, but there is always Blogger and LiveJournal as another option for a place to put your story. Tumblr is a great place for stories that are more picture-based and less textual, or if you plan to only have dialogue for your story text. Have a look at what different platforms have to offer to see what suits you.
Whilst I would say Blogger is a bit harder to properly customise than Wordpress and you have to rely on custom templates made by other people and some HTML editing if you want a nice blog template, it is very generous in terms of picture limit. To my knowledge, any image under 2048 on the longer width won't count toward your Photo space (as of 2025).
. Narrative or Gameplay-Driven: Some writers will write commentaries to go alongside images of challenges they're doing. Some write commentary for their general gameplay. Others use Sims solely as a way to 'direct' a story they've come up with themselves instead. Others make comics. Some do a mix of various things... Have a think about what kind of story you want to do. It might even change halfway through writing, you never know!
. Genre: You won't always have an easily-defined genre for your story, but you might have some ideas. Romance, Fantasy, Sci-Fi, Horror, Family...the options are more or less endless.
. Custom Content: If you use CC, it can help to look for CC you might need for your story- whether that's poses, CAS items or Build/Buy items.
. How you will plan your story: Some SimLit authors write entirely around the game and don't pre-plan anything (brave people you are going by the seat of your pants, I used to do this but now I could never), but others like to plan story points and character notes beforehand. There are plenty of ways to plan your story, whether that's jotting ideas in a notebook or on a word processing document. There is one I already made linked at the beginning of this section.
There are also programs like Scrivener designed for writers to plan stories (it's not free, though). It depends how in-depth you need to plan things out before you write. With me, it really depends. Some story ideas, I have most of the plot planned in my head from the get-go. Other times, I only have a rough idea and have to go from there.
. What challenge you will do: If you want to write a commentary/story around a challenge, look for one you'll find fun first. Long or short? What rules will you change or omit? How much will you let the challenge and game drive the story? Will you be writing commentary, or will you be writing in a narrrative-type style inspired by what happens in the challenge?
. Rough plot / character ideas: Write down any plot or character notes that immediately come to mind, even if you don't know if you will use them. Anything that comes to you straight away is a good place to build on later and should be jotted down whilst it's still fresh in your mind.
. How you will write your story: - Commentary VS. Narrative: Will you write a commentary around your screenshots/gameplay, or will you write it in the style of a prose-like story? You can also mix both of these approaches in various ways.
Or do you want to go about it in a different way? Maybe you could use your screenshots to make a comic-style story. Another option is to possibly have something like an epistolary novel (written almost entirely in letters) or even a 'scrapbook story' (a story told in multiple ways with multiple artifacts- letters, newspaper clippings, phone calls, almost anything).
- Tense and Viewpoint: Will you write in past tense or present tense? Will you write in third person, or first person? How many different characters' viewpoints will you have if you write in first person? (...Or are you like me, and will accidentally switch between tenses throughout the whole story?)
. Themes: It's good to think more in-depth of what themes will appear in your story. Family bonds, friendships, relationships in general, dealing with various aspects of life, prejudices, overcoming fear...the list goes on forever. Whilst I personally don't like reducing stories to tropes, tropes are always a place to start if it works for you.
. General length: Do you want to ideally write a short story, or something longer? This won't always be something you'll have in mind straight away, but that's fine.
. How much to plan and when to start: It's up to you how much you need to pre-plan and when to start writing, but I don't start writing until I'm at a point where I know that the story can be resolved. I don't start writing straight away, in case I end up with a story I somehow can't finish.
. Upload frequency: You won't always stick to this, since most of us are busy, sad and tired adults- but it's good to try and think about how often you want to upload chapters. Are you aiming for weekly, monthly, or just whenever you manage to get a chapter out? What I will say is please TRY NOT TO STRESS about schedules. If your readers are impatient that's their problem and they can wait until you're ready!
. Gather inspiration: Whether it's authors, shows, films, art, music...anything that gets you in the right mood and frame of mind for what you want to do. Moodboards are sometimes a good idea as well for collecting inspiring pictures. Make inspiring playlists of songs that get you in the mood for the story or characters.
. The sliding scale of 'Utopia' and 'Dystopia': On a scale of 'Paradise' to 'Hell-hole world', what's the rough state of the world in your story like? Maybe it isn't that simple, but it helps to have an idea if it's thematically relevant somehow.
. Any messages or lessons: Are there any messages you hope to get across in your story, or anything that a reader may be able to learn from it at all? Not always the case with every story, and this is not the sort of thing that you'll do intentionally. For my own story, it's very much just a snapshot of history so there isn't really much of a defined moral to the story.
This is geared more towards people who are writing mostly story-driven SimLit, since commentary and gameplay-driven stories often don't require any sort of major world-building. That, and the challenge you are doing might already have the worldbuilding situation laid out for you, like the Apocalypse Challenge or the Alien Adoption challenge, but I'll build on this a bit too.
As someone who has been Game Master for DnD and Pathfinder, I'm used to fleshing out worlds, building on lore and the like- and being a Game Master often requires you to do it on the spot sometimes. For me, it's good to have some level of lore and world-building written out. I like having a certain set of 'rules' to stick with, mainly to help keep consistency of the universe's 'rules'. This is especially important with my Magic Universe since the magic system needs a level of consistency I have to try and stick to. (That said, I have occasionally changed tiny less-significant bits of lore as I go...shh...don't tell anyone!)
But where do you start with such a thing? First off, this isn't something you have to do in massive levels of detail (unless you want to!).
Here's the general way of how I do things. Feel free to pick and choose which bits will apply to your story; you don't have to pre-plan every little last detail about your world if you don't need/want to.
--Starting with the already-established relevant worlds and lore--
I almost always start out with the 'official' stuff first. You can find this in-game, in item and world descriptions, in trailers, and on Sims Wikis. Sims isn't the most lore-heavy game for obvious reasons, but now and again you've got something to work with. It all depends on exactly what you're writing about, and how much your story will revolve around the actual Sims universe.
--Seeing what I want to keep from the already-established worlds and lore, and what to get rid of--
I don't keep everything all of the time, and it's unlikely you will either. Sometimes your idea is better, or fits better with what you've already got in mind. Or perhaps the Sims 'lore' behind the thing is too comical and wouldn't fit a slightly more serious story.
--Start stealing ideas! (Go careful though)--
Writers worry way too much about originality, but everyone takes little bits of ideas off each other all of the time- everything is inspired by something. That, and in my opinion there’s absolutely nothing wrong with doing a story that’s a ‘love letter’ to a genre with all the tropes and cliches you can think of.
So gather up some inspiration and see what ideas others have; have a quick read of SimLits that are similar to your idea. Look at the lore behind shows or video games that are the same genre as you are writing. Think about your favourite shows, films and video games as well. Or even look at the official Sims forum or Tumblr to see what people have done with worlds, premade characters and the like. On the official forum, there are a lot of ‘What have you done with…’ threads where people discuss what they have done with premades and in-game places.
One thing I tend to focus on the most when worldbuilding, is the sort of socio-political aspect of the world. 'But why does everything have to be political?', you say, but everyone's life is governed by social and political ideas - some more than others, so for me it's what makes up a big chunk of the worldbuilding because of how much it influences the characters living in that world. That, and a few big historical events I tend to think of as well to flesh the world out. If this sounds like something you feel like delving into, then here's some ideas:
NOTE: Some of this won't apply to your world or focus, so just ignore the stuff that isn't relevant to your story.
--Events in history leading up to your story--
This will depend entirely on what you story is about, but events to think about are:
. Inspiring figures from the past: For example, if you're writing about vampires, are there any in history who are still iconic to this day? What made them iconic?
. Any miscellaneous important events? My more specific ones are geared more towards conflict, but there's always going to be important events that happened that stay with people that happen in the world and they aren't always going to be bad. (Yes, the author of Divided really did just say that.)
.Changes in laws and/or major attitudes towards groups: Were there any rules or legislations that came into play that completely shook the world of your story?
.Conflicts: Wars and other major conflicts in history will linger around for years and years in various ways
Modern society
This is looking at your present day in the story in more depth. This can help you with characterisation as well- how has modern society affected your character and their development and current attitudes?
. Attitudes towards certain groups: Who or what is celebrated in society? Who has to deal with negative attitudes and why? How are people choosing to fight back, positively or negatively, against positive or negative change? Is there any prejudice at all, or is your world almost entirely accepting of different types of people?
. General morale: How happy are the different groups of people in your world? Is there still need for change, or are people more or less okay with the way things are? Is there an imbalance in the welfare of different groups and why?
. What's/who's popular: From people to events relevant to the story you're trying to tell, what's popular and well-known? Are there any events or people that are causing change or debate that might be addressed later?
. Fashions: It helps to think about what's fashionable in your universe sometimes, but maybe that will all depend on what kind of CC you can get a hold of.
. What the future holds: What ideas do people have for the way things may change as time passes?
-
Magic, superpowers, or other power systems
If your story has some kind of system of 'special' power- magic, or superhero powers, certain chemicals, powers granted from deities or the like- it's good to have some rough idea for how they work:
. Is this power innate? Can it be learned? Is it within the person, or is it an outside source of some kind?
. Is this power a finite or infinite source? Is it a physical object, is it ethereal/energy, a chemical, etc?
. What limits are there to the use of this power? When can it/can't it be used? What downsides are there to using this power (illnesses, magical overcharge, death, etc)? What consequences are there for overuse of the power?
-
Beliefs and belief systems
Your story might have some sort of 'collective' belief systems- common superstitions, or religions like Sims Medieval’s Jacoban or Peteran faiths, or maybe even cults. If so, it's good to outline those, though the amount of detail you'll need for it will depend on the kinds of beliefs and the story you're telling.
. What are the core / defining rules / lessons /ways of living of this belief?
. What actions/attitudes etc are rewarded, and what attitudes are frowned upon? What rewards and punishments are there for such things, if any?
. How has this belief system affected other people outside of that belief system? What do 'outsiders' think of the belief and the people that practice it?
. Are there any key figures in this belief system? Are they real objects/people, metaphysical beings, or are they not real at all?
. Are there any specific meetings or practices etc. associated with this belief?
. Do people of this belief own specific special clothes or objects? What significance do they have?
IMPORTANT SIDE NOTE: When it comes to world-building, ALWAYS go careful when using any real-life cultures, beliefs or events outside of your own culture etc- especially those of marginalised groups. Try to do your research as thoroughly as possible.
To avoid potential upset or misrepresentation, I either rely on fictional creations or keep things vague. For example, I'm using the lore behind the Sims Medieval's Jacoban and Peteran religions in an upcoming story to avoid making a fictional religion that people might mistake as a parody of an existing one.
Do any research you need to do
Once again, how in-depth you go depends on how far you want to go- how realistic you want it to be, how historically-accurate you want it to be...Sometimes it's good to just have enough to get a rough idea of something to add on to. For example, if you're doing a historical story, it might be worth just seeing what big events happened, social taboos, etiquette etc. just to get a feel for the rough world of your story. For anything that isn't an important topic, I'm not bothered if it's inaccurate. For example: if it turns out the soft background science of something in my work is a bit wonky, I don't entirely care. However, for serious subjects like mental health etc, I always make sure to get a good idea of what I'm doing before I write it. If I get it wrong, I could end up spreading massive misconceptions and that's the last thing I want to do. -
World-building towns and cities
Not everyone's story is going to have a huge deal of focus on this sort of thing, and additionally to the top you might want to go even further with building onto what's already given to us. So here's some other things that might be worth thinking about if you want to do a bit of extra fleshing-out for the game worlds. When I say 'individual world' I mean the actual playable worlds on their own as opposed to the ts4 worlds altogether at once. If you're doing a challenge and the challenge has worldbuilding aspects, like Alien Adoption Challenge or the Apocalypse Challenge then that is a brilliant thing to give you some level of a framework for some aspects of your story's world.
. Rough population of the individual world etc.
.Landmarks and their significance
.Tourism, what do other people like to do whilst they're there
.What sorts of people tend to live there
. What the individual world is known for the most, what puts them 'on the map', so to speak
Characters are my main focus as both a writer and a reader. I can have a good story with great characters and a thin plot, but a story with a great plot and boring characters is never going to interest me. They can also be difficult to come up with ideas for. Here is a rough idea of how I come up with characters, and how I build on pre-made characters.
Some people have written 'character interviews' - these can sometimes be helpful. You fill them out from the characters' point of view, or from a third-person perspective but about the character. The 'Marcel Proust' character interview is a great one to use, since it asks questions that will no doubt be relevant to both the character and the plot later on. Some of them have questions about favourite food, colours etc. but for me, this is more often extraneous than not. Then again, knowing too much about your character for some people is better than not knowing enough.
My own character 'interview' is here. It's technically not an interview and is just a list of things to consider about your character. You may get some use out of it.
First off, before anything: think of what to base your character on, roughly. Think of the traits of people you know or have known, think of aspects about yourself. Of course, we can't forget basing characters off of your favourite fictional characters!
If you are writing a premade character, and you're unsure on what to expand on, first off look at their in-game traits, any information provided in trailers/promotional material, and then look at fan theories and ideas about the character. Those are good places to start if you're using a premade Sim.
As well as specific characters, think of your favourite traits, archetypes, and development types as well. One of my favourites is the downfall of a character, a tragic character whose constant screw-ups land them in a deeper and deeper mess. Even better when they start going off the rails a bit as well. I also love characters who struggle with others' kindness, who learn to let themselves be loved over time.
Then you can get to outlining them.
The basics about your character
. Name: Is there any meaning behind this name in-story? Did the character choose it themselves or is it their birth name? What nicknames do they have, if any? Which do they like, and which do they hate? (Names don't have to have meaning. I only use meaningful names in certain contexts- most names are just names I like, names that just fit for some reason, or that a character's parents thought sounded nice).
NOTE ON NAMES: If you want an authentic name for a character from a specific time period, look at census records for the country if they're available or see if you can find articles on people from that country and time period. You can also Google naming conventions, as they can change within a country over time as well. I also recommend avoiding baby name websites or baby-related websites when you want authentic names for characters that aren't English or American. It's best to find blogs written by people from that country. Sometimes travel blogs for the country will sometimes talk about names, authenticity and such. Sometimes Wikipedia has lists of names as well, but it's worth double-checking any info found there.
. Rough description: Height, rough weight, colours of skin/hair/eyes, the general 'vibe' of their attire or a more in-depth description. Anything notable about them, like specific jewellery, clothes, tattoos or scars/other injuries?
. Identity: This could be anything from where they grew up, gender, race, sexual orientation, or if they are an occult sim or some other made-up species or race. How has their identity affected their life? Do they face any prejudice or mistreatment for any of it at all, or does it give them more of an advantage over others?
. Family: People in a character's family, whether blood family or found family.
.Beliefs: What they do (and maybe don't) believe in.
. Protagonist or antagonist: Not always this black and white for every character, but good to think about your character's rough place in the story. Of course, one can become the other as the story progresses.
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Character-defining aspects
. General personality traits: You can use in-game traits and Randomise to give you ideas, or you can think of your own personality traits for the character.
. Upbringing: What it was like growing up for them. Who was good to them? Who wasn't? How have these people and experiences shaped who they are today? How was the world different growing up to what it's like now? Does the character mourn the old ways of the world or do they like the change?
. Social class: How has this affected their life?
. Education: Might also connect with upbringing here- how was school/university etc. for them?4
. Goals/dreams: Almost everyone has a goal, even if they never achieve it. Even if it's just getting out of bed to make breakfast and then getting back in again.
. Social life: Extrovert, introvert or somewhere in the middlle? What do they do when they hang out with friends etc?
. Fears: What are they afraid of? What do they do to avoid that fear, if anything?
. Any conditions, illnesses, or neurodivergence: (ONCE AGAIN, go careful when writing things like this and do research where it's needed.) How have they affected the character's life and their outlook in general? How does it affect how others percieve them, if it does at all? If applicable, what caused them?
. If not that, then general physical/mental health: How well (or not) does the character look after themselves in these ways? What do they do for self-care and distraction?
. Likes and dislikes: People, things, events, hobbies...What makes them happy and what makes them want to punch a wall?
. Character 'flaws': Flaws don't necessarily have to be absolutely-horrible things, it can be just things that can hold the character back in some way. Some things that characters may overcome in a story might not necessarily be flaws as well- for example, introversion isn't a flaw (I wish writers would stop treating it as one), but possibly some characters may seek to try and 'come out of their shell' socially a little. Most characters have some kind of flaw or personality 'aspect' to overcome or learn to deal with, but the best kind of character flaws are the ones that actually get in the character's way in the story. The joy is in seeing how the character overcomes these flaws...or even how the character gives into them more and more as the story goes on. Wretched excess is fun sometimes!
. What they're good/bad at: Where do they excel, where do they need a little practice, and what are they absolutely terrible at?
. Any special ablities or powers: What can this character do? What are the limits of this power? How do they feel about this power?
. Things they are known for: Whether by friends, family, colleagues or the world. What are they known for? What do people like and dislike about them?
. Ideas for development: How do you (at the moment) see the character changing? If you have any ideas for it, who or what will help to influence that change?
. Relationships with other characters: How they do (and don't) get along with other established characters, and maybe why. -
Things to think about character-wise when writing your story
Once you get to writing your character, here's a couple of things that it helps to think about- though some of it is more relevant if writing in the first person.
. What your character does and doesn't notice: How do they approach the world around them? What sort of things do they notice first in their surroundings?
. Manner of speech: Formal, or informal? Do they have any mottos, catchphrases or words they use often? Do they speak about feelings a lot? Do they lie, and how often? Sometimes what isn't spoken can say as much as what is spoken.
. How they socialise and deal with others: Do they overthink things in discussion? Do they pick up on social cues? Do they often over-analyse the actions of others, or do they let everything go over their head? Are they confident in socialising, or not? Maybe their out-of-dialogue musings are complex, but they keep to not revealing much in their speech.
. How they cope with negative emotions: Do they break down, or blame others? Or do they power through it?
. In connection to some of the above points, think about your character both from the outside and inside: How do others see them? How do they think they come across to others? How do they come across to themselves? And finally, who are they really on the inside?
An important aspect to think about especially is character motivation. I've written this one separately from the bullet points since I think it's especially important given character motivation will play a major part in driving the plot along, as well as relationships with the other characters. This might not be something you'll have a solid answer to until you start writing, but it's good to have some starting ideas.
. In the broadest and simplest sense, what does your character want? Money, fame, honour, redemption, happiness, revenge...Have a think about what it is that they strive for deep down. (If you're struggling for ideas, maybe it might help to look at the in-game Aspirations, or maybe even the Traits will give you some ideas).
. How far are they willing to go to get it? Are there limits they won't go to in order to get what they want? Or are they willing to step on whoever's toes? This might be a change that occurs over the story, that's always an interesting concept. Seeing the well-behaved character slowly and gradually challenge what is acceptable...
. Who, or what 'kickstarted' this motivation? Some people just naturally come to want something, maybe as they grow up and/or their general interests, hobbies etc. change. Some motivations are brought on by events, though. Maybe harm done to a loved one motivates them to seek revenge, or something they did in their past motivates them to seek forgiveness or redemption for their actions.
For challenge players, you can always define your characters through funny commentary, I always like seeing that. One story had one generation founder constantly break the fourth wall and be the only one who realised they were in a game and it made them stand out in a comical way.
Let me start off by saying: Plot is my weak point. I struggle to organise ideas when both reading and writing, I always have done. As usual, for plots it's best to think of your favourite plots from stories or a 'stock plot' like The Hero's Journey, Wretched Excess etc. It's also good to think about any potential plot points that come to mind straight away, so then you have starting points and can fill in the gaps- this is generally what I do. And honestly, I don't think it's that bad to re-use themes and plot pieces sometimes. Sometimes it works better to stick with what you're familiar with, than it is to try a thousand things at once that are new or different to you.
Do you see yourself as a 'plotter' or a 'pantser'? I'm a bit of both, though I'm leaning towards more of a plotter now. I wish I could write everything by the seat of my pants, but sadly I can't.
The way I initially began planning for a longer, more in-depth story is by making a table in a word processing document that is one column wide, with loads of rows. Just one giant row of loads of columns. Each box in this table will be for specific notes, and the order of these notes in the planning table goes like this:
. Title ideas/preliminary ideas: What it says on the tin, and the very, very first ideas for the story.
. Rough story ideas: Any ideas that come to me in the pre-planning stage go here. Ideas for anything at all- screenshots, scenes, lines of dialogue, anything!
.Background information to be aware of: Any relevant lore or research goes here. Sometimes I keep story research in a separate document.
. Previous story points to be aware of: Any previous characters or events to be aware of to aid in consistency.
. Current plot threads: Keeping track of plot threads that need to be resolved in some way, to help prevent plot holes.
. Character info: Character information in varying levels of depth. At this point, this usually only covers main characters.
. Character Development: This almost always changes halfway through, but this is my plan for how characters will change as the story goes on, and the events and characters that will be catalysts for that change.
. Backstory: Character backstory goes here instead, to keep things organised.
. Ideas for future chapters: Any ideas at all for upcoming chapters, no matter how vague. This also includes things that absolutely have to happen later on.
. Story ideas: Various boxes, all of which have more detailed story ideas. At the moment these are defined by specific events, and these are just for the direction of the story.
. Chapter (X): The main story planning, with one box for every chapter. This is where the story starts to be sorted by chapters as opposed to just events. Things always get swapped around during the writing process: Some things get moved until later, moved to happen earlier, or omitted/changed entirely.
The general idea as I'm going, is that each chapter has to move at least something forward. We learn something new about someone, a character's actions have changed something or caused a consequence, a character has learned something, etc. Somehow things have to be different from the beginning of the chapter to the end of the chapter and that is generally how I go about it. Whilst a lot of people frown on whole chapters that 'info-dump', for some stories it might be necessary- especially for futuristic or alternate history stories where the author will need some filling-in on the general state of this unfamiliar world.
Again, how much you want to/need to plan depends on what you're doing. Nowadays I write narratively, and the game has little bearing on the actual story.
If you're going with a gameplay or challenge-driven story you probably won't need much planning, if any at all.If it helps, it's worth doing what you can to create associations of some type within your planning- whether it's symbols, bold/italic, colour-coding, anything. That might aid you in keeping important bits of the notes tied together somehow, whether it's done by scene, character, important plot points etc.
It may help to highlight important bits as well in your word processor, so you can easily find things you know you have to go back to soon. I sometimes do this since I easily get lost in my own notes...
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Other Planning Ideas
. Starting from the end: It might be easier to go backwards if you come up with your ending before your intro. You can always start with your end point, and then figure out how you got there.
. Mind-maps: If a massive list of boxes doesn't sound ideal, it might help do a sort of mind-map or flowchart. This is better if you are the sort of person who'd rather take in small bite-sized pieces at a time. You could have one mind-map for the beginning, middle and end, and then do little branches off for different events. And then from those branches, possibly add more for other details surrounding that specific story event, or things to remember for later on down the line.
. 'Snowflake method': Put simply, it's writing down a simple plot point or idea and then continually expanding on it until it's at the level of detail you need for your plan- the way a typical snowflake's points branch out. As a random example: - Dave goes to get some cheese. - Dave has discovered a monster in his kitchen, and it demands a block of cheese or Dave's life. Terrified, Dave goes out to get some cheese to appease the monster. - A monster that can only live off of cheese is used to eating the bits of dropped cheese off Dave's kitchen floor, but Dave has decided to do more cleaning now his girlfriend is moving in. Desperate for survival, the monster has escaped its hiding place, demanding a block of cheese from Dave for its survival. If Dave does not supply cheese, he will be killed by the monster.
. 'Five-part narrative'/Pyramid: Breaking down your story into the five main parts of most stories: - Exposition: This is mainly setting up the world of your story - the setting, the main goings-on in the area, the characters we will be following throughout the story, and also the driving point which sets the main characters ahead doing plot stuff. - Rising action: The rising action is generally the part where the characters' antics, or possibly something caused by the world around them, sets stakes higher and puts more pressure on them. Perhaps the character has made a grave mistake. People could be after them. Or perhaps some kind of natural disaster has caused massive issues for the character. How will they come to navigate all of this? - Climax: The rise up to the 'turning point' or the height of the drama in your story. Maybe your character finally has some kind of breakdown, their actions have led them into the worst situation possible, but good can arise from this...or your character can just keep going down the slippery slope. - Falling Action: This is generally the process of gradually resolving all that has happened during the story. Maybe the main characters have realised their mistakes and aim to solve them, or perhaps your characters have overcome the main antagonist, or possibly made peace with them somehow. - Denouement: The resolution to the story, or at least where the characters end up. Then again, who's to say that everything will be resolved by the end if you want to make a series rather than a one-off? And who's to say the resolution will be a clean pretty one?
. For the challenge/game-driven writers: It helps to make notes of anything that happens in-game that could become a plot idea. Whether it's something from a mod, Lifestyles, Sentiments, or other autonomous actions- anything that gives you idea for a potential relationship change, conflict or story point, jot it down and maybe you can build on it later. If your Sims end up with positive or negative Sentiments for each other, then maybe it could be fun to come up with a reason why they feel that way.
My biggest piece of advice is: If you are stuck with what to do next in a story, let the game do some of the storytelling for you if you need to. Look at what happens autonomously, Likes/Dislikes, traits, anything caused by mods that add story depth to the game, Sentiments that people have for others etc. You probably even have mods that actually add some real depth to the game that you can go off of. It's a great way to help you get new ideas. It's gotten me through a lot of brick walls in the plot.
. Do not use ChatGPT or any generative AI! The whole point of creative writing is the CREATIVE part and neither of these are at all creative. Don't bother writing a story if you can't be bothered to do the writing.
. Be sure to try and use content warnings for aspects of the story that may need it. You can use the trigger tags and can warn in chapter headers. You can't catch everything, of course you can't, but it's a helpful way to help a reader decide whether or not it's worth getting into a story, or whether they may want to skip a page or chapter. My own story has a lot of potential triggers so I warn about them as much as possible.
. Portrayal is not automatically endorsement. Your story does not have to be entirely morally-pure and neither do your characters. Not every story is about the perfect people who do no wrong and somehow manage to tick every box on how to be the perfect Leftist. You also don't have to provide disclaimers on the fact you are not okay with what's being portrayed, but you can do so if you want to save your own skin.
. Do not worry too much about word counts. Some people like to keep an eye on word counts, but make sure you're not letting it dictate your entire workflow. It's great to have goals to keep you going, but to let them define your work entirely can get stressful. If you miss your goals, don't beat yourself up about it.
. Use online generators if necessary! Names, plot points, rough plot outlines, there are generators for everything online. They are there both for fun and to help you get a starting point, and you are NOT cheating for using them! No other writer ever does absolutely everything themselves. We all get ideas from somewhere, so there's absolutely zero shame in using generators for ideas and such.
. Do not get hung up on looking for writing advice. I know, I just gave my advice and yet I'm saying this! Over the years I've looked at so many writing advice blogs, and almost all of it has been useless to me in the long run. Most of my learning has been from reading others' writing, and I have also learned from other kinds of art as well- films, pictures, etc. Do not rely too much on one person's style or advice. It's no good wanting to be someone else, and take that from someone who's been super jealous of loads of creators over the years. Whether it's art or writing, I've learned more from looking at others' art than I ever have from people who've told me how to do it. On top of that, don't let others' advice dictate what you do too much. After all, people are so quick to label absolutely anything as 'bad writing' these days. Continuing on from this point...
. Do not let others' writing advice become super-strict rules. Including my own! The problem with some people and their advice, is that they tend to think their way is the only way, for everyone. And as I mentioned earlier, people are quick to slap the latest cool 'smart writer's term on anything. Remember when Mary-Sue/Marty-Stu started off as an overpowered character who never faces consequences, but then seemingly became any character with supernatural powers and/or unnatural hair and eye colours? Remember when we got taught 'said is dead' in primary school, and then authors and Internet writers suddenly became obsessed with it to the point where you were terrible for using 'said' at all?
All of those writing blogs demanding complete originality when every conceivable story is inspired by something, subconsciously or otherwise? Getting thrown overboard for using clichés? The same three authors being used as a style model? It's great to take inspiration from other people, but don't think that others' writing advice is always 100% going to improve your writing because as I have said ad nauseum throughout this whole thing- art is subjective. Even if the advice-giver is an excellent author that's been published 1205 times, that doesn't necessarily mean their way is the only way for everyone. My likes and dislikes are not ultimate. Neither are theirs, and neither are yours. Write the clichéd character, add the cool thing because it's fun, use 'said' all of the time, enjoy yourself.
. Also worth adding that just because someone writes their writing 'advice' in an incredibly harsh or 'my way is the only way' manner, it doesn't mean they're 100% right and that you should change how you do things because a bored stranger on the Internet thinks they're the last word on how to create things. You are not going to please everyone, and that's fine. And let's face it- some people are never pleased. Ever. Don’t write to please these types of people, it’s not worth it. I've come across them plenty of times in the past on creative websites, and I've fallen into the trap of trying to do what they say because they must be right, right? And really, why should I? Why should anyone?
Don't fall into the trap of feeling like you have to do what the angry man on Wordpress told everyone to do. Maybe these types occasionally have something good to share, but you should only use writing advice you find genuinely helpful to you.
. When it comes to doing research on things like stereotypes or tired archetypes / plotlines for certain marginalised groups, be aware that everyone has a different opinion on what is harmful and what isn't. You cannot write a character of any experience that every single person will agree with or consider to be a sympathetic portrayal. One man's good representation is another man's problematic.
You are also occasionally going to find some people writing these portrayal guides who will consider every experience out of their own individual one to be wrong (I've come across plenty of 'how to write autistic characters' guides where the autistic writer is convinced their experiences are the only kind of 'proper' autistic experience... and we are all very different people in reality!). Try to get a rough idea from multiple sources and go from there.
. In addition to the above: Go careful where you get your research/advice from. I will happily admit when I don't know what I'm talking about sometimes. Other people, not so much. Go careful who you choose to do any research from. On top of that, when you are looking for advice specific to a culture or identity, most of the time it's best to find things written by people who are actually a part of the group. It's good to be as thorough as you can.
. Be imperfect. No-one is a perfect writer, though some certainly think they are! Perfectionism is common, but in my opinion it holds people back a lot of the time. Don't stress too much- SimLit is meant to be a fun hobby.
. Always aim to finish your work. Even if you have to pull a plot point out of your backside to do it, try to finish everything where you can. I have only ever discontinued one story, and that was only five chapters into it. If you're having trouble, don't be afraid to leave a project for a while. I find in the meantime, I come up with new ideas. Sometimes a necessary distance to a project is needed to see it in a different light, and then any issues can be (hopefully) figured out.
. Don't get caught up in the 'reboot loop'. It's a dangerous game, to constantly want to re-do your work. I'd know - I have a personal project that's been rebooted over 10 times and still not completed that's been a work-in-progress since almost 2014. Don't get caught up in it otherwise you'll never finish anything. If there's something you don't like, assess first if it's best to just move on with the story despite it. In connection to my above point, I'd rather a story be finished badly, personally, than not finished at all.
. Do not get put off by low reader numbers or lack of comments. It's part of the creative process- either you'll get feedback or you won't. People nowadays tend to go for shorter stories either due to not having time, language barriers are also a thing that can put people off a longer prose-based story, or due to the modern age trying to make everything as succinct as possible - and like I said earlier, a lot of people are tired busy adults and likely won't have time.
Some things are also typically more niche than others.
Do not publicly whine or guilt-trip people over lack of feedback or attention. There are always going to be times where lack of attention to your work will get you down, and in my eyes, that's a good sign to take a break from it until the passion for creation comes back to you. Otherwise the story will likely suffer for it as will your wellbeing.
. Do not get put off by negative critique. Critique can be helpful, but let's face it, many people often don't know how to write a good or useful critique and a lot of people nowadays want to be a edgy, feisty caustic critic, might as well say it. Even if someone is nice about it, your first reaction might be ‘owch’.
Keep the useful critique in mind, bin the rest. You don't need to change anything about your story, at the end of the day nobody can force you to do that - but it's also not healthy to ignore absolutely all critique completely. Sometimes others' ideas can be helpful. Sometimes.
. Jarte - A free fancier version of Wordpad that I use for note-taking and plot-planning.
. My planning document and character questions linked earlier.
. MyNoise - If you like background noise to focus but music isn't for you, these are various noise machines. It includes chanting, white noise, natural sounds (thunder, rain etc), bar ambience and much more. There's an amazing selection.
. Writing Plot Prompts and Generators - A bunch of generators for plot-related events. Rough plots, possible things that could go wrong, ideas for how characters meet and general writing prompts.
. Character Generator - A bunch of character-related generators that will generate all sorts of ideas- from rough descriptions, to in-detail outlines, to causes of death, and a separate generator for ideas for LGBT+ characters as well.
. Evernote- a free (with paid options) note-taking app for mobile and for PC. It allows you to create to-do lists, clip whole web pages, screenshots, articles PDFs and bookmarks - great for storing research or other important things! You can also sync your PC notes with your mobile ones so you always have a space to dump your ideas wherever you come up with them.
. Random Town Name Generator - with some fun tidbits about town naming in general.
. Fantasy Map Generator - for the super-world-builders!
I hope this has given you something of a starting point, or has otherwise given you something else to think about. Happy writing!
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I don't think I've ever explained myself when I talk about Art.
Art in capitals, as one must write a name. Art as a concept deep written in humanity's very own soul. It's the heart of existence.
Art as a manifestation of beauty, of passion, of feelings, has the power to evoke one's own deep buried fantasies. It's unbearable, uncontrollable, and yet, it's perfectly defined in limited lines, a display of the strength of the artist over one's mind.
Is an explosion of the colours in one's heart, a bomb carefully placed in the chest, between the ribs, waiting for a moment of exaltation, a glimpse of Heaven, a glimpse of Hell, to explode and reduce one's existence as nothing but the definition of an after. After Art. After being teared open by nothing but a piece of art.
It's nothing but sounds, words, shapes, nothing but ordinary things we all experiment every. Single. Second. In a world that doesn't stops, in a mind that doesn't stops, and yet— in the hands of those who know how to work with banality, they're molded and transformed into something meaningful, important, extraordinary, and the world stops for a moment, to appreciate Art, holding breath, only to be transformed themselves into something new. In someone new.
Our bodies are catalysts of a manifestation of Art. We can act and dance and shine, under the spotlight, a million of gazes watching our naked bodies, our naked souls, and find the secret of our pure nature. See straight through the mask and find it. The lines of adoration and a tremble of the voice, and hear what's left unsaid by words. Look into the core of who I am, and find something rather horrid, terrible, nauseous, find the evidence of thoughts in our evil, wicked bodies. Or they might see nothing but themselves, a projection of a prohibited fantasy, of a denied life, and experiment the sorrows and tragedies of an impossible hero, older than time, written in Human Nature before the beginning, and through a deliberated, almost scientific method, it's extracted of people minds and showed before ourselves as a Character, an essay of a real story that will never be lived nowhere but on stage.
I've lost myself in thoughts so many times. I've disconnected myself from this world so many hours. Art lives in the realm of Dreams, as a manifestation of our most hidden impulses, impulse of love, of hate, of desire, of violence. Between Eros and Thanatos, we see Morpheus as our guide, a star to follow in deep dark nights, a light to follow in deep black thoughts, a reason to keep living, to reject the void.
Art is a reason to live. Art is a reason to die. But through Art we can see the worth of Life and the beauty of Death, the peace of Heaven and the despair of Hell, the passion of Eros and the ennui of Thanatos. Art is an accident, and yet is written in the fabric of existence itself, we only need to find its own way to travel in time, to change the space, and to write a History under its own rules.
#art#my art#writing#poems on tumblr#writers on tumblr#poetry#writers and poets#poems and poetry#original poem#writeblr#my post#nightingale's chattering
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MagiKey AU ( @quartztwst )
Magical Boy Name: Obsidian
Yuu Kinsley
Role: Guide & Weapon Forger for Magical Girls/Boys
Appearance: Yuu Kinsley gives off an air of mystery, appearing more like a refined villain than a traditional hero. His attire is elegant yet practical, adorned with dark hues accented by gold details. His defining accessory is a sapphire gem embedded in a golden key, which hangs from his weapon—a symbol of his role as a supplier and guide. His presence exudes both wisdom and an enigmatic charisma, making it difficult to discern his true intentions at first glance.
Personality: Yuu is composed, sharp-witted, and has a teasing streak when interacting with the Magical Girls/Boys. Though he is ultimately on their side, he often challenges them, pushing them to think beyond their limits. He doesn’t sugarcoat the dangers they face but provides them with the tools necessary to grow stronger. Unlike traditional mentors, he doesn’t hand them solutions—he offers weapons, both literal and metaphorical, and expects them to wield them wisely.
Abilities & Role:
Weapon Forging: Yuu has the rare ability to craft and supply new weapons for Magical Girls/Boys beyond their initial transformations. Each weapon is tailored to the wielder’s growth and potential.
Dimensional Storage: He carries an arsenal within an interdimensional space, summoning weapons as needed.
Combat Knowledge: Though he rarely fights, Yuu is more than capable in battle, often demonstrating techniques for using the weapons he provides.
Mysterious Guidance: Yuu acts as a guide, but his advice is often cryptic. He believes in letting the Magical Girls/Boys discover their own strengths rather than relying solely on him.
Weapon: A sleek, black cane with golden accents that transforms into a whip-like weapon or a blade when needed. The sapphire gem in the handle glows when magic is channeled.
Attacks
"Curtain Call"
Yuu flourishes his golden cane, and a massive theatrical stage appears beneath the battlefield. Spotlights lock onto enemies as golden chains and phantom marionette strings wrap around them. With a dramatic bow, Yuu snaps his fingers, and the stage explodes into a burst of blue and gold magical fireworks, dealing heavy damage and forcing enemies into a stunned state.
"Ring of Captivity"
Yuu spins his cane, and golden chains shoot out like a whip, binding enemies and restricting movement. If he spins the cane again, the chains tighten and drain enemy magic. He can also use this ability to swing across the battlefield like an aerial acrobat.
Ultimate Move: "Ringmaster’s Finale – The Vanishing Act"
The battlefield darkens, leaving only a glowing circus ring beneath Yuu and his enemy. Yuu tips his hat and snaps his fingers—the enemy is suddenly suspended in golden strings like a puppet.
With a dramatic flourish, he cuts the strings, causing the enemy to disappear into a burst of blue and gold mist. The enemy reappears far from the battlefield, severely weakened and dazed.
Backstory: No one knows exactly where Yuu came from or how he obtained his knowledge of magical weaponry. Some believe he was once a Magical Boy himself, while others suspect he is tied to the very forces that created them. He never confirms nor denies any theories, leaving his past shrouded in mystery. What is certain is that when a Magical Girl or Boy reaches a turning point, Yuu Kinsley is there, offering them the weapon they need to face what lies ahead.
Yuu Kinsley’s Weapon Creation Process
Yuu doesn’t just hand out pre-made weapons—each one is forged through a process deeply tied to the Magical Girls/Boys themselves. His method is a mix of magic, alchemy, and an almost supernatural understanding of his clients' potential.
1. Understanding the Wielder
Before creating a weapon, Yuu evaluates the wielder’s growth, emotions, and struggles. He doesn’t simply hand them what they want—he gives them what they need. Sometimes, this involves putting them through a challenge or making them realize a hidden aspect of themselves before crafting a weapon that suits them.
"You think you need a sword? No, what you need is a chain. Something flexible, something that matches how you move."
"Your power isn't about brute force. A spear will only slow you down. Let’s try something faster."
2. Gathering the Essence
Rather than using ordinary materials, Yuu crafts weapons using a mix of magical essences. These can include:
The wielder’s emotions: Frustration, hope, fear, or determination—strong feelings leave an imprint on their weapon.
Residual magic: Traces of the wielder’s power or the energy of past battles.
Rare materials: Yuu collects unique items from different dimensions or fallen enemies, reforging them into something new.
If the wielder has a deep connection to an item (a broken heirloom, an old weapon, a keepsake), he might use it as a core ingredient.
3. Forging the Weapon
Once Yuu gathers the necessary materials, he forges the weapon using a pink whip—an artifact that unlocks the potential within materials and reshapes them into powerful forms. The forging process is part alchemy, part magic, and part raw energy manipulation.
Some weapons are hammered into shape, glowing with energy as he tempers them.
Others form in mid-air, shaped by the wielder’s emotions and his magic.
Some weapons "choose" their wielder, resisting being used until they are ready.
Yuu often warns that wielding a new weapon means accepting a new part of oneself. If a Magical Girl/Boy isn’t ready, the weapon might reject them.
4. Bonding with the Weapon
Once the weapon is complete, Yuu doesn’t just hand it over—he makes the wielder earn it. Sometimes this means proving they can wield it properly, while other times, the weapon must be “awakened” by accepting a truth about themselves.
"This isn’t just metal. It’s part of you. If you hesitate, the blade will break."
"You wanted strength, but strength isn’t just about power. Let’s see if you understand that now."
When the wielder finally claims the weapon, it becomes a seamless extension of their power, allowing them to evolve in battle.
Yuu never makes the same weapon twice. Each one is unique and deeply personal to the wielder. Some weapons can evolve further as their owner grows, while others are temporary tools meant to teach a lesson.
Extra Info
Due to bring well-trained in Capoeira, Hapkido, Wing Chun and Tai Chi, even if he loses his weapon, he's not afraid to use his martial arts training to get it back.
Crowley had deemed him a villian due to Yuu swatting him out of his house like he's an overgrown fly with a roll of newspaper.
Shinii has failed multiple times to get his MagiKey and information about the magical girl/Boy weapons he makes.
It is rumored that he has two keys, one for his standard and the other is for his weapon making magic. (This is False)
Yuu doesn’t hate the idea that love, hope, and friendship can empower someone—he just thinks it’s a half-truth. Emotion can fuel a fighter, but without skill, discipline, and the right tools, it’s meaningless.
Yuu doesn’t believe in one-size-fits-all solutions. He tailors weapons to each person, ensuring they match both their combat style and personal growth.
Most Magical Girls/Boys are given weapons and expected to just figure it out. Yuu finds that ridiculous. A weapon is an extension of the body—it needs training.
Yuu ensures that the weapons he forges are tangible expressions of the wielder’s growth, not just some convenient plot device that appears when they believe hard enough.
Yuu respects the courage and strength of MagiKey Girls/Boys, but he doesn’t believe in relying on vague concepts like “love” or “friendship” alone.
Yuu considers himself a necessary presence because most magical girl systems (cough, cough Crowley cough) are terrible at explaining how weapons actually function.
Unlike the vague transformations that just “grant” skills, Yuu actually teaches inexperienced Magical Girls/Boys how to wield their weapons effectively. He makes sure they know the mechanics of what they’re using so they don’t become dependent on blind luck.
Occasionally, he’ll set up challenges for Magical Girls/Boys, forcing them to think outside the box.
His main love interest is Skully J. Graves, a MagiKey Halloween villian of October.
Yuu/Obsidian Status
Mental/Emotional State: ★★★★☆
Yuu is making weapons for Magical Girls/Boys, he can't afford to be emotionally compromised unless the situation calls for it.
Physical Strength: ★★★★★
He knows Capoeira, Hapkido, Tai Chi and Wing Chun, so he's pretty stronger than the average person.
Stamina: ★★★★☆
It's not that he doesn't have higher stamina or anything, he just prefers to spend his time making weapons or helping others figured out their new weapons. Longer fights do not drain him quickly.
Strategy:★★★☆☆
It's not that he isn't smart, he just prefers someone else planning than his own since he's usually involves using the weapons more lethal ways than others.
Strengths: Yuu is very good at being logical and training people into hand to hand combat and can endure a lot of fight.
Weaknesses: Yuu isn't a very good strategist in battle, he knows lethal should be the last resort, but sometimes he feels if a villian does enough damage, they should be put down.
Q&A
1. How does it feel to be a MagiKey user?
Yuu: "Honestly, it is a little overwhelming being relied on by other MagiKey Girls/Boys for new weapons. I even have a few MagiSword Boys/Girls asking for different weapons."
2. How popular are you in MagiKey rankings?
Yuu: *shrugs* "I don't really pay attention to that too often."
3. Which MagiKey would you rather have than your own?
Yuu: "Apple ( @slumberingrose-fandom ), her abilities are most useful in battle plus she genuinely has a good heart and wants to protect people."
4. Why did you become a MagiKey user?
Yuu: *smirks* "This stupid crow just left my key on my desk after I swatted it like a fly."
5. How long have you been in MagiKey?
Yuu: "I'm sixteen now, so about four years now."
6. What is their motivation to keep being a magical user?
Yuu's main motivation was to protect people from corrupt MagiKey/MagiSword user. His second motivation is to get back former MagiKeys from Shinii to gift them to their original owners.
7. How are they usually in a battle?
Yuu kinda treats it like a performance. If I could describe it, it'll be similar to Aventurine and Sparkle from Honkai Star Rail.
8. How are their daily lives?
Yuu actually works in performance and musical theater. He wants to be a fine arts major with a minor in fashion design.
9. What is their opinion on other MagiKey users in general?
Yuu thinks very highly of the other MagiKey and MagiSword users. He believes they are chosen for a purpose despite the high risk.
10. What are your OC's struggles as a MagiKey user?
Yuu struggles with reclaiming the weapons of dead MagiKey Users, he prefers burying it with the former user but often just takes them with him. He worries that someone will try to use their magical weapon for evil or just sell it to someone who can use it. Yuu usually leaves them with the older MagiKey users and staff for protection.
11. What is their favorite color?
Yuu's favorite is Black and Gold
Outfit:

Yes, he does wear the masks and uses a cane as his main MagiKey weapon
A more in depth thoughts about the others will be posted soon.
#twisted wonderland#twst#twisted wonderland yuu#twst yuu#disney twisted wonderland#magikey au#twst au#Yuu Kinsley#twst oc#twst yuusona#yuusona
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Character Sheet Template
Basic Information
Name (aliases, nicknames etc.): Explain the significance or origin of their name. Do they have a story behind a nickname?
Age: How does their age affect their worldview and behavior?
Gender: How do they identify and how does that shape their experiences?
Place of birth: How has their birthplace influenced their personality and opportunities?
Residence(s): Where have they lived, and where do they live now? What does their living space look like? Describe their present accommodations.
Ethnicity: How does their ethnic background influence their interactions and experiences?
Culture: What cultural values do they uphold? Have they faced any cultural conflicts?
Occupation(s) or specialties: What are the specific duties or skills in their job? How do they feel about their work?
Socioeconomic status: Has their economic background influenced their opportunities and personality? Has their status changed over time?
Appearance
Defining facial features: What do these features say about their character? How would a friend describe them? An enemy?
Height, build, body type: How do they feel about their physical appearance?
Mannerisms and gestures: How do they express themselves physically? Are these mannerisms a result of their background, or personal quirks?
Style: How does their style reflect their personality or status?
Dress: Do they dress differently for different occasions? How do they choose their clothes?
Accessories: Are there any accessories they never leave home without?
Other visual features: Do they have scars, tattoos, or other unique markers?
Personality
Defining traits: List of traits and attributes. What are the origins of these traits? Have they changed over time?
Personality type: MBTI, Enneagram, astrological sign, etc.
Archetype: Which common tropes do they exhibit?
Strengths and weaknesses: How do their strengths help them achieve goals? How do their weaknesses hinder them?
Flaws: How do their flaws affect their relationships and decisions?
Beliefs and spirituality: Do they believe in a higher power?
Morals and values: What events shaped their outlook on life?
Hopes and dreams: What steps are they taking towards these dreams? What obstacles stand in their way?
Skills: Which skills are they most proud of? Are there any skills they wish they had?
Interests or hobbies: How did they encounter their interests? How do others react to them?
Powers (if any): What are the limits and costs of their powers? How do they balance them with “normal” life?
Intimacy: How do they feel about physical intimacy? Emotional intimacy? Have they ever been in love?
Tastes and preferences: How do their preferences shape their daily choices?
Fears, phobias, or prejudices: How do they cope with their fears? Have they tried to overcome them?
Contradictions: How do they reconcile these contradictions, if at all?
Pet peeves: How do they react when annoyed?
Habits and quirks: Are their quirks known to others, or are they hidden?
Focus and obsessions: When did they acquire this focus? Do their obsessions cause problems or provide solutions?
Possessions of value: What sentimental items do they keep and why?
Health: Do they have any illnesses or conditions?
What they like about themselves: How do these positive aspects help them in difficult situations?
What they dislike about themselves: How do these negative aspects create internal conflict?
What they admire in others: What traits or worldviews do they consider positive? What makes them notice somebody?
What they dislike in others: What traits or worldviews rubs them the wrong way, and why?
Relationships
Family or guardians: How has their relationship with family members/caregivers shaped their personality?
Found family (if applicable): What binds them together?
Pets: What are their pet's personalities?
Friends: How did they meet these friends? What are their strongest memories together?
Allies and enemies: How did they gain allies and make enemies?
Past and current partners/love interests: Have they ever been in love? Describe any partners through the character’s eyes.
Mentors and confidants: How have these figures influenced their decisions and growth?
Heroes: Do they have idols, or someone to look up to? Which behaviors or traits influenced them the most?
Trust: How did they come to trust or distrust these individuals?
Background
Upbringing or parenting style: How did their childhood experiences shape their current behavior?
Formative memories: Which memories are most vivid for them, and why?
Education: How do they view their educational experiences? What subjects did they find fascinating, and which did they hate?
Major life events: How have these events redirected their path?
External experiences: Have any world events, conflicts or changes affected them?
Accomplishments: What achievements are they most proud of?
Failures: How have their failures impacted their self-esteem and future decisions?
Disappointments: How do they cope with disappointment? Have they learned from it?
Motivations
Goals: What short-term and long-term goals drive them?
What do they want?: How do their desires align with their goals?
How do they try to get it?: What strategies do they use to achieve their goals?
What happens if they do/don't succeed?: How do they handle success or failure?
Internal conflicts: What are their inner struggles and how do they manifest?
External conflicts: Who or what stands in their way, and how do they deal with these obstacles?
What are they trying to hide?: Why are they hiding this aspect of themselves? How would they manage its exposure?
How do they wish to be perceived?: How do they work towards this perception?
What are they proud of?: How does this pride influence their actions?
What are they ashamed of?: How does this shame affect their decisions and relationships?
What do they regret?: How do their regrets shape their present actions?
What is their legacy?: What impact do they hope to leave behind?
Communication Style
Language(s) spoken: How proficient are they in each language? Do they switch languages in different contexts?
Literacy: Are they good with words, or do they struggle to get their point across?
Accent: How does their accent influence others' perceptions of them?
Vocabulary and cadence: What unique speech patterns do they have?
Common turns of phrase or catchphrases: Are they funny, morose, profane, etc.? How do others respond to them?
Emotional range: How does their communication style change with their emotions?
Body language: What are their most noticeable non-verbal cues?
Visual cues or “tells”: How do others read their true feelings?
Style of humor: What type of humor do they prefer, and how do they use it in various interactions?
Emotional range
How do they display and react to...
Affection:
Joy:
Sadness:
Fear:
Surprise:
Anger:
Disappointment:
Praise:
Criticism:
Irritation:
Antagonism:
Attacks:
Sources: 1 2 3 4 Writing References: Plot ⚜ Character ⚜ Worldbuilding
#character development#character building#writeblr#writing reference#spilled ink#dark academia#creative writing#template#original character#writing inspiration#writing ideas#light academia#literature#writers on tumblr#poets on tumblr#writing prompt#poetry#edmund blair leighton#writing resources
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Why the gender is vibes
A thought
The thing about nonbinary gender identities is that "nonbinary" isn't a single gender identity. It's a category that contains a likely infinite list of different identities, which have only a single factor in common- not being male or female. Turns out that nonbinary isn't the "secret third option" so much as it is "all of everything that isn't in these two categories."
It's like if you were making a list of all the animals on Earth and said "There are seagulls, and there are whales, and then there's also everything else."
I think this explains why being nonbinary can mean such totally different things to different people, and why so many enbies describe their gender identity purely through vibes. It's why you have people say they feel like they're "clown gender" or "a blue space alien" or "this aesthetic image of colorful sand dunes in the desert."
Sometimes I imagine a world with totally different gender categories from our own. A world in which the genders are something like xemale, umale, and enmale. All of society would be structured around these three genders, and only these genders would have names. People we would in our world define as male or female would become nontrinary in this world. Without a name to call themselves, they'd have to resort to vibes too. Commenting under a picture of a garden, or a dollhouse, or a long skirt with "That's it, that's the gender." Being asked what their identity is and shrugging, saying "Picture a really muscular dude chopping wood in the forest, I guess? Like that." People might laugh and say, "They identify as a lumberjack! Don't be silly, that's not a gender!"
And no, lumberjack isn't a gender. But if someone doesn't have a word that describes their gender identity, vibes might be the only way they have to communicate what they're feeling.
I don't think the solution here is to give every possible identity a name though. That would be like trying to name every grain of sand on the beach. There are too many. A lot of people would probably object to having another strictly defined label slapped on them in general, as well.
I feel like the answer is, like always, to be more understanding of each other. To understand that when someone says "This hairstyle is so gender" they don't literally mean "I identify as a mullet." They're just doing their best to communicate the feeling of a concept with no name- which is awesome btw. That's like having a mantis shrimp explain to you what it's like to see colors your human eyes are incapable of perceiving. Rad as all heck, fill my mind with concepts that would otherwise be beyond my limited understanding.
#nonbinary#gender#I'm partial to “blue space alien” myself#which sounds dumb initially but like#The idea of a being that is from another planet and thus completely unrelated to our human understanding of gender#and it doesn't matter if the alien presents in a way people think is feminine or masculine#because the alien is from another planet with weird alien genders unrelated to either of those things#They are simply their own self and nothing else#and any label we applied to them would be understood as simply for ease of communication#not accurate to what they truly are#Funny jesters stole my gender and I never bothered to go ask for it back
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If you were an a-spec exclusionist (or even "neutral") in the 2010s on Tumblr, if you remember laughing at "cringe aces," and have since come around to realize "hey that was kinda shitty, obviously aces and aros are queer," then you've obviously taken a huge step forward. But if you haven't actually evaluated what subtler forms of aphobia look like, and unlearned those too, then you absolutely need to do that, or else internalized biases will persist in this community that make a-specs feel unsafe.
The most rampant and insidious type of aphobia on Tumblr in the past few years hasn't been about explicitly saying you hate/want to exclude asexuals. Aphobes themselves say they've moved on from "discourse blogs," now preferring to make superficially "normal" posts with subtle aphobic dogwhistles, and people who don't consider themselves "exclusionists" still pass those dogwhistle posts around! And sometimes, "subtle" is giving the aphobes way too much credit, because a-spec terminology and microlabels are still constantly mocked, and used as punchlines.
Below, I've linked a variety of posts about what aphobia looks like, what commonly misunderstood/mocked a-spec terminology really means, and how a-spec people differ from common stereotypes and misconceptions. I don't expect everyone to read every one of these posts. There are some long ones. But I know Tumblr would be a significantly less hostile experience for a-spec people if everyone unlearning aphobia looked at, and reflected critically about, at least a few.
Subtle Aphobia; A-Specs and Sex Positivity
[Plain text: "Subtle Aphobia, Aces and Sex Positivity."]
Sex Repulsion Vs. Sex Negativity - Know the Difference
“Anti-Sex” and the Real Sexual Politics of the Right (Spoiler alert: religious purity culture is not "anti-sex." Rather, it's actually opposed to sexual autonomy.)
Acephobia and Ableism, Queer Social Spaces "Discourse"
Common Modern Aphobia, Critical Thinking Questions About "Cringe" Ace Posts on the Dashboard
"Virgin" as an insult just perpetuates sex negativity
Tumblr polls as harassment bait
Hey, What Do Those Terms We Mocked Actually Mean?
[PT: "Hey, What Do Those Terms We Mocked Actually Mean?"]
Origin, Use, and Etymology of "Allosexual"
Why "Queerplatonic" Doesn't Have a Set Definition, and Why That Matters (from the actual people who coined it!)
"Queerplatonic is to relationships what nonbinary is to gender"
"Amatonormativity" as Defined by Dr. Elizabeth Brake
Amatonormativity Affects More Than Just Aces and Aros
On mocking people's labels — "I want to limit your ability to communicate"
Masterpost of A-Spec Readings
Aromantic Allosexuals (Yes, Including Men)
[PT: "Aromantic Allosexuals (Yes, Including Men)"]
"Aroallos are often treated as inherently "more sexual" than other allosexuals. Here's why that assumption happens, and why it's bullshit."
Romantic Attraction Is Not Required To Respect Women
You can't support aroallos without unlearning sex negativity
Further Readings on Aphobia
[PT: "Further Readings on Aphobia"]
The problems with "Asterisk Acceptance"
"Aces are Valid" doesn't cut it
Compulsory Sexuality Is An Issue For Everyone
When sex-positivity in fandom swerves into compulsory sexuality and othering aces. (This is the only "fandom"-adjacent post I'm linking, but doing so because 1. I know the demographics of this site, and 2. this post is so well-put that its point is generalizable to non-fandom topics too.)
Aphobia Was Bad, It Was Bigotry, It Was Part of the TERF Pipeline
Bi person discusses parallels between aphobia and other queerphobia
Bi and trans person discusses parallels between aphobia and other queerphobia
Asexual Women of Color Navigating White Patriarchy
"Trauma is not a factor by which queerness should be measured" - excerpt from Refusing Compulsory Sexuality, and related discussion
Arophobia: "You say you accept aromanticism, but..."
A-Spec Experiences Growing Up in Purity Culture Religions
"The World is Not Made For Single People"
Asexual Theory Masterpost
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Understanding the 3D vs. 4D: The Shift Between Realities
Shifting is often described as the act of moving between realities, but the process is more complex than simply changing locations or environments. The distinction between 3D and 4D is not only significant in terms of the worlds themselves, but also in how we experience and perceive reality. Understanding this difference is crucial for anyone who is serious about shifting, as it unveils a deeper layer of reality that has the potential to change our understanding of existence itself.
The 3D World: Linear Time and Physical Constraints
To begin understanding the shift between 3D and 4D, it’s important to first grasp what the 3D world represents. The 3D realm is the reality most of us are familiar with, where we experience time, space, and matter in specific ways. Time in the 3D world is linear. It moves from past to present to future in a steady, measurable progression. Days, hours, and minutes dictate our lives, and every event follows a particular order. We are bound by the laws of physics that govern space—our physical movements are restricted to three dimensions (length, width, height), and our senses are designed to interact with the world in tangible, touchable ways.
In the 3D world, cause and effect are clearly defined. The events we experience follow a clear timeline—what happened yesterday can’t happen tomorrow, and what will happen in the future hasn’t occurred yet. This world operates on limitations, both physically and mentally, with space and time as constant forces shaping our experiences. Our bodies are subject to aging, our thoughts follow a rational progression, and our reality is defined by what we can see, hear, touch, and measure. Even the most abstract thoughts we have are contained within the structure of time and space.
This strict framework shapes how we live and understand the world. However, for those who wish to shift, this understanding of reality becomes a constraint. The 3D world, with its linearity and physical boundaries, is only a small piece of the larger, more expansive universe. To move beyond it, one must explore the possibility of stepping out of these limitations, to see beyond the veil of time and space.
Entering the 4D: A Higher-Dimensional Experience
When we shift to a 4D reality, we step into a world that is far more fluid, flexible, and expansive. The concept of the 4D world challenges everything we know about time and space. In this realm, time is no longer linear. Instead of being confined to a steady progression from past to future, time becomes malleable. It can bend, overlap, and occur simultaneously in multiple instances. Imagine being able to experience all moments at once—not just reliving the past or seeing the future, but understanding them as layers that exist together. This is what 4D time offers: the freedom to see time as an interconnected web, rather than a straight line.
The experience of space in the 4D realm is also radically different. While 3D space is fixed and measurable, 4D space allows for an expansion of what is possible. In the 4D world, the concepts of height, width, and depth can intertwine in complex ways. It’s not just about moving in three directions, but about perceiving multiple realities simultaneously. Imagine being able to see through objects, or being aware of a multitude of parallel universes at the same time. Movement in the 4D world is fluid and can happen across multiple dimensions at once, allowing for experiences that are not possible in our 3D understanding.
Perhaps the most profound aspect of the 4D world is the way beings in this realm interact with time and space. In 3D, we are restricted by physical boundaries, but in 4D, beings are able to transcend these boundaries. They might be able to experience events as they unfold across different moments in time, or even affect the timeline itself. A 4D being might be aware of their past and future in ways that 3D beings cannot comprehend, able to manipulate time to create change or prevent events from occurring.
Shifting Between Realities: A Bridge Between Worlds
So, how do we shift from the 3D world to the 4D? The transition between these realities is not as simple as stepping into another physical location—it’s about shifting the way we perceive and understand reality itself. To move from the linear, tangible experience of the 3D world into the expansive, fluid world of the 4D, we must first break free from the mental constraints that hold us in the 3D. This means shedding our reliance on linear time and physical limitations. Shifting into the 4D requires expanding consciousness beyond the familiar boundaries of space and time.
One way to approach this shift is by deepening our awareness of the non-linear aspects of existence. In the 3D world, we are trained to think in terms of time as a sequence, with one event leading to another. But in the 4D, time is not experienced in this rigid way. It is important to let go of our dependence on time as we know it and embrace the idea that past, present, and future can coexist, interweaving to create a reality that is far richer and more dynamic.
The key to shifting into a 4D reality is trust and letting go. Trust in the fluidity of existence. Trust in your ability to transcend the 3D constraints. As you begin to shift your perception, you may start to notice subtle changes in the way you experience time and space. These changes might feel disorienting at first, but with practice, they become more natural. Shifting into a 4D reality means stepping into a new way of being—one where time is an expansive force, and space is a fluid, interconnected experience.
The Implications of 4D Shifting
The deeper implications of shifting into the 4D realm are profound. Moving beyond the limitations of 3D opens up possibilities that are difficult to fully comprehend. In the 4D world, time is no longer a prison but a canvas. The way we experience our lives, the world around us, and even our interactions with others can be altered in incredible ways. It’s not just about physical space and objects—shifting into the 4D realm can alter how we perceive ourselves, our identity, and our place in the universe.
By shifting to the 4D, we become more aware of the interconnectedness of all things. We begin to understand that every choice we make ripples through time, and every moment is part of a greater whole. It’s a humbling and empowering experience, one that transcends the linear, finite boundaries of our 3D world.
Conclusion: The Next Step in Our Evolution
In the end, the shift from 3D to 4D is not just a physical relocation—it’s a journey of consciousness. It’s about transcending the limitations of time, space, and perception to embrace a greater understanding of existence. The 4D world is where time and space become fluid, where realities intertwine, and where we begin to understand our place in the cosmos on a much deeper level.
For those who are ready to explore the higher dimensions, shifting between the 3D and 4D is a way to unlock the full potential of reality. It’s an invitation to leave behind the constraints of the physical world and explore the infinite possibilities that exist in the realms beyond. With each shift, we step closer to understanding the true nature of existence—and perhaps, even the nature of time and space itself.
#reality shifting#shiftblr#shifting blog#shifting community#permashifting#shifters#shifting reality#shifting motivation#shifting consciousness#shiftingrealities#4d reality#desired reality#imagination is reality#shifting realities#reality shift#respawning#3d reality#waiting room#shift blog#shiftinconsciousness#shifter#black shifting community#shifting backstory#black shifter#black shifters#shifting#shifting methods#shifting antis dni#shifting diary#anime shifting
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Hi!! How are you:)? I hope you're doing okay! Can i request wind breaker boys (BOFURIN) with a crush that is super sweet (the sweetest in the town) who's also shy? + super oblivious and stupid when the topic is about romance? :3?
Character with dense!reader (BOFURIN)

Haruka Sakura
Whenever you would say fairly stupid things, you didn't understand why he would get all red and quiet out of nowhere. He is aware of your air-headed skull and tries to help you exist in general, but when you're saying things about how cute he is, you end up standing there with question marks clouding your head when he starts to childishly insult you.
He always claims it's a drag whenever he has to look out for you in case you end up setting a car on fire, but something that he was able to figure out is the only time you end up getting embarrassed is if romance is ever brought up.
The little moments when you realize the space between you and him is closing up a little too fast for your liking makes you start stuttering, asking him what he wants, and the way your eyes flicker everywhere in the room made him surprise that you were equally as awkward as him. He doesn't take advantage of the fact that when you're shy, but there is a part of him where he finds that side of you to be cute.
Hajime Umemiya
He thinks you're adorable.
The first time he met you, he didn't actually think you were serious about your rambles whenever you opened your mouth and said something diabolical and went about your day. However, when he realized it wasn't a joke, it took him a few days to understand that everything you've said, you meant it with 100% honesty.
You never understand any hints that people drop, and he is usually the one to break it down for you; otherwise, if it was another person, they may or may not have mauled you in the face for having to repeat themselves four times already. Hajime knows how to be patient, and it's very rare where he gets upset at your stupidity.
Aside from looking out for you, one thing that intrigues him is the way your behavior only changes when you find yourself trapped in a heated situation. It was a complete accident when he made you blush the first time; he was keeping you close to his body in a secluded area and told you to keep quiet. The moment he released you, he was shocked to see how you couldn't look him in the eye, the way your body grew hotter, and the way you refrained from speaking for a specific amount of time.
He found it odd that you got shy around him if all people. He doesn't try to make anyone nervous by any means, but the way you looked and the way you fell apart in his hands, he thinks about that from time to time and has intrusive thoughts to see you like that again.
Toma Hiragi
He wants to kill you. The majority of his time spent with you, he does enjoy your presence with him and the way you make him feel whenever you're spending time with each other. Despite those times, the other half spent is him growing white hairs because of your irrational decision making.
He doesn't mind seeing you mess up every once in a while; sometimes, he does that on purpose so you end up learning from your mistakes and afterwards helps you.
He still jokes around and treats you almost the same way he treats his closest friends (Umemiya), but even so, he has to set limitations to you because you somehow ended up being denser than his best friend.
It took him a while to notice that the only time your mood would shift was whenever something made you shy. He didn't notice it due to it mostly being out in public together, and he ends up rushing you to hurry up and follow him. But one day, when you went over to his house for the first time and you watched him take off his leather jacket revealing his well-defined back, began to remove his silver rings and lazily place them down on his desk, and cracked his neck to scavenge through his drawers to find you a shirt to wear somehow made you grow nervous.
You sat on your bed awkwardly watching him reach out one of his shirts that seemed way too oversized for your body, and when he called out your name, he noticed the way you jumped at him with wide eyes and blush covering your cheeks. He was a bit curious as to why you were so on edge all of a sudden until he came to terms it was generally because of him.
He kept it a secret from you that he knew he could make you nervous, and since then, he's sometimes used that as an advantage to make you listen to him...
Mitsuki Kiryu
A terrible influence. It's not that he influences you to take life risks, but he does influence you to continue with your stupid decision-making. He purely does it for a part of his entertainment but will also go out of his way if he thinks it's a bit too far and dangerous.
He's found mobile games as an outlet to put his boredom, however once he found you, there was a slight decrease in his screentime when you two started to grow close. Eventually, his screentime lowered drastically when you became the closest person in his life.
He wasn't aware of a specific trait of yours of growing shy whenever romance popped up. You two left a fast-food restaurant after grabbing a quick bite and walked down the street with drinks in your hand as you continued talking with him. After walking for a bit, two unfamiliar girls came up to the both of you and asked for his number.
During that moment, you stood there awkwardly as you watched him blink at the two girls you didn't recognize. If you were being honest, a tint of an unknown feeling lingered in your gut when you saw him smile at them. However, before giving him his number, he shot a glance at you making you widen your eyes when he caught you staring. You immediately looked away and even twisted your body slightly, moved away from him. In that moment, he couldn't care less about those girls in front of him because as soon as he saw you change moods for the first time, he worried if he had upset you.
Afterward, he understands that you were just shy since you weren't very fond of romance, but when he gains that piece of information about you, he doesn't know if he should abuse that power or not to see if you'd crumble in his hands if he ever made a move on you.
Hayato Suo
Surprisingly, he handles you very well. Hayato is known to look out for others while maintaining a devious side of his that he likes to reveal every once in a while (or more than). He oddly knows how to handle chaotic people better, rather than nonchalant individuals.
He genuinely enjoys spending time with you, even if you'd probably end up going to jail one way or another, he still steps in for you whenever you go a little too far. If it weren't for him, you'd probably be homeless living under a cardboard box.
He lets you do whatever you please, but he will stop you the moment he senses something will go wrong, even before you think of that decision. He somehow can pinpoint the things you think before you get to say them.
He doesn't exactly know you get shy whenever something romantic comes up until you ended up watching a romance film with him at his house. He invited you over for a hangout, and you two decided to watch a Chinese drama because he wanted to learn the language better by not reading the Japanese subtitles. He ended up putting it on anyway so you could at least enjoy the movie too.
It was late at night, and he noticed after thirty minutes into the movie, you stopped speaking and eventually grew quiet. Something he wasn't used to. So when he takes a glance at what you're doing, he scans the way your face almost seemed lost and sweaty, and the way your breathing went rugged, making your chest fall up and down quicker than usual. He paused the movie and asked if you were okay and turned on the switch when he noticed you were even redder in better lighting.
Ever since then, he's quickly learned that your mood only changed if something falls into the category of romance. He doesn't go out of his way to embarrass you over that, but he does keep it in mind and he's found out he can use that tactic as a way to get you to listen to him better.
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