#modern mai would be a art major
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firemaition · 1 year ago
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headcanon that mai is actually like amazing at art and she becomes famous not only bc she’s firelady but bc of her paintings of izumi and zuko and the whole gaang
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onelastkiss4you · 22 days ago
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Dragon Age: The Veilguard Just Went From A Good RPG To One Of BioWare’s Most Important Games
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In light of BioWare scattering some of its most foundational veteran talent to the winds, Dragon Age: The Veilguard sure reads like something made by people who saw the writing on the wall. The RPG leaves off on a small cliffhanger that could launch players into a fifth game, but I’m skeptical that we’ll ever get it. The quickness with which publisher Electronic Arts gutted BioWare and masked it with talk of being more “agile” and “focused” shortly after it was revealed The Veilguard underperformed in the eyes of the power that be makes me wonder if BioWare was also unsure it would get to return to Thedas a fifth time. Looking back, I’m pretty convinced the team was working as if Rook’s adventure through the northern regions of this beloved fantasy world might be the last time anyone, BioWare or fan, stepped foot in it. But that may have only made me appreciate the game even more.
Yeah, I might be doomsaying, but there’s a lot of reasons to do so right now. The loss of talented people like lead writer Trick Weekes, who has been a staple in modern BioWare since the beginning of Mass Effect, or Mary Kirby who wrote characters like Varric, the biggest throughline through the Dragon Age series, doesn’t inspire confidence that EA understands the lifeblood of the studio it acquired in 2007. The Veilguard has been a divisive game for entirely legitimate reasons and the most bad-faith ones you can imagine on the internet in 2025, but my hope is that history will be kinder to it as time goes on. 
A Kotaku reader reached out to me after the news broke to ask if they should still play The Veilguard after everything that happened. My answer was that now we are probably in a better position to appreciate it for what it was: a (potentially) final word.
The Veilguard is just as much a send-off for a long-running story as it does a stepping stone for what (might) come. Its secret ending implies a new threat is lurking somewhere off in the distance but by and large, The Veilguard is about the end of an era. BioWare created an entire questline essentially writing Thedas’ history in stone, removing any ambiguity that gave life to over a decade of theory-crafting. As a long-time player, I’m glad The Veilguard solidifies the connective tissue between what sometimes felt like world of isolated cultures that lacked throughlines that made the world feel whole. But sitting your cast of weirdos down for a series of group therapy sessions unpacking the ramifications of some of the biggest lore dumps the studio has ever put to a Bluray disc isn’t the kind of narrative choice you make if you’re confident there’s still a future for the franchise. 
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Unanswered questions are the foundation of sequels, and The Veilguard has an almost anxious need to stamp those out. Perhaps BioWare learned a hard lesson by leaving Dragon Age: Inquisition on a cliffhanger and didn’t want to repeat the same restriction. But The Veilguard doesn’t just wrap up its own story, it concludes several major threads dating back to Origins and feels calculated and deliberate. If BioWare’s goal with The Veilguard was to bring almost everything to a definitive end, the thematic note it leaves this world on acts as a closing graf summing up a thesis the series hopes to convey.
Pushing away the bigotry that has followed The Veilguard like a starving rat digging through trash, one of the most common criticisms I heard directed against the game was that it lacked a certain thorny disposition that was prevalent in the first three games. Everyone in the titular party generally seems to like each other, there aren’t real ethical and philosophical conflicts between the group, and the spats that do arise are more akin to the arguments you probably get into with your best friends. It’s a new dynamic for the series. The Veilguard doesn’t feel like coworkers as The Inquisition did or the disparate group who barely tolerated each other we followed in Dragon Age II. They are a friend group who, despite coming from different backgrounds, factions, and places, are pretty much on the same page about what the world should be. They’re united by a common goal, sure, but at the core of each of their lived experiences is a desire for the world to be better.
This rose-colored view of leftism doesn’t work for everyone. At its worst, The Veilguard can be saccharine to the point of giving you a cavity, which is far from what people have come to expect from a series in which Fenris and Anders didn’t care if the other lived or died. It also bleeds into a perceived softening of the universe. Factions like the Antivan Crows have essentially become the Bat Family with no mention of the whole child slavery thing that was our first introduction to them back in Origins. The Lords of Fortune, a new pirate faction, goes to great lengths to make sure you know that they’re not like the other pirates who steal from other cultures, among other things. I joked to a friend once that The Veilguard is a game terrified of getting canceled, and as such a lot of the grit and grime has been washed off for something shiny and polished. 
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That is the more critical lens to view the way The Veilguard’s sanitation of Thedas. To an extent, I agree. We learned so much about how the enigmatic country of the Tevinter Imperium was a place built upon slavery and blood sacrifice, only for us to conveniently hang out in the common poverty-stricken areas that are affected by the corrupt politics we only hear about in sidequests and codex entries. But decisions like setting The Veilguard’s Tevinter stories in the slums of Dogtown gives the game and its writers a place to make a more definitive statement, rather than existing in the often frustrating centrism Dragon Age loved to tout for three games.
I have a lot of pain points I can shout out in the Dragon Age series, but I don’t think one has stuck in my craw the way the end of Anders rivalry relationship goes down in Dragon Age II. This is a tortured radical mage who is willing to give his life to fight for the freedom of those who have been born into a corrupt system led by the policing Templars. And yet, if you’ve followed his rivalry path, Anders will turn against the mages he, not five minutes ago, did some light terrorism trying to free. In Inquisition, this conflict of ideals and traditions comes to a head, but you’re able to essentially wipe it all under the rug as you absorb one faction or the other into your forces. So often Dragon Age treats its conflicts and worldviews as toys for the player to slam against one another, shaping the world as they see fit, and bending even the most fiercely devoted radical to your whims. And yes, there are some notable exceptions to this rule, but when it came to world-shifting moments of change, Dragon Age always seemed scared to assert that the player might be wrong. Mages and Templars, oppressed and oppressors, were the same in the eyes of the game, each worthy of the same level of scrutiny.
Before The Veilguard, I often felt Dragon Age didn’t actually believe in anything. Its characters did, but as a text, Dragon Age often felt so preoccupied with empowering the player’s decisions that it felt like Thedas would never actually get better, no matter how much you fought for it. While it may lack the same prickly dynamics and the grey morality that became synonymous with the series, The Veilguard’s doesn’t just believe that the world is full of greys and let you pick which shade you’re more comfortable with. It’s the most wholeheartedly the Dragon Age universe has declared that the world of Thedas can be better than it was before.
Essentially retconning the Antivan Crows to a family of superheroes is taking a hammer to the problem, whereas characters like Neve Gallus, a mage private eye with a duty-bound love for her city and its people, are the scalpel with which BioWare shifts its vision of how the world of Thedas can change. Taash explores their identity through the lens of Dragon Age’s longstanding Qunari culture, known for its rigidness in the face of an ever-changing world, and comes out the other end a new person, defined entirely by their own views and defying others. Harding finds out the truth behind how the dwarves were severed from magic and still remembers that she believes in the good in people. The heroes of The Veilguard have seen the corruption win out, and yet never stop believing that something greater is possible. It's not even an option in The Veilguard's eyes. The downtrodden will be protected, the oppressed will live proudly, and those who have been wronged will find new life.
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That belief is what makes The Veilguard a frustrating RPG, to some. It’s so unyielding in its belief that Thedas and everyone who inhabits it can be better that it doesn’t really entertain you complicating the narrative. Rook can come from plenty of different backgrounds, make decisions that will affect thousands of people, but they can never really be an evil bastard. If they did, it would fundamentally undermine one of the game’s most pivotal moments. In the eleventh hour, Dragon Age mainstay Varric Tethras is revealed to have died in the opening hour, and essentially leaves all his hopes and dreams on the shoulders of Rook. After our hero is banished to the Fade and forced to confront their regrets in a mission gone south, Varric’s spirit sends Rook on their way to save the day one last time. He does so with a hearty chuckle, saying he doesn’t need to wish you good luck because “you already have everything you need.” He is, of course, referring to the friends you have calling to you from beyond the Fade. 
Varric, the narrator of Dragon Age, uses his final word to declare a belief that things will be okay. This isn’t because Rook is the chosen one destined to save the world, but because they have found people who are unified by one thing: a need to fight for a better world. But that’s what makes it compelling as a possibly final Dragon Age game. Reaching the end of a universe’s arc and being wholly uninterested in leaving it desecrated by hubris or prejudice is a bold claim on BioWare’s part. It takes some authorship away from the player, but in return, it leaves the world of Thedas in a better place than we found it.
The Veilguard is an idealistic game, but it’s one that BioWare has earned the right to make. Dragon Age’s legacy has been one of constantly shifting identity, at least two counts of development hell, and a desire to gives players a sandbox to roleplay in. Perhaps, as Dragon Age likely comes to a close, it’s better to leave Dragon Age with a game as optimistic as the people who made it. I can’t think of a more appropriate finale than one that represents the world its creators hope to see, even as the world we live in now gives us every reason to fall to despair.
In my review for The Veilguard I signed off expressing hope for BioWare’s future that feels a bit naive in retrospect. Would a divisive but undeniably polished RPG that felt true to the studio’s history be enough when, after 10 years of development, rich suits were probably looking for a decisive cultural moment? That optimism was just about a video game. Having lived through the past 32 years, most of the optimism I’ve ever held feels naive to look back on. I think I’m losing hope that the world will get any better. But even if we haven’t reached The Veilguard’s idealized vision, I’ll take some comfort in knowing someone previously at BioWare still believes it’s possible. - ken shepard, shepardcdr.bsky.social
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madefortherain · 20 days ago
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ᯓ✰ january fic round up + recs
since i’ve started actually tracking my fic reading this year, i figured i may as well do a monthly wrap-up of sorts and spread the love for my favourite reads :)
(tagging any authors i can find the blogs of, but to anyone tagged, pls feel free to reach out if you want to be removed/descriptions changed)
total word count: 498,369
(in chronological order of reading) my fav reads of the month:
multi-chapter:
When a Star Fell to Earth by EmJoriRose - E, 133k, sci-fi au. sirius, a celestial, crash lands on earth and remus rescues him. really, really cool concept and characterisations!
Snow in June by @brigid-faye - M, 25k, magical, modern texting au. remus works on a campsite where james and lily are getting married. he connects with best man, sirius, to organise Things. i loooove the magic in this one so much!
Becoming Remus This Christmas by @mybelovedmoon - T, 15k, trans remus!!!! beautiful story of his journey after coming out. loved the idea of remus having come out after already being in a relationship with sirius!
in the centre of a circle by @moonheavens - E, 97k, sixth year, summer get-together fic. this one is for the mutual pining lovers (me). such a wonderful sirius characterisation with vivid imagery and just all around beautiful writing!!
one shots:
A Student, A Kiss, and Falling into the Abyss by @languagelessonswolfstar - T, 1.9k, muggle professor au. so sweet and such a lovely little world! i am slowly but surely making my way through all of MsAlexWP's banger fics.
why were you digging (what did you bury?) by @waxing-hiraethh - G, 4.5k, art school au, sirius offering to tutor remus. i will never get over how underrated this one is! amazing characterisations! to be a cat being smothered by remus lupin kisses :’)
Fertile Soils by @puuvillaa - T, 2.1k, lie low at lupin's. so so sweet and beautiful! i was losing my mind over a bucket hat.
tongue full of tomorrows by @moonheavens - T, 5.3k, hogwarts fifth-year, remus comforts sirius after a panic attack. sweetest dose of fluff!! they're so in love it makes me ill :’)
no thing defines a man like love that makes him soft by @moonheavens - M, 18k, first wizarding war, remus is injured during a werewolf mission and the marauders comfort him & discuss their future. this is the most perfect hurt/comfort balance :’) special mention to the peter characterisation, and of course, the sickeningly in love wolfstar! as you can see, i went on a major moonheavens reading spree this month ahdhjf but with such beautiful writing, i have to rec them all!!
WIPs:
one single thread of gold by @messrsrarchives - E, 48k, lie low at lupin's. remus has his memories of sirius removed after the first wizarding war. i'm quite insane about this premise!! will never get over all the beautiful metaphors. nor remus on his farm!! with his kids!! gfsalgbfl!!
Of Prefects, Pretence, and Precedent by Whoops_E - M, 102k, hogwarts, remus in fifth year, sirius in sixth. remus has just become a prefect, and thus, has just become relevant to sirius. i'm a huge Whoops_E fan, and this is such a cool take on their characters!!
the long (yet definitively biblical) guide on loving Remus Lupin. by @waxing-hiraethh - M, 3.9k, the sequel to wwdwdyb. obsessed!! would like to wrap up both this sirius and this remus, and squeeze them <3
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galaxygolfergirl · 2 months ago
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Mystery Inc. (2025) “We’ve got some work to do now”
Happy new year, y’all. Worked on this for the past few days and I’m glad that I got it done in time to ring in 2025 with a modern Scooby gang. And here, I’ve written out a few thoughts on how that might go. Those that know me and have seen my art before will see that I am repeating myself (or just ripping off another post I did wholesale), but I digress.
If and when Warner Bros. actually decides to do a more mature and darker tv adaptation, drawing from what Mystery Incorporated did before, I had the thought that the Scooby gang wouldn’t necessarily go the route of literal supernatural mysteries or investigations, or at least not the majority of the time. I never caught up with the second season of Mystery Incorporated, but I do like the idea that they eased into the more paranormal events rather than doing it up front. I think narratively in a newer adaptation, they would solve more serious crimes that had gone cold from police investigations, and that would just so happen to involve masked criminals or “paranormal” circumstances to be uncovered.
Say they solve mysteries such as murders, disappearances, kidnapping, or the like, and in essence the gang becomes a real service to their community in taking up cases that would have otherwise gone ignored and forgotten. That may sound dark, but if the 90s movies like On Zombie Island and Witch’s Ghost, or Mystery Incorporated taught us anything, is that under the right hand you can strike a balance between sincerity and intensity. The franchise itself has always had to strike a balance between fear and absurdity, and creators have gotten away with a lot more than what one would expect from something as goofy as Scooby Doo (they do often team up with Batman, after all).
The gang can still uncover other crimes, like robbery, smuggling, counterfeiting, all the usual Scooby crimes, of course, but underlining it with the consequences of those affected might give each case more depth. Conceptually, I think the driving purpose in the gang’s mission needs to emphasize a foundation of not only compassion, but also pursuing justice.
In the spirit of the Scooby gang, I guess, I’ll take with me the ideal of helping others against bad actors who use deceit and intimidation to disenfranchise and victimize others. Sticking close to my friends and figuring out what the real problem is, unmasking the real villains in our lives. Overall, if a new, more mature adaptation can teach us anything, is the importance of skepticism and never losing sight that the scariest monsters are the ones we create ourselves. That maybe we don’t always see the clear picture, and that sometimes, if not always, the explanation can be elusive, but it’s never non-existent.
Happy new year, auld lang syne, and I look forward to creating more art for you all. 🎆🍾🥂
@scoobydoominuscoobydoo @scrappedtogether @ilovefredjones @scoobysurfers @bookishdruid @thosemeddlingsims @ilovefredjones @frelmaa @light-miracles @cometcrystal @thescoobydooby
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dogtoling · 3 months ago
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General life- and blog update , since I assume at least a few people might have been wondering where I've been and what i've been up to recently. I obviously haven't been posting or drawing much this year in general. This will probably be an important post if you care about stuff on this blog, and I already rambled on Sheezy, but that site isn't very populated yet and it's also very good at hiding journals so let's just ramble again...
The summary of this post if you hate reading: I'm heavily considering just stepping away from Splatoon. That decision obviously would affect this blog (mostly, my OCs, which is kinda most of the blog at this point). I don't think the blog itself will go anywhere, and I'll probably use it for something in the future... alternatively i'll cherry pick stuff from here into an archive for people who like the worldbuilding.
Longer post under cut:
So what have I been up to this year? The answer is quite simple: NOTHING. Like, actually absolutely nothing. Aside from Art Fight, this has probably been one of my worst art output years of all time, which is really frustrating. That's between my horrendous mental health and depression chasms this year and a complete lack of both focus and inspiration (which can also get chalked down to the depression to a degree, yeah). So the very real reason to why there hasn't been much activity on this blog this year is because I just haven't Done Anything in general.
Now because I know there will be a few people who think "that's fine! you shouldn't judge yourself based on productivity!" you're right! I also agree. However the issue for me specifically is that most (if not all) the time I spend NOT drawing or creating, I spend sitting around wishing I could start drawing or creating, because that is like the 1 thing that keeps me sane on this freaking earth. Unfortunately coming up with OC scenarios in my head doesn't really result in output I can feel fulfilled by in any form as much as I wish it did, lol.
Now; The Issue. It doesn't take a genius to see that if you spend 9 months trying to finish like a dozen OC pages that you COULD do in a week or 2 if you wanted to, then there's probably more than just the problem of executive dysfunction (even though that's at least 60% of it for sure). Obviously my other major problem is that I live by imaginary rules and structures that make sense, but aren't actually useful at ALL in reality and are more than a hindrance if anything (the mental to do-list in my head that says i can't do X until I've done Y doesn't do very much if task Y takes 10 months and I also don't want to do it, and it also has no structured ending).
How does this tie into stepping away from Splatoon, you may ask. Well, the issue is that I have foreseeably fallen out of love with the series. Which isn't exactly news lol. Currently, I'm not even sure i will get the next game, if and when the time comes. Yes, the loss of interest is also expected, given that Splatoon 3 has ended and every fandom has this kind of downtime and lukewarm in-between-titles period. But the truth is that modern Splatoon (almost 10 years old!!!!) is tangibly different from the way the series was back when I fell in love with it. That was Splatoon 1, and while the series has improved in a lot of aspects and is thriving, it's grown in a direction that I just don't really like. Splatoon 3 had the most freaking horrendous, immersion breaking story mode they could've done, then they followed it up with a DLC story that was pretty cool but also compounded a lot of my fears about the series' future and played into every single thing i do not want Splatoon stories to be - fully character focused, random fucking villain, mundane event that's unrealistically world-threatening just because a kids video game needs a scary climax even though it's immersion breaking AGAIN, the whole thing taking place in cyberspace and thus offering basically no worldbuilding even though there is SO MUCH WORLD. I COULD GO ON.
The gist of it is that nowadays, rather than playing Splatoon and being inspired and excited at what comes next, I mostly find myself dreading what dumbass plot they will do next to throw a wrench in the otherwise good stuff. And when that's like THE main approach I have to what's supposed to be my favorite series, it is HARROWING. I can't even really blame the game for this; the story is NOT its selling point, the developers probably do their best to get the bits to us that they really want to tell, and at the end of the day the game is unfortunately a product. Worldbuilding for Splatoon is fun to a point. It's less fun when in order to actually write or create something coherent, instead of filling in the blanks, the blanks are 90% of the freaking thing. At that point you're just better off making something of your own instead of being anchored onto an IP that gives more problems than answers and occasionally shoots you with like a machine gun. Working in the realm of Splatoon is frustrating because more often than not, the questions I have ARE NOT MINE TO ANSWER, and the likelihood that the specific-ass questions I need answers to will ever be actually addressed is really low.
Tying this back to my OCs. Obviously I love my OCs more than I love myself which admittedly isn't that high of a bar but you get the point. The problem is that I spend a lot of time mulling over worldbuilding that, again, frankly isn't mine to do. Because if I want it to be Splatoon, then it should be mostly accurate to how Splatoon is! But the problem with that is that there's really not THAT MUCH worldbuilding in the series that you can work with, and most of the core game mechanics are just abstract enough that it's actually horrendous to try and come up with workarounds and ways for things to make sense that don't require just constructing a full knockoff version mirror dimension of the game and saying fuck everything that's in place here because Inkopolis Plaza literally has no roads in or out of there and I have no fucking idea how that's allowed when your only option is to jump the fence (or, nowadays, take the train which also isnt connected to a street as far as I remember). Between the face value issue and the lack of REALLY IMPORTANT worldbuilding, like - I will always come back to this - THE INK TANK'S FUNCTION 10 YEARS DOWN THE LINE - there's a goddamn ocean of plot holes and things that end up being obstacles to creativity rather than inspiration. I feel like I'm pretty solidly at the point (and have been for a while) where hanging onto Splatoon is really only contributing to creativity block and frustration with lack of freedom and the ability to actually do things.
So I guess those are my reasonings that I've put together just sitting here for the time being. The TL;DR is that I wish I could just do stuff without Splatoon's canon getting in the way, which is a really stupid problem to have if you're making Splatoon OCs. I feel this frustration extremely strongly every time I have to work with actual bigger aspects of the world; we still don't have an Inkopolis map, we don't know what the world around Inkopolis looks like, we don't know what the wilderness is like aside from Just Normal Forest and Desert and very few snippets as to what modern wildlife MIGHT be, I still don't know how the fuck the Inklings teleport to the goddamn arctic ocean to play a turf war at Shipshape Cargo co. These are all actually really important things if you're trying to establish a setting in any kind of storytelling that's outside of immediate city bounds (and even there, you need to know the layout of the city and its important areas). Also a fucking mutant bear and a baby salmon and a squid not wearing suitable gear went to space and fought on a rocket in space. These are some things that would give me peace of mind to not have to deal with in my own writing, probably.
So where do we go from here? Unsure. I haven't really made a decision on this front yet, though right now I'm leaning more towards actually going ahead with trying to do my own thing. That will result in obvious design and setting changes for my OCs whenever I get around to it. This blog probably won't go anywhere (again, unless I impulse delete it during a mood swing like i've almost done on like three separate occasions this year), but it will probably get less use, and I will probably end up making a new blog to post about whatever I end up doing once I get to a point where it feels like it makes sense. There's a chance that I will delete this blog and put all the interesting stuff on an archive blog for the people who are here just for the worldbuilding. My actual true passion for a long time now hasn't even been Splatoon anymore, it's just been cephalopods. I'm kind of done having Splatoon get in the way of the cephalopods, as thankful as I am that it introduced me to them...
If you read this to the end heres a treat for you = 🍪
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anim-ttrpgs · 2 months ago
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Who is Yvette and may I please know more about their streaming career? 🙏
Comtesse Yvette Preux is, for lack of a better word, one of the ‘iconic’ investigators/PCs in Eureka: Investigative Urban Fantasy. She appears in a lot of art in the rulebook, as do many of the PCs of the A.N.I.M. team and our friends.
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(both by team artist @chaospyromancy)
She’s also the first ever monster PC to ever be played in Eureka, back before Eureka even had official monster PC rules. The incredible success of that campaign is what set the precedent for what monster PC gameplay would come to be in Eureka.
You can read a bit of an origin story for her in this post
In the 2010s and 2020s, she has a fairly successful twitch streaming/influencer career, with her gimmick being that she claims to be a real 800+-year-old vampire, and allegedly never breaks character. Her twitch and YouTube channels cover competitive gaming, challenge runs, advanced math, firearms, and urban exploring.
In-person she is.. a little harder to get along with. She’s.. old-fashioned, and her values are very distinctly those of someone who grew up rich and Catholic in the 1200s, which ironically means she has little in common with a modern “tradcath.”
The contrast between the modern world, the modern world’s pop culture idea of the Middle Ages, and the actual Middle Ages is a major theme in the parts of her story where she’s actually integrating into the society of the 1990s and 21st century.
Many would expect her to be virulently and openly hateful, but that’s the pop culture Middle Ages. The actual Middle Ages were oppressive in different and more interesting ways.
I’ll give a few interesting examples
In the Middle Ages, women were considered the more “lustful” and “sexually aggressive” sex, a bit like men are thought of today. It’s women who were considered basically responsible for lust in the first place, to the point that it was considered a public health issue. Lust with no outlet was thought to be detrimental to one’s overall physical health. Sex or even masturbation was sometimes prescribed by doctors to combat this.
This is a comedic exaggeration/oversimplification but in the medieval world being around women would gradually fill up a Dark Souls-style Lust meter and if you didn’t do anything to reduce it it would take a chunk out of your health, making you sickly and prone to other health problems. Women were more resistant to this because they’re the source of lust in the first place. Medieval women covered their legs and their hair in particular for everyone’s protection.
This manifests in Yvette as her not caring at all about being naked in front of female friends, but being careful not to look too sexy around male friends. And then awkwardly telling them to masturbate later if they need to because it’s better to sin and live than to avoid sin to the detriment of one’s health. (In fact, knowingly damaging one’s health is a sin.)
In the art, you can see her not only wearing pants, but even wearing pants that show her ankles and legs, and wearing her hair down. It took her a long time to get comfortable wearing anything but full-length skirts around men, but these risqué (to her) outfits are symbolizing her character growth from someone who is accommodating to others to a fault, to prioritizing her own comfort, even at cost to others.
In the Middle Ages, they did not conceptualize homosexuality like we do now. No one was gay, and neither was anyone straight. Attraction wasn’t a trait of an individual, it was a fact. Homosexuality wasn’t really considered a thing that you were, it was a thing you do. It’s really hard to explain so I’m just going to hope y’all get it along with the example. Sodomy was sodomy, and that was considered to cover basically any irregular form of sex. Irregular sex between a man and woman was as much sodomy as sex between a man and another man. This also means that there was no presumption of homosexuality in the Middle Ages. You didn’t have to say “no homo” before you touched your same sex friend’s hand. Close friends would kiss each other on the mouth and stuff, and that was considered normal. (Though something you would want to avoid was spending more than a few minutes alone with an opposite-sex friend, because that could be used to call the woman’s virginity into question, which could hurt her eligibility for marriage.)
As Yvette understands it, in the 21st century, people have constructed entire communities around their enjoyment of sodomy, like how she’s a member of the gun club. She has complex feelings about that but it isn’t like she’s never engaged in sodomy before either. (She brought this to confession and did her penance so it’s fine.)
What really aggravates her is how she can’t touch or kiss any of her friends in the 21st century without it being considered sexual.
She argues it’s not “gay” for her to feel attracted to women either, it’s normal. Women are naturally attractive to everyone.
Where it really gets abrasive though is probably the classism. She’s from the noble class and still considers that to really matter, it makes her a little bit better than everyone else, and more qualified to be making decisions for people.
She does love commoners, though. All her friends are commoners, and she’s very protective of them. She’s too autistic to get that noblesse obligé wasn’t supposed to be a real principal she lives by and even back when she was for-real managing a fiefdom she was an advocate for the comfort of the peasantry.
I'm gonna have to stop listing all her quirks here because if I don’t stop then it’ll go on forever. If you want to read some short stories that feature her, subscribe to our Patreon.
I’ll segway by saying that two more major aspects of her are generosity and power. She revels in power in all forms, including the power to solve the problems of people who are helpless to solve them themselves. Like I said, she takes noblesse obligé very seriously. Jesus Christ had the power to multiply the fish and bread for the hungry, so he did. She can help, so she will(whether you like it or not). She hardly even considers it a “duty,” it’s more like why would she ever do anything else? Sometimes this means giving away staggering amounts of money, other (more exciting) times it means getting involved in a Eureka adventure/investigation, the more challenging and dangerous the better, because it makes her even cooler. This is what gets her into Eureka adventures. She’s going to help the helpless, what does it matter if it also fuels her ego?
I also just realized I’ve said very little about her actual twitch streaming career. Like I said, her gimmick is that she’s a real vampire. In the 2010s and 2020s, she is more or less “out” as a vampire, openly identifying herself as such and doing almost nothing to hide any aspect of her vampirism(except the part where she sneaks up on people in the night and drinks their blood, but she doesn’t hide that because it’s a vampire thing, she hides that because it’s an assault charge). Most people just think she’s weird, or really really dedicated to the persona. And if somebody does actually see her not reflecting in a mirror, or some other unexplainable proof of vampirism, what are they going to do? Go online and say “hey everyone I think that this popular e-celebrity whose gimmick is that she says she’s a vampire actually is a real vampire!”? Vampires aren’t real, idiot.
If you want to read short stories about her, you can get them with a $5 subscription to our Patreon,
and she and her exploits in Eureka campaigns are also talked about a lot in the A.N.I.M. TTRPG Book Club.
The Eureka: Investigative Urban Fantasy rulebook will also have a section that will probably be called “the making of a vampire” that will detail some of her actual living life and shine a little more light on how a vampire actually comes to be in Eureka’s world.
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sayusims · 15 days ago
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Apothecary diaries episode 5 analysis
I just finished watching episode 5 of The Apothecary Diaries, and I had to put my thoughts down. This episode addresses two big questions I’ve had about this show. The first is how in-depth they were going to go with the social inequalities of women, especially in Qing China. The second is when Jinshi was going to go full feminine.
Ming-Qing China, which the show is primarily set around (though it takes inspiration from multiple periods, this one being the major influence), was horrible towards women. They had little to no rights, and by Confucianist principles, women were automatically considered lower than men and were expected to stay in their place for the sake of a happy and peaceful society. So, Maomao being able to make medicine and take on a "man's" job didn't make sense—especially in a show that actively discusses women's struggles in the palace and the inequalities they face. The fact that they acknowledge Maomao isn't supposed to be making medicine and that she’s going against the status quo (which was likely a law, though I'm not entirely sure) adds a sense of weight to it—this is serious.
This show beautifully balances being silly and lighthearted while still addressing serious issues that continue to affect people in our modern world. Maomao is obviously incredibly smart—she has saved three high-ranking officials/consorts from assassination, solved multiple mysteries, and maintained peace in the inner palace. And yet, despite all of this, she still isn't allowed to make medicine simply because of her gender. She has to do it in secret, even though some of the most powerful people in the empire benefit from it. At this point, I’m pretty sure the emperor knows she makes medicine since she doesn’t really try to keep it a secret, but she’s still not technically permitted. Meanwhile, she has made about ten times the impact of that quack doctor (still love him, though).
Ever since season 1, when Maomao put makeup on Jinshi, I have been waiting for this moment. And it did not disappoint—he looked so pretty. But looking at the historical context, it was surprising to see him not fight against the idea. Crossdressing in China was not common, especially in Ming China, which stood firmly by Confucianist principles. The only place it was seen was in theater, which might be why Jinshi didn’t seem too bothered by it—he may have just thought of it as performance art, plus the fact that only Maomao and the envoys were going to see him. He seems to take his job very seriously, despite holding more power than his role technically entails.
But off-topic—why is Jinshi so beautiful? In the most recent episode, Maomao literally described how immensely stunning he is. At first, it seemed like this would clash with the toxic masculinity of old China, but it actually makes sense. In historical China, powerful men were often praised for having refined and delicate features while also being charming. The Apothecary Diaries also emphasizes how beauty is a source of power—especially for the consorts. Along with this, Jinshi is (probably) of royal blood (I haven’t read the manga, but it seems likely). Princes and princesses were expected to be beautiful because they came from an esteemed bloodline—though honestly, I mostly think it’s because emperors just had kids with beautiful women.
I'm so excited for the next episode. I’m pretty sure this season is supposed to have 24 episodes, so my brain is going to be very distracted and working on overdrive until it finishes.
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a-student-out-of-time · 4 months ago
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The Post-Tragedy Horrors of Despair Time
Hello everyone, Mod Bubbles here!
This Halloween, I decided to do something a little different. Rather than a dedicated post or song parody, I've decided to share a worldbuilding analysis. A pretty fortuitous one, since we've recently completed Chapter 2 of Despair Time.
I'm sure it's no exaggeration to say that DT is a pretty dark fangan, especially within its own context. I wouldn't say it's as grimdark and nihilistic as some people are convinced it is, but there's some elements to it that I feel are worth analyzing going forward.
See, it's been established that DT is set within the Hope's Peak continuity. This would mean that the canon games sans V3 (and if you want to have fun with it, other fangans like the Another series) have all happened here.
According to a Q&A, DT is set around 70-80 years after the end of the Tragedy, so if you wanted to estimate based on in-universe dates (such as Makoto's Hope's Peak brochure saying 2010 in the earliest version of the game but 2014 in a re-release), that would put it sometime around 2080 to the mid-2090s. Veronika backs this up in Chapter 2, when she mentions the Tragedy happened "almost a century ago."
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Why do I bring all this up? Because if you looked at DT, you'd probably never guess it was that deep in the future. I know I didn't at first. And this is all by design, but it goes beyond simple cosmetic details. Allow me to explain to you why this is probably the darkest timeline that could've happened after Class 78's victory over Ultimate Despair.
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Modern Stagnancy
So if we look at the obvious, the world of DT looks pretty much identical to our own, which should be a good thing. When you consider that this is set after The Biggest, Most Awful, Most Tragic Event in Human History- an event that saw societal collapse, wars happen for the sake of destruction, massive pollution, rampant murder, and countless killing games- then it almost seems utopian.
Cities have long since been rebuilt, the skies are clear, there are functional trains, movies, celebrities, schools, music, art, Ted-Talks, the internet, all the trappings of normality. And that's really the problem.
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Once the recovery efforts were underway, the goal of those in power was to rebuild things exactly as they used to be. Bear in mind, the world looks like our modern day, yet this is set deep into the late 21st century. In that context, the world almost seems stunted in its growth or even that it's regressed, given that CDs and DVDs are used rather than USBs or digital downloads.
Not only that, but this extends to societal attitudes as well. Nico was the victim of bullying over their status as an enby by everyone who knew, including their own father. It's almost the 22nd century and anti-LGBTQ bigotry like this still exists.
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In that context, it feels less like the world is recovering and more that it's been stuck in its pre-Tragedy status quo, right down to continuing the Ultimates program that contributed to The Tragedy in the first place. And who would be motivated to do that?
2. Hope's Peak And Their Kin Are Stronger Than Ever
Probably one of the most contentious aspects of DR3's ending is that, after everything the people in charge of it were responsible for- exploiting their students, covering up crimes, human experimentation- Hope's Peak Academy was rebuilt by the survivors, now with Makoto as headmaster.
Now, one could make the argument that Makoto is a better example of hope and thus better suited to lead the school to follow its stated ideals than the Steering Committee ever was. That very well may be true, but as they also proved, nobody stays in charge forever. And now, because of his decision, Hope's Peak isn't contained to Japan.
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There now exist Hope's Peak branches in every major country on Earth, with two in the United States. Teruko and co. are students of the East Coast Division's 27th class, meaning that one opened almost thirty years ago. This would also mean that Japan's Hope's Peak would have seen over 150 classes since its inception.
I bring all this up because, as has been made very clear by canon, Hope's Peak is a terrible place even in concept. When you remove the idyllic aspect of fostering talent and guaranteeing its students are set for life, the truth is that ultimates are stunted in their development. They're only encouraged to excel in their particular field, whether they really want to or not.
In addition, Hope's Peak has always quietly held this belief that only people with talent hold any worth; those without talent are just "ticks" who leech off the success of their betters. Characters like Byakuya and Nagito echo those very same sentiments, this extreme elitism that encourages people to view the "99%" as inherently inferior.
Even if you wanted to say Makoto managed to undo that idea, can we really say this divide would never come up again? No matter how many years pass or how many divisions of Hope's Peak are set up across the world? That seems really far-fetched to me.
Consider Min's bonus video. As she explains, she was never scouted by the school. Instead, America's Hope's Peak announced something called the Ultimate Contest for Eminent Students, where eligible high school students would be allowed to take a test, the best of whom would be admitted to the school when they graduated. The catch is that they had 12 years to prepare. Min, who was only 5 at the time, wasn't initially going to participate, but then the founder of a company called XF-Ture Tech approached her family- who was quite poor- and wanted to sponsor her in exchange for her participation.
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She spent her entire life preparing for that test. And when she passed, she realized it was all really just an experiment to create their ideal version of the Ultimate Student. She even doubted that she was the best in terms of raw score, just that she met their desired expectations by cutting out everything else in her life for that test.
It also extends beyond just Hope's Peak itself. Those with power and influence now hold a strangle hold over the most vulnerable people out there, as we can see with the Lacroix family.
Rose wanted to help her family out of their financial limitations using her painting skills and her photographic memory, which lead to her becoming an art forger. However, at 15, she was found out and her family faced tens of millions in fines. This would've been the end, but then they were bailed out by a billionaire named Richard Spurling, founder of the Spurling Foundation. In exchange for clearing her charges, Rose had to sign a contract that meant she doesn't own the rights to anything she paints.
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She hates what her life has become, where she can only ever really paint things at the whims of the Foundation because it was the only way her family could survive that mountain of debt. The exploitation there is undeniable.
No matter where you look, there's still exploitation and experiment abound with the school, corporations and the wealthy. And if you think the Spurling Foundation sounds bad here, they're implied to be responsible for something much worse.
Which is also brings us to Xander. See, there's a curious detail when we first meet him in the prologue:
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And I agree. Xander being the Ultimate Rebel really doesn't fit him, as he's better described as the "Ultimate Revolutionary." Except there's no chance Hope's Peak would call him that, instead paying lip service to the idea in a digestible format to still support the status quo.
Xander is an activist who works to oppose corruption, but the ones who benefit from corruption wouldn't want him to flaunt that. It's a subtle but very clever detail that shows those in power still maintain a hold even over their beloved Ultimates.
They probably had no issue throwing the obviously corrupt under the bus to save their own hides, and raised Xander up with a quasi-supportive title. It gives them a chance to look like they're supporting what he's doing while still tying an element of a "rebellious child" to his image with the name.
Had Xander survived, he had a good reason to want to bring them down, especially the Spurlings.
3. Illness and Poverty
Xander's bonus video clued us in on what I believe is one of the most important parts of DT's continuity: the fate of the town of Chariton, implied to be where he lived. It seemed to be a small town, home to a couple hundred or a couple thousand people, where the only hospital for miles was "dinky, understaffed" and barely able to handle a minor flu outbreak. They were completely unprepared for what became known as the Chariton Incident.
When he was around 14, the town was hit by a disease that caused those infected to decay from the outside in; their limbs would stop working before their organs did, meaning they would just lay there and feel themselves slowly dying. So many died that nobody was left to move the bodies, so they were left where they fell, rotting in the summer heat.
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The cause of this outbreak? A contaminated river that served as the town's water source. Chariton was an impoverished community, where people had no money to treat their water, get medicine from a nearby city or to even move out. It's also implied, based on Xander's anger, that Duke Spurling was partially responsible and that he got off the hook, which may be what drove Xander to become the Ultimate Rebel. Especially when you consider he's the only surviving member of his family.
Duke Spurling is, as the named implies and Dev has confirmed, the younger brother of Richard Spurling. The money and influence needed to get his brother off the hook is the very same that has the Lacroix family under his thumb.
So as we can see, Chariton was a major event in DT's canon. Not only does it showcase corruption, it also showcases understated but still prominent problems in the post-Tragedy U.S. If you pay attention, you'll also notice Teruko, Min, and Rose mention poverty playing a role in their lives.
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As we can see, poverty plays a major role in their lives, and that extends beyond a personal level. Chariton's poverty is why the incident happened at all, and a big reason is because it's also an example of a medical desert.
"Medical desert" is a term used to describe regions whose population has inadequate access to healthcare. This can be all healthcare in general or in specialties such as dental care or pharmaceuticals. This is an especially prominent problem in rural areas, but it can affect urban ones too.
If that sounds implausible to you, today it's believed that around 30 million Americans- over 1% of the population- live over an hour from a hospital. Can you imagine how bad the problem is in a world after The Tragedy? All the damage to infrastructure, established institutions, the economy, and the population? I doubt Chariton was the first to see something this bad.
Ace's execution gives us more clues. In the Death By Illness section, there are several newspaper clippings on the wall, most of which are readable. One flashes on screen saying "Unexplained Illness Kills Thousands," which I believe is another reference to Chariton (why else would it flash on screen?), but there's more as well:
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"More people are dying of cancer than ever before"
"Flu season claims thousands of lives"
"Falling rates of survival for hospitalized patients"
"Antibiotic-resistant infections a growing threat in this hospital"
One is harder to read, but I believe it mentions Chronic Kidney Disease being tied to an early death
Now, the interesting thing is that most of these are modern headlines, and they can be pretty misleading. The cancer one is actually based on the fact that more people are living longer lives, thus are reaching ages where they develop cancer due to their cell infrastructure breaking down naturally. It doesn't mean there's more cancer cases overall across all ages.
The only one that's not true is the falling rates one. Which suggests that not only was it Chariton, but healthcare infrastructure in general after the Tragedy seems to be a mess.
See, I was assuming that these articles are identical to what we see today. But it's also possible that the cancer one is now literally true, and it could be because The Tragedy was rife with this kind of horror. We know that terrorism, coups and wars happened for no reason other than to spread despair across the world.
Could you imagine how many nuclear, chemical, biological and radiological weapons were used? How many diseases and hazardous materials were seeded into the environment? If it's unsafe to drink tap water after a serious hurricane or earthquake, how bad is the problem when contamination is the goal?
And this doesn't even touch on how disturbingly easy it would be to spread long-term illnesses such as HIV or CJD in contaminated food and medical supplies. Some diseases have latency periods that last decades, meaning they could still be killing people even by the time DRDT is set.
Antibiotic resistance is also a very real and serious problem. Even today, some strains have become immune to even the strongest antibiotics available. This has given rise to Vancomycin-Resistant Enterococci or VREs, which are immune to basically every medication we can throw at them.
Now, it's still possible to deal with them, such as with naturally antimicrobial metals or experimental treatments such as CRISPR and Phage Therapy, but in a world that saw such a massive hit to everything? I'm certain antibiotic-resistance bacteria have become much more serious, potentially resulting in epidemics over the years.
And when these things happen, it's always the poor who suffer the most.
4. Lethal Repetition
Now we come to the most obvious example, something highlighted by the same reveal that DT is set nearly a century into the future:
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Veronika, who provided us with information on the effects the Tragedy still has, apparently has never heard about The Killing School Life.
Now, it's important to keep in mind that most of the Killing Games in DR were pretty secluded and motivated. SDR2 was only broadcast to Future Foundation with the goal to allow Junko to escape into the real world, for example. However, DR1's Killing School Life was broadcast globally as a means to break humanity's hope by showing the Ultimates slaughtering each other. Instead, Makoto and co. managed to reinvigorate the world's hope and played a pivotal role in ending the Tragedy.
...And yet Veronika apparently hasn't heard any of it.
Now, there's two possibilities here, neither of which are good:
One is that the Mastermind has removed their knowledge of previous killing games, specifically. Now, I actually consider this an unlikely explanation because, not only does Teruko seem to vaguely remember the Killing School Life happened, but what's the goal in doing so for the participants?
The canon games all had solid reasons why the other masterminds erased the participants' memories: the revelation that they'd been killing their friends, the fact that their past identities were supposed to be undone to save them, even the fact that they weren't even who they were supposed to be in V3.
But what's the purpose of suppressing the memories of the Killing School Life in the participants themselves? Especially since this game is also apparently being broadcast to the outside world, although we only have MonoTV's word on that. Is it to undermine everything the survivors achieved or to get the participants not to consider the same strategies?
The other, more plausible explanation to me is that the mastermind isn't the one who erased their memories. The outside world did.
It's possible that, in the decades since the Tragedy and the drive to return things to the status quo, knowledge of the Killing School Life has been suppressed. It would be so easy to blame Makoto's decision to rebuild the school, but it's just as plausible that his attempts to genuinely reform the school were undone over the years.
Corporations and those that came after had a vested reason to improve their own reputations, and why would they allow their connection to the Tragedy to remain public knowledge? The entire thing began as a revolution of lower classes against the rich before it became a whirlwind of mindless violence.
So what does this mean for DT? This is more hypothesizing on my part, but I'd say this could tell us a lot about the potential motivations for this very killing game. Could it be someone trying to remind the world about this event and how we got here? Is it more retribution against the wealthy? Is it someone who was inspired by Junko to slaughter her friends? Or is it something else entirely? And what role does Teruko have if someone involved is so hellbent on trying to kill her?
For now, we can only speculate. But I can tell you that, based on what we've seen here, DT is probably the darkest future we could've gotten out of the canon series.
Happy Halloween, everyone!
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thescarlettbitch · 6 months ago
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Worshipping Inanna / Ishtar
This is an informative post about how Inanna was worshipped, or believed to be worship, back in her time, and at the end I'll share how I worship her.
Ritual sex - her high priestess would have ritual sex (whether it was true sex or symbolic is unknown) with the new king to ensure his fortune.
Gender non-conformity - her cult was primarily composed of those outside the binary, and shows men and women adopting the opposing dialect and engaging in sex with each other.
Music and art - most of her myths are in the form of Hymns, and most of her followers were artists, musicians, or dancers. Specifically, war dances would be done in her temple.
Libations - a libation is the ritualistic act of pouring a liquid offering straight from a container onto the earth. In depictions, the person doing the offering was naked.
Unfortunately, due to the passage of time, many specific rituals have been lost. I've scoured and this is really all I can find about her ancient original worship, and a lot of it is disputed because no one knows what was a metaphorical ritual or an actual ritual.
That being said, here is how I worship her in the modern day.
Self-confidence - Inanna was not one to be meek, it is said by many experts and proven in her myths that she was headstrong and didn't care how she was perceived. To honor her, I wear whatever I want. I have a very alternative style and I used to fear people looking at me. She has helped silence my worry and in turn, helped me gain confidence.
Non-conformity - I'm nonbinary, and although my femininity is a major part of my identity, so is masculinity, and so is androgyny. Learning that she had a queer cult following was so liberating, as before learning that I felt like it was wrong of me to work with her. So every little thing I do that isn't in the social construct of the gender binary is for her.
Libations - lucky for me, this is one area of her ancient worship that can be done in a modern setting. I don't have a "proper" container, I just use a normal glass. I've done it with water, coffee, tea, lemonade, and even kool-aid.
Honey/Butter cakes - in, I believe, Inanna and The God Of Wisdom, Enki welcomes her with honey/butter cakes and alcohol. I have only made a honey cake once before and it was shit, but I plan on trying again soon to combine both into a honey bourbon cake. I know they didn't have bourbon back then, but it's a local good I can find and adds a personal touch.
Self love - my fiancé lives across an ocean, so some things we can't do together (both living with family and thin walls), so to honor and worship her, self love is a great way for those in similar situations and she enjoys it from what I've seen.
Offerings - usually dates, sometimes cherries, often lemonade or tea, and more recently honey whiskey. These offerings might not be "traditional" in style, but they work for me and her. I have a small glass from an old Costco tiramisu and an iridescent bowl I got half off at our local grocery, both have an 8pointed star on them. Usually I sit them out for days at a time, or at least over night, and then either ingest them or just toss it in the trash (any other alternative isn't doable in my current situation)
Music - I listen to a variety of music with her, songs about sex, love, anger, fighting, injustice. She loves it, and if you want more detail on this I have a post about the songs on her playlist here.
Driving with the windows down - I love driving, and I feel like doing so with the windows down is an easy multitasking way to cleanse myself and invite good vibes in. Usually I do this while playing her playlist.
Making posts - it may seem a little silly, but a way I honor her is keeping her and her family alive. They are old deities, their civilizations and worshippers lived about 6,000 years ago, and some of her family have had their names lost to time. Making posts about them helps get word out, and keep them "alive".
Digital temples - I play the sims 4 and I saw someone talk about how they wanted to make a temple to their goddess in the game, so... I'm making my own. And will probably have my sims "worship" her via a club. Some people don't see this as an act of worship, but I do. As @thrashkink-coven said in this post, the gods are as modern as they are ancient. I know she enjoys it.
I will go through and make a full post detailing specific UPGs (personal practice things not backed in historical fact) with her, for anyone interested.
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lacrimosathedark · 1 year ago
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THAT'S IT! This is a Janet Drake Defense Post
As may be obvious, I spend a lot of time reading fanfic. And there's this trend that drives me nuts, and it's villainizing Janet Drake.
I'm not gonna say she's an A+ mother. She's not. She chose her career and adventures over spending time with her child much of the time. But fandom portrays her as some rich pompous ice queen, which is never shown.
Janet Drake mostly appears in the story Tim's introduced, and in the story she dies.
So, let's start from the top: Haly's Circus.
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This event is the only time we see her really interacting with Tim before her death, but it shows that at least when he was young, she was an active part of his life. She was worried about bringing Tim because it might scare him. And then rightfully scolds her husband for being sexist because Jack Drake actually IS a jerk.
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...I don't like the art in this comic. Or that the writer doesn't know how kids speak.
But Janet is being supportive of Tim's clear interest in Dick's performance.
And then tragedy strikes and she acts like, y'know, a mother.
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Her priority is getting her son and herself out of there.
Also worth noting that the Drakes sent a copy of that final photo of the Graysons TO Dick, which is how he has it at all. If both of them were stuck up pricks, would they even bother sending a photo to a grieving child performer they hardly know? I can't imagine Jack really bothering, but I don't see why Janet wouldn't.
And then, by the time she's dying, we know that Tim's parents have been away for a very long time, he never knows where they are, but they've communicated enough that he knows that they've been fighting.
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They're passive aggressive to say the least. This marriage is clearly not working anymore.
EDIT CUZ I REMEMBERED A THING:
It's worth noting that this is a time before smartphones. This comic was released in 1990, which was when pre-paid mobile phones had just started existing. Coverage isn't universal NOW, so back then it was even less, and Jack and Janet are archeologists (or archeologist adjacent?) so they're going to be in less developed and populated areas most of the time. It's unlikely they'd have consistent access to a functional phone that could call the states to talk to Tim regularly.
This isn't to defend their absence, because fuck that, but it's to give it some context. I don't think they were trying to ignore or abandon Tim. Communication was just not readily available and Janet seems to get wrapped up in work...and Jack's an asshole.
Also for note, Janet is probably the one sending Tim postcards in the first place. It being signed "Mom and Dad" is what makes me think that. Jack would have put himself first if he wrote it, it woulda said "Dad and Mom". That's admittedly pure speculation, BUT IT FITS SOOOOOO
My thought is if this were made modern, Janet would be sending extremely scattered texts and Tim would get next to nothing from Jack unless Janet prompted him.
END EDIT
(Fair warning, this story is a few levels of Yikes, but I'm gonna stay on topic)
Bad guy Obeah Man does...something? to the pilot, and they crash, and he has a group of people kidnap the Drakes and their assistant Jeremy.
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Danger really puts some things in perspective, for Janet, at least. And that continues for her. Jack is a bit delusional and in denial, thinking he has any control of the situation.
They are tied up and filmed for ransom, their assistant killed right in front of them.
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Jack just keeps raging, but Janet is having regrets. Notice how she doesn't cry until Tim is brought up. Could be nothing, could be something.
And then she dies.
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Her only other major appearance is when Tim is having a fever dream from the Clench and everything is kind of okay for a minute.
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Tim very clearly loves his mom. And we may not get a lot of characterization for her, but she's not cold or callous like people write her constantly.
And now, we finally have a little more about her as of Batman 134.
I haven't really been keeping up since the Gotham War stuff because What The Fuck Was That My Guy, but I recently saw this specific comic.
The multiverse is fucked up again, some way some how, and Bruce is lost (again) and Tim has to get him back (again). This time, Tim is going in after him. But he doesn't end up going straight to Bruce.
He goes to see an alt of his mom.
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Tim missed her so much that he ended up going to her before Bruce.
And her immediate reaction is to run up and hug him. Does that look like a mother who doesn't love her son?
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"Do you have anyone to take care of you?"
"I don't know how this happened, this miracle...but I just know, in my heart of hearts, it was to show me...that every version of my son is a good one."
Tell me again that this woman is heartless and didn't want her son, I fucking dare you.
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And we get more meaning to the name "Robin" and a little crumb about Tim's grandmother. As a treat.
This is all to say, please stop writing Janet Drake as a cold, heartless bitch.
Small final note though: Jack Drake is, in fact, a shitty person and a shitty father. He does still love Tim and Tim loves him AND THAT IS NOT UP FOR DEBATE, but the relationship is a mess. If either parent is actively abusive, it's 1000% Jack "smashed a TV because my son wasn't listening to me and threatened Bruce Wayne at gunpoint" Drake. Probably part of why the marriage was falling apart.
Anyway, yeah, let's retire the "Jack and Janet Drake are Bad Parents" tag and replace it with "Jack Drake is a Bad Parent" and "Janet Drake's C+ Parenting" or something.
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monstersdownthepath · 4 months ago
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Homebrew Horror: Unwanted Amalgam
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(Art source, and probably one of the better fanart pieces of this critter I've seen!)
Remember to eat your veggies, don't just scoot them around on your plate.
Malevolent boogeymen known by many names in many different cultures across the Inner Sea, Unwanted Amalgams are twisted aberrations formed from wasted and (as their name suggests) unwanted foods. Believed to be spirits embodying wasteful gluttony, Amalgams don't just rise out of plates of uneaten broccoli at a child's table or leftovers which go sour after they're forgotten, but instead arise from truly egregious displays of carelessness; whole banquets squandered when a noble grows full after a single dish and orders the rest disposed of, countless "ugly" pieces of produce thrown away by farmers and citizens alike for no reason but appearance, or truly impressive amounts of food being hoarded away from hungry mouths and left to rot.
Amalgams weave their bodies from this unwanted food, knitting countless pieces of edibles together into humanoid shapes whose general appearance depends on the most common form of food within them: an Amalgam constructed mostly of wasted meat may resemble a towering troll or ogre, while a primarily produce or grain-based one may look more like an especially tall and willowy elf. The one displayed above is one of the rarest types, constructed of wasted sweets and confections, and ambulates more like an insect than a human, with limb proportions to match. Regardless of their general shape, the ways they move and carry the weight of their amorphous bodies prevents anyone from mistaking them for a human in all but complete darkness.
Because they arise from food waste, Amalgams are a more recent boogeyman, ones that have begun to haunt the modernizing world as food production begins to exceed its demand, stalking through urban areas where people can afford to waste food as, in their minds, more will always be available. Due to their recent appearance, they are poorly studied and poorly understood, and have little desire to talk specifics about their motivations, origins, or desires beyond the immediately obvious... though they ARE quite talkative. To the point many wish they would stop.
The Amalgams possess a twisted sense of justice which the vast majority of them are incredibly vocal about, launching into soliloquy at the slightest prompting or provocation. Though they are all born from an incident of incredible magnitude, they are motivated to punish any act of wastefulness or gluttony they observe, no matter how small. Everything from a restaurant throwing away hundreds of pounds of perfectly edible food down to a child refusing to eat their vegetables may incite the wrath of an observing Amalgam, who will confront these unfortunates and command them to perform some task for it to spare them a terrible fate. These tasks are set by the whims of the Amalgam and run the gamut from the mercifully ordinary (finish your meal) to the nonsensical (gather 100 red objects and place them in a circle in one's front yard) to the impossible (slay a monster with an inadequate weapon), but failure to complete them within an arbitrary time limit sees the victim pummeled into helplessness by the horror and, in a cruel reversal of fate, consumed by it.
Attempting to fight for one's life against an Amalgam is no easy task. Their aberrant physiology renders them impervious to many reliable tricks, and whatever strange forces animate their bodies also knits them back together with frightening speed (to the point of returning them from death), though the ever-reliable fire and acid damage can destroy them beyond their ability to regenerate. Magic which affects only plantlife also affects Amalgams, even if they aren't entirely made of plant matter, and of course all Amalgams subconsciously desire to be eaten, rendering them extremely vulnerable to any hungry beast that attempts to take a bite out of them.
Unwanted Amalgam CR 6
Neutral Evil Large Aberration Init: +3; Senses: Darkvision 60ft; Perception +13 Aura: Frightful Presence (30ft, DC 15, 2d6 rounds)
------ Defense ------
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural armor, -1 size) HP 48 (8d8+14), Regeneration 3 (Acid, Fire, bite attacks) Fort +6 Ref +5 Will +8 Defensive abilities Pull Together; DR 4/--; Immune critical hits, precision damage Weaknesses Vulnerable to Putrefaction, Yearn for Purpose
------ Offense ------
Speed 40ft, climb 40ft Melee Bite +10 (1d8+5 plus Grab), 2 slams +8 (1d6+3 plus Grab) Space 10ft; Reach 10ft Special Attacks Many-Armed Grapple, Swallow Whole (1d10 bludgeoning, AC 13, HP 5) Spell-like Abilities (CL 8; Concentration +9)
Constant--Spider Climb At-will--Dancing Lights, Ghost Sound, Prestidigitation 1/day--Dimension Door
------ Statistics ------
Str 20 Dex 16 Con 17 Int 14 Wis 15 Cha 13 Base Atk: +6; CMB +11; CMD 25
Feats Combat Reflexes, Great Fortitude, Intimidating Prowess, Multiattack
Skills Acrobatics +18, Climb +22, Intimidate +21, Knowledge (Local) +11, Perception +13, Stealth +11, Survival +13 Racial modifiers: +8 to Acrobatics, +4 to Intimidate
Languages Aklo, Common, any one local language
SQ Compression
------ Ecology ------
Environment any urban Organization solitary Treasure standard (rations, pilfered items)
------
Combat: Before battle, Unwanted Amalgams will clamber out of reach and repeatedly intimidate creatures to weaken them before leaping in. It will also use its surprise round to intimidate the enemy it wishes to punish most, if possible. Amalgams are simple creatures in a fight: They attack with their slams and attempt to grapple as many creatures as possible, swallowing the smallest among them while beating the rest to unconsciousness or death.
Morale: Amalgams are fierce fighters which pursue their prey relentlessly; they always fight to the death, though their supernatural resilience prevents some deaths from being the end of them.
------ Special Abilities ------
Many-Armed Grapple (Ex): Amalgams can produce upwards to six additional limbs as a free action to maintain grapples against an equal number of Medium or smaller creatures, allowing them to grapple multiple creatures at once while still being able to make two slam attacks. When not grappling a creature, these excess limbs are instantly re-absorbed.
Pull Together (Ex): An Amalgam's severed portions remain animate when they're severed, crawling back towards the whole at a rate of 10ft a round at the end of the Amalgam's turn. Each round the Amalgam ends adjacent to a severed piece of itself, it absorbs the piece (regenerating the severed portion instantly) and regains 1 HP. A severed piece can be destroyed with at least 1 point of Fire or Acid damage, or damage done by a bite attack. In addition, an Amalgam that is slain will return to life 1d4 hours later at 0 HP unless its remains are burned, doused in acid, or consumed by one or more other creatures.
Swallow Whole (Ex): An Amalgam can swallow Small or smaller creatures grappled by its claws without needing to transfer them to its mouth first; if it succeeds the check to pin the creature, it simply raises the creature over its head and drops them into its waiting maw. When a creature cuts its way out, the hole instantly closes behind that creature.
Vulnerable to Putrefaction (Ex): Regardless of their composition, Amalgams are treated as both Aberrations and Plants for the purposes of harmful spells (such as Blight) and abilities (such as Favored Enemy). A Putrefy Food and Drink spell cast on an Amalgam deals 2d8 Acid damage to it, and if that spell is cast on its remains, its body is destroyed utterly and it cannot return to life (see Pull Together, above). Inversely, a Purify Food and Drink cast on an Amalgam restores 2d8 HP to it and grants it the benefits of Haste for 1 round.
Yearn for Purpose (Ex): All Amalgams subconsciously desire the destiny of all food: to be eaten. Bite attacks made against them resolve as touch attacks, and damage from bites both bypasses their Damage Reduction and suppresses their regeneration for 1 round.
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windvexer · 29 days ago
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do you happen to know any good sources of tarot card meanings quizzes like for studying them? i feel like at this point i might have to try making one myself ;~; or maybe try making physical note flash cards or something
when i go to write the meanings down i never get far and i do want to continue that way but also a good quiz could be so helpful too, i think ;;
I've never heard of something like this, does anyone on the dash know of something?
But I can speak from a couple different angles, the first of which is that it's unnecessary to memorize tarot card readings, and I personally do not believe it is a reasonable undertaking.
The problem here is that if you want to memorize tarot cards, the first question is "for what deck"? Because the meanings of tarot decks aren't interchangeable. So we all know that RWS isn't interchangeable with Thoth for example, but even RWS clones aren't strictly interchangeable with each other.
The value of having different decks isn't just that the art is pretty. The meaning of a single card (say, 3/Cups) changes from deck to deck to deck. Different decks read differently, and a part of this is that the cards carry their own nuances or even completely different meanings.
Even professional readers reference notes and guidebooks during readings. The point of a reader is not to memorize cards, otherwise readers could be completely replaceable by random tarot card generator programs that bring up a paragraph definition of each card.
That all being said! If you want to pursue this for your own purposes, I would recommend focusing not on 156 card meanings (remember, a reversed card can carry a unique meaning of its own), but rather a study of the structures within tarot.
22 major arcana - the meanings of these may be easier to remember if you familiarize yourself with the 'Fool's Journey,' a modern (IIRC) telling of the major arcana as the fool's journey through 21 subsequent cards.
divided arcana - lay out your major arcana cards in a row 0 - 10, and then below them 11 - 21 so that the fool sits on top of justice and the wheel of fortune sits on top of the world. These two halves of the major arcana are said to reflect each other - the hanged man and the magician both fruit from the same vine. Contemplate this comparison to build the structure of the deck within your mind.
stacked pips - lay out all the pips ace through ten in rows, so that all the aces are in columns, all the twos are in columns, and so on. Every row and column is a current - all the sixes have something in common with each other, and all the wands have something in common with each other. Compare and contrast the number values and suites with each other.
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magnetictapedatastorage · 13 days ago
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Two days in NYC in early March, what should I do?
buy an e-ticket to the metropolitan museum of art, get there as early in the morning as physically possible. understand that you will not be able to see everything, even if you spent 48 hours there nonstop. it's phenomenally large to the point of being very overwhelming. get a map near the entrance, and don't be shy asking for directions if you get lost in there or want to see something specific. take lots of photos.
visit the website of the NYC jazz record and make sure you know as soon as the march issue is available. check the performances calendar to see what's going on for those two days, research the musicians and locations, get tickets if anything looks good. the prices will be much lower than you would expect for live music
visit central park whenever everything else is closed. early mornings, late nights, etc. if you're near a cost check that out too. good time filler along with wandering streets aimlessly. on that note, you can usually walk as long as you want in any direction, just get on the subway to get back the other way when your feet feel shattered.
nyc.gov will likely have information on some events. you might be able to catch a parade
the new york public library has two major buildings (along with many, many local libraries). there is the old public library, with famous lion statues (great for pictures) and beautiful neoclassical interior, and the SNFL (pronounced sniffle), which is the modern library. the snfl lets you go on the roof (7th floor) for free, with good views.
going to the top of the rock is very popular and VERY expensive, about $40 per person. the views are, however, unmatched, and leave the snfl in the dust.
get a free map from any subway station, carry it with you and refer to it especially when you lose wifi underground. be very aware that any purchased maps that you pay money for above ground will likely be SEVERELY OUT OF DATE regarding attractions, and may lead to confusion or wasted time.
the museum of natural history is very fun, and is the setting for "night at the museum"
if you need directions, be wary of google maps (it often puts 'you are here' in the wrong spot and has other glitches), just ask someone who 'would need to know' like a subway help desk, police officer, or similar
get some really flat and wide pizza, the kind served on two paper plates. it's divine.
bring instead of buying: water, mini umbrella, small snacks
buy instead of bringing: branded tote bags sold for $1 from any library, post cards which make great, small, cheap souvenirs (tourist places often sell stamps too)
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coolbeansnico · 7 months ago
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I've caved. Here's my Avatar The Last Airbender uni au and modern/non bender au headcanons.
Here's what I think the main kids uni majors/minors would be:
Aang: wildlife conservation with a minor in political sciences
Katara: medicine, education minor
Sokka: engineering, polisci minor
Toph: geology with a martial arts minor (changed my mind, education minor)
Zuko: forced to do law & politics by his family but switches to history/anthropology, keeping politics as a minor
Azula: law w a psychology minor
Mai: forced to do politics by family but wants to do art, history minor
Ty Lee: training in acrobatics and performance at a performing arts school and works at the circus
Suki: human relations and activism, martial arts minor
Yue: Dance major (same school as Ty Lee, polisci minor
Living situations:
Katara and Sokka flat together and eventually Aang becomes a permanent resident
Toph lives right across from them, she likes her own space and independence but she'd never want to be too far from her friends
Zuko lives with Iroh above his teashop and works there part time
Suki has a sharehouse with the kyoshi warriors (her hockey team)
Ty Lee and Yue get assigned room-mates first year and became pretty quick friends, they continue to live together afterwards
Azula has her own apartment (of course). So does Mai, but she spends so much time at Azulas she basically lives there. Neither of them would admit it but they much prefer it to having whole houses to themselves.
---
General modern au/non bender au hcs:
(Pretty obvious) Ethnicity n nationality hcs:
Sokka and Katara r Inuit and from Alaska
Azula, Zuko and Mai are all Japanese American
Ty Lee is Japanese and Mongolian
Toph is Chinese and Singaporean (born in Singapore)
Aang is Bhutanese (so is Gyatso), but he grew up in Singapore. Him and Toph were childhood friends
Yue is Inuit and Sámi and her family lives in north-east Canada
Suki is mixed Chinese, Filipino and French-Canadian and live in an island off of Quebec
Have not decided where the uni would be but probably BSSU (Ba Sing Se uni) cause I know a lot of ppl use that as the uni name
I don't know a ton about US and Canadian geography so if y'all have ideas for what states or provinces the characters would hail from (especially what state/city Zuko, Azula, Mai and Ty Lee grew up in) I would def appreciate the suggestions
Aang has a Tibetan Mastiff called Appa and Sokka has a Siamese cat called Momo (he found him behind a dumpster looking for food scraps and Sokka knew he'd found a kindred spirit,,, much to Kataras initial dismay)
Aang grew up in a sort of hippie/alternative living foster home that taughtbuddist beliefs, he never knew his real parents but he was okay with that.
I'm a fan of bigcorp ceo Ozai but also political tyrant Ozai works as well so I'm srsly torn on that. Politician Ozai would either have to be a nation ruler or American ambassador because I like to think Zuko and Azula moved around a lot as kids so he couldn't have a job that keeps him in ine place. That's why I like the idea of ceo Ozai. He would still have a lot of political power and it would still mean moving around a lot plus him being super corrupt and exploiting his workers is fun for angst.
Oh and!! Zuko and Azula lived in Singapore for part of highschool and their family visited a lot for holidays. Since Tophs parents and Ozai worked together, Zuko and Azula were around at The Beifongs a lot and entertained themselves by making fun of Toph for hanging out with a "poor tree hugging commoner" like Aang
---
I may add more to this so look out for a part 2
♡♡
I'm currently working on drawing them (and maybe chara profiles with sexualities, pronouns, character aesthetics/how I think they'd dress, interests ect) :] I've done the boys and the (non fire nation) gals are next!!
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acanthusbloomed · 28 days ago
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Modern college AU concept!
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I had this silly au idea brewing up in my mimd for a while and I love little modern aus so much so I might as well make my own
these are just concepts and things may change
Nhs - Art major, constantly procrastinating yada yada nhs things. hardcore pining for Jc for how freaky long. but he doesn't know. Uses to live with his da-ge and then moved in with Wwx and Jc
Jc - Photography major why? idk what to make him tbh. and I thought Jc and Nhs using eachother as muses would be so cute. His hair was originally just above shoulder length but Wwx messed up trying to bleach his hair and MianMian had to fix it (shes in cosmetology)
Wwx - Music major maybe(?), Got snake bites on a whim but forgot about Madam Yu's monthly visit and did a terrible job on hiding them while they were still healing.
Lwj - Classical music major, Hardcore pining for Wwx. he DOES know but he takes a while to even consider asking Wwx out because Wwx is freaking dumb.
Other notes:
-Lwj and Wwx started dating after hardcore pining but everyone thought they were dating before they even started because they're kinda dumb.
-Wwx, Nhs, and Jc are on campus roomates
-Lwj and Lxc live off campus
-Lxc pushed wangxian a lot when they met like in canon LMAO
-The juniors are children here since everyone is in their early/almost mid twenties.
-I'm not sure whether Yanli and company live near the main trio yet
-Maybe the Jiang parents live a little farther away maybe idk.
-Although I don't know when WangXian do get together before SangCheng does.
-Jc makes fun of Wwx's obliviousness but is also oblivious to how gay he is for Nhs
Again these are all concepts and could change through the au. I am currently sketching things and will most likely just keep adding to this post. yadayada
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thesimscurator · 9 months ago
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Dream Town Makeover: Mini-Save File and Challenge
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The Story:
With the loss of all its industries, Evergreen Harbor became a severely depressed area. The government took notice and has begun a project of green urban renewal here: they have passed some new green policies and are working on more, and they’re flooding the area with improvement grants, creating jobs in city planning, green technologies, commissioned public art, and more. You are an aspiring interior designer who is thrilled by the prospect of redesigning and revitalizing Evergreen Harbor's many dilapidated houses, old train- and shipyards, defunct factories, and small, cramped apartments. Your brain is filled with visions of light, airy, modern, open-plan spaces, reclaimed shipping container tiny homes, old train cars turned into cafes, junkyard salvage repurposed to furnish chic industrial apartments. Time to roll up your sleeves, build a client roster, level up your handiness skill, vote for improvements to the local apartment buildings, and otherwise get busy!
The Backstory:
I’ve always thought that Eco Lifestyle and Dream Home Decorator make an excellent pack pairing: Eco Lifestyle lets you change the open parts of Evergreen Harbor through gameplay, and Dream Home Decorator lets you change lots through gameplay, so together you get the whole shebang! But there’s a pretty major problem with trying to do this in the default save: namely, interior decorator gigs generate at random using all the occupied and community lots in all the worlds. So the more packs you own, the more worlds and lots you have, the less likely you are to be randomly assigned gigs in Evergreen Harbor. This mini save file aims to enable you to play out this excellent pack pairing by having absolutely nothing and no one in any other world except Evergreen Harbor, so that 100% of your randomly generated gigs will be in this world. And while I was at it, I also went around and ensured that all the lots would start out rundown, outdated, dysfunctional, and otherwise gross. It’s just more fun to make over stuff that’s lousy to begin with.
Save file specs:
The only world with anyone or anything in it is Evergreen Harbor, to keep your interior decorator gig options focused on revitalizing this area. Neighborhood stories is completely disabled for everyone, even unplayed households, to prevent randos from moving into other worlds and muddying your gig list. Aging also begins disabled, though you may turn this back on if you wish—that’s just down to personal preference.
E.H. is fully populated, except for one living space per neighborhood in which your interior designer sim will live (you have to be a resident of a neighborhood in order to vote for improvements, so you'll need to move around a bit). Patina Wainscot is your default interior designer, but you should feel free to just move her in with one of her many relatives and replace her with your own sim if that’s how you’d rather do the challenge. Each of the other households has sims whose careers and preferences have been deliberately set to make sense and give you plenty of renovation guidance--they rarely have dislikes, for example, so you have positive guidance on what to build. Be sure to read their family bios and ask about their careers, as this will give you some good directions, too! If you don't have certain packs, some sims' careers may not show (conservationists from Island Living, political activists from City Living, etc.), but this shouldn't impact the game too much.
Community lots all start out set to generic, so you’ll need to manually set the lot type to whatever you envision the space becoming at the start of your game. I have done this so that you can set your own aspirations for these spaces based on the packs you actually own—if I had pre-set the train car to “Cafe,” for example, and you didn’t own Get Together, that lot would simply disappear. This save file is a canvas for YOUR vision of Evergreen Harbor. I make some suggestions via the lot descriptions and the ambitions of the people in the town, but ultimately, the direction this takes is completely up to you.
Dream Town Makeover Challenge Rules:
One sim, one vote! Even if you have the influence to spam an N.A.P., you must use it to convince other sims to vote for your preferred measure instead of piling votes on it yourself. You may also not cheat N.A.P.s away--use the repeal process! You’ll need to do quite a bit of this, as all neighborhoods begin maxed out on N.A.P.s. This ensures that you get to do the gameplay associated with improving each neighborhood, rather than it just happening in the background without you. So here’s the gameplay:
Your N.A.P. goal is to repeal two N.A.P.s of your choice in each neighborhood, and replace them with Modern Development and Green Initiatives to revitalize the town.
Once you have passed both initiatives in a neighborhood, you will need to move to the next one in order to vote there and start the process over again. This means that the challenge will take a minimum of 12 in-game weeks (or three sim years) to complete—4 weeks per neighborhood.
You are a green interior decorator! That means your handiness goal is to apply eco upgrades to all new appliances you install as part of a renovation. Work on that handiness skill and stock up on upgrade parts before you head out to a gig!
Your lot goal is to remove negative lot traits from the spaces you renovate and add positive ones. Depending on the packs you own, you may or may not even have all of these lot traits, so you may simply ignore anything you don’t own. But do what you can with the packs you have. Here’s the guide:
Currently, all groundwater in Evergreen Harbor is contaminated, so all lots have the "Grody" challenge. This can only be removed when a neighborhood passes "Green Initiatives," which uses phytoremediation to clean the aquifers. After you pass this N.A.P., remove “Grody” from all lots in that neighborhood, and replace it with “Natural Well.”
Most places are also "Filthy," and may potentially be infested with “Mold.” You may remove either or both of these lot challenges if you have completely renovated a lot--one room doesn't count!
You may not take renovation gigs in any of the apartments before Modern Development gets passed in that apartment’s neighborhood—nor may you make any structural changes to your own apartment (this includes changing wallpaper and flooring). In this story, Modern Development = landlord’s permission to make structural changes to the space. Once this N.A.P. is in place and you have used its newly expanded windows to good effect with your renovation, you may add the “Natural Light” trait to the renovated apartments.
Traditional-style houses and apartments all have “Maintenance Issues.” You may remove this challenge if you have replaced AND applied eco upgrades to all appliances on the lot.
If you have both Seasons and For Rent, you can play out replacing outdated heating and cooling systems with geothermal. Just remove all the cast iron radiators and box air conditioners from a lot and add a thermostat. Once you have done that, you may add the “Geothermal” lot trait!
None of Port Promise is grid connected, so all lots there are “Off-the-Grid.” You may connect them to the grid only after Modern Development is passed in Port Promise, rezoning the area for homes and businesses.
The whole city is overrun with raccoons, in the form of "Cat Hangout" being on every lot (I have gone through and manually changed all stray cats in this save file into raccoons). Lock your door if you don't want them in your house! There are two conditions required to remove them: 1) Some N.A.P. that cleans up the trash in the public areas of the neighborhood is passed (either Green Initiatives or Modern Development will do this), and 2) You have completely renovated the lot to remove all stray garbage from the lot itself. Once the trash is gone, the trash pandas go, too!*
This one isn’t a part of the challenge, but just so you know what’s up: "Reduce and Recycle" is a permanent lot challenge everywhere except the Pinecrest Apartments, which have a trash chute. No getting rid of this one—that's just the way city garbage collection works!
You win the challenge when you have completely made over every single lot in Evergreen Harbor, changed the lot traits via the rules above, and passed Green Initiatives and Modern Development in every neighborhood.** Good luck!
*Pro Tip: for some truly adorable chaos, pass the “We Wear Bags” N.A.P. before you remove the raccoons. With this N.A.P. active, all the raccoons will show up in little hats, and it is delightfully ridiculous!
**Note: You are, obviously, totally welcome to play other sims in this save file at any time before, after, or during working on this challenge. They each have their own ambitions, as stated in their family bios, and (with a few exceptions, mostly elders) begin at low levels of their careers and skills, so you can have fun playing out their dreams as stretch goals or side quests.
Save file requirements:
This mini save file is not limited in terms of packs I used while creating it. However, since the whole point is basically for you to personally redo everything, there aren’t many packs you actually need in order to play this challenge. All that will happen if you don’t have some of the packs I used during setup is that items in the original, ugly versions of lots may be replaced or missing. But you’re about to replace them with your own designs anyway, so this is no big deal!
You also may not be able to play with certain features, but they are also basically non-essential (if you don’t have Cats & Dogs, for example, the city will not be overrun with raccoons, so you won’t play that particular aspect of the challenge). And while the sims of Evergreen Harbor often do have careers drawn from other packs (Knox Greenburg is an activist with “Speak for the Trees,” which came with City Living, for example), I have taken care to only use CAS content from the required packs, so no one should appear naked or bald for you, even if you don’t have any of the optional packs. So, with all of that preamble, here are the . . .
Required packs:
Eco Lifestyle – This whole save file is just Evergreen Harbor, so if you don’t have Eco Lifestyle, you won’t even be able to see it.
Dream Home Decorator – The entire gameplay concept and challenge at the foundation of this save file is the interior design career, so you really do need this pack to play it.
That’s it! Everything else is gravy. But the gravy is pretty good! Here are some highlights from recommended-but-completely-optional packs:
If you have Island Living, the save file starts with the electrical global policies in place, so there will be lots of power outages in Evergreen Harbor. I deleted the sim I used to enact them, so if you want to remove them as a stretch goal, I suggest playing with Summer Wainscot (or your own Conservationist). Work your way high enough in the career to become an Environmental Manager, and then you can repeal some of the global policies that haven’t worked—or put new ones in place. The organic food one would go especially well once you’ve established Bobby Wainscot’s urban food forest.
If you have For Rent, lots of houses will have “Maintenance Troubles,” “Mold,” and/or the many additional utilities appliances that came with that pack, making playing in those houses more eventful and chaotic. Plus, you can split the two families in the side-by-side houses in Grims Quarry into two separate households, turn the old storage lockers on the docks into micro apartments, and otherwise have fun with the features of this pack.
If you have Get to Work, Spa Day, Cats & Dogs, Dine Out, and/or High School Years, you can actually own/open the kinds of businesses some of the sims in this save file dream of starting with their small business grants, which is fun gameplay. Plus Cats & Dogs gets you the raccoons.
If you have City Living, you can play through the process of raising money and doing charity organizing work with Speak for the Trees as Knox Greenburg, which I’ve always felt was especially appropriate gameplay for him and really lets the whole “Eco Master” thing become active.
If you have Discover University, Claire Waxton will start out with a Biology degree and bunch of student loan debt, which acts as an extra challenge if you decide to play out her ambition of running a successful home candlemaking business.
If you have Seasons, all the kids in town (plus Jeb Harris) will be in Scouts, and you’ll see that holidays are a bit modified: the people of E.H. reject the consumerism of Winterfest and Love Day, so those holidays are gone, along with all traditions about adding decorations. But they love New Year’s resolutions, and celebrate New Year’s Eve with a Polar Bear Plunge in the quarry. And they love the spirit of gratitude that comes with Harvestfest, which they’ve leaned into even more by remembering the seven principles with a Kinara. Plus, they really value community, so they throw a Neighborhood Block Party on the first day of summer every year.
If you have Get Together, there will be a few clubs for the people in town, most of which are divided out by age category and two of which are just there as a little nod to the text for the “Back to the Old Days” N.A.P.
No mods are required for this save file!
Credits:
I used Srsly’s Blank Save as the base for this save file. A huge thank you to Srsly for keeping a totally unpopulated, completely bulldozed save file available to the public! It makes the work on contained mini save files like this SO much shorter.
All the sims in this save file are by Maxis, though one, Claire Waxton, is a recreation of an EA trailer sim the team never officially released. The recreation was done by SimpleSquare. I also ran out of sims from Eco Lifestyle and Dream Home Decorator before I ran out of space in the town, so I wound up doing a pack-limited makeover of the Parenthood trailer family to round out the community. They are still by Maxis, just with looks by me to remove the Parenthood content.
The original creators of all the starting lots are listed on the Evergreen Harbor map at the top of this post. Most of these lots were edited by me to a greater or lesser extent, but the overwhelming majority of the credit goes to the original creators' incredible creativity. Thanks to all the featured creators!
How to Download:
Step 1: Backup your existing saves. To do this, go into MyDocuments/Electronic Arts/The Sims 4 and right-click on the folder titled “saves.” Select “copy,” then paste the folder to any other location on your computer. I usually just copy it to the desktop so I don’t lose it, but you may have an alternative hard drive or other location where you like to back up your saves.
Step 2: Download and unzip the Dream Town Makeover save file, but DO NOT PUT IT IN YOUR MODS FOLDER! Put it in the saves folder instead (MyDocuments/Electronic Arts/The Sims 4/saves). If the number of the save file matches the number for a save you already have in game, change it to any number you do not already have a copy of, but keep the same number of digits. To get more specific: by default the Dream Town Makeover file name is “Slot_12162024.save” and if you happen to have another save file with that exact same file name (unlikely), the game will overwrite one with the other. If that’s true for you, you can change the file name to “Slot_12162025.save” or “Slot_22162024.save” or anything else that replaces a digit with a different digit, but you cannot change it to “Slot_1.save” because the game needs a total of eight digits in the file name to run the save properly.
Step 3: Open your game, click the save file titled “Dream Town Makeover,” and start playing!
Download the Dream Town Makeover save file
P. S.: I wanted to make Evergreen Harbor feel like a really established community, so households are quite interlinked (except for the Tinkers, who are brand-new to town), and there is A LOT of tea in this save file. Have fun discovering it all!
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