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OUTLAW BIKERS ARE NOT INVOLVED IN THIS DEPLORABLE CRIME
#OUTLAWMOTORCYCLECLUBS #MOTORCYCLECLUBS #BIKERSThis is a serious topic that needs to be addressed, especially since we will be diving into this topic more in depth on the second part of the show. Many people often believe there is an organized effort within motorcycle clubs to commit these deplorable crimes. This isn’t the case, individual members might, but not the whole club in general. 00:00…
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#bandidos mc#Biker News#bikers#cartels#fbi#hells angels mc#insane throttle#mexican cartels#mongols m c#motorcycle clubs#outlaw bikers#OUTLAW BIKERS ARE NOT INVOLVED IN THIS DEPLORABLE CRIME#outlaw motorcycle clubs#outlaws mc#pagans mc#Sturgis Motorcycle Rally
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It seems the American education system isn't so bad after all - seeing the Horse archers retreating, you called their bluff, knowing they'd turn around and fire on your pursuing forces the moment they overextended themselves.
Instead, you stand your ground, and order your archers to fire on them when they circle back for another attack. Your archers are levied peasants, with poor equipment and no formal training, however since the Mongols are charging directly at you from their faux retreat, your Archer's arrows land surprisingly true even against such fast moving enemies, inflicting a sizable number of casualties. Unfortunately, being conscripted peasants that had to provide their own equipment, they quickly ran out of arrows - an issue that seems unlikely to plague the better equipped Mongols, who continue firing on your forces.
As you plan your next move, you survey the battlefield. Now having the range advantage, the Mongols are content to fire on us from a distance - it'll be up to us to counterattack. Of your remaining forces, you have a large number of levies armed with spears, a small number of lightly armed and armored horsemen scouts, your two siege catapults, and your own personal force of mounted knights.
What do you do?
-order a charge with your spearmen! Their greater numbers will overwhelm the horse archers!
-send in your scout cavalry! Their superior speed and maneuverability will overcome their low numbers!
-fire on them with the catapults! Nothing survives a direct hit from a catapult!
-rally your knights and lead them yourself in a charge against the Mongols!
-order a controlled retreat back to your castle
-parley and negotiate with the mongol leader
#problematic polls#polls#tumblr polls#my polls#random polls#poll time#random poll#anonymous#anons poll#incognito polls#poll blog#poll game
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Supernal World Building
History:
This history may be familiar to many of you; why would it not be, it is history after all? But let’s highlight some familiar factors.
In times before the written word, humanity spread across the African Savannah and beyond, at their side or perhaps before their time or even after it, were the monsters, as much a part of life as a storm, a lion or rival hunting band.
In times long past, when temples were raised beneath the sun and crafters of copper shaped their first tools, one could find beast men in the company of God kings, and rumors abound of Lilith’s trading relief for crimson blood in the night.
In ancient days, a Gorgon monarch was deposed by the rebel leader Perseus, democracy his rallying cry. Worlds away, the dead monarch of the land are imbued with new life through ritual and prayer that they may guide their people again.
In days long gone, the Mongols rose, spreading destruction and plague upon all who challenged them, all who could challenge them. Amongst their victims were those whose very nature, whose very existence, was deemed a threat to the war.
In years of exploration and conquest, cities and farms spread akin to locusts, beasts extinguished and those who hunted them starved. Preachers spoke of the need to cleanse the world of that which was inhuman, even as they enslaved their own kind.
In days so recent they may as well be modern, the Monsters, the predators, and the hunted became the Outcast. United by need and creed, they carved out a place for themselves in a world eager to see them cast into the shadows of history as though mere folk tales.
Today, the world is at peace, or as much peace as it has ever known, but all it could take is one spark to set everything ablaze. Who or what remains to look over the ashes may well be the next to write history.
Outcast Genotypes:
Just as there are various monsters and outcasts of the world there are many means by which to sort and categorize them. The main overarching castes of Monsters are as follows:
The Born – These Outcasts were born from an Outcast parent of the same type and regardless of whom or what the sire is, the child bearers’ species will be the Childs.
The Turned – These Outcasts, while capable of reproduction, can also convert others, namely humans or those lacking a strong Supernal affiliation, into their own kind.
The Shifters – These Outcasts can, at least in part, masquerade as their prey, namely humans, and alternate between this suppressed form and that of their true selves.
The Crafted – These Outcasts are the results of Supernal forces influencing a mortal form, be it by choice or force, it encompasses Undead, practitioners and many more.
The Hybrids – These Outcasts are the result of intermingling between the rare monster capable of copulating and producing viable offspring with other species.
The Undead – These Outcasts can be of any Genotype and could even have lived as humans their entire lives they are, however, no longer humans and should be treated as such.
The Rarities – These Outcasts are unique, their manifestation unexpected & uncontrollable, their mere existence not replicable even with intense study.
NOTES:
All Supernal creatures are tied in some way to two distinct magical affiliations that shape and define them; & while one can earn skills outside these designations it is a labor.
There is a degree of crossover between Genotypes, The Born can often be born to the Crafted and the Turned are naturally Shifters; What’s more, some among the Born can shift, while others appearance is immutable.
Among Shifters there is variance, the difference between the shifting of a Vampire, Siren and Lycan is all rather immense. Vampires experience marginal shifts in appearance & are still recognizable as looking akin to mutated humans, while Lycans experience a total metamorphosis and Sirens fall in between.
Being different species, all Outcasts have varying degrees of innate and distinct instincts. Such as isolationist and highly individualistic natures coming naturally to Sirens and Gorgons, while communal and collective natures occur naturally in Vampires and Lycan. Individual personality, culture and life experience still plays a determining role in behavior, but the base, instinctual needs of a given person will vary between species.
The Born
Gorgon/Naga/Lamia - Reptilians with strong ties to the magics of the earth in the form of stones both bejeweled and mundane rock, which among their species lends itself naturally to petrification, paralysis, and stillness, seemingly born as a survival mechanism, be it for hunting or self-defense. These Geomantic ties blend strangely with that of the flesh, blending together scale and skin and providing long lives through renewal.
Often solitary and long lived, they were once perceived as regal leaders or protectors but, in many regions, have some to be seen as alien and predatory. They have a rather minimal sense of community by most species’ standards, with last names only being adopted to honor noteworthy ancestry rather than born of a sense of shared blood or bonds. Love is indeed possible, but they are often quite distant and can spend years in total isolation with no harm unto themselves.
Their snake-like traits can manifest in a myriad of ways from scaled skin to snake-like hair or their bottom half being reptilian.
Oni/Troll/Ogre/Yowie/Yeti/Minotaur/Jotnar - Large and powerfully built beings, often associated with the boom of thunder and swirling blizzard, they can also manifest their ties to storms in the clashing and grinding of discontented parts as though their own forms were a furnace. Their second affiliation is tied to the mountains and deep places in which they tend to congregate, the Grounded Earth is their bastion and their boon, filling their lumbering bodies with the stamina and strength to survive and thrive.
These creatures tend to have elongated arms and larger heads proportional to their bodies with single or several horns of varying shapes and sizes. They are ponderous beings who perceive and respond to most events slowly but with keen eyes. They do tend to have families, but familial & communal bonds tend to be rather loose outside the most immediately familiar. They do not look at strangers among their kin with hostility, but giants tend to prefer their own privacy & company outside of the odd festivity.
Centaur/Satyr/Ipotane/Tikbalang/Nuckelavee/Ichthyocentaurs/Glashtyn - Built unto as Equus, these people are bound to the primal magics of the beast and the Living Earth be it forest or grasslands or savanna alike. Easily able to commune with animals and entreat the plants, their magic is often quite wild and free; but one must remember there is more to nature and animals than mere trees and frolicking. This more brutal, primeval side, beyond morality and familiar forms of life always hangs overhead of these four-legged travelers.
They have moderately strong communal instincts, but these tend to cap out at the size of a clan or small polity, and their physical structure also often makes larger societies more hassle and less practical until recently. They do not strictly resemble any breed of horse, deer, or even human, but they have some strange collection there-of, often informed by their locality. Most bear four legs, but some stride on two alone.
Oozlum/Sirin/Kinnara/Kalaviṅka/Inmyeonjo/Harpy/(Siren) – Avian beings, they are born with a Supernal connection the air itself which allows for their flight at incredible speeds with their passing often described as accompanied by a thunderous boom. But they have another magical nature, that of the Song; like their aquatic cousins, their singing can hold influence over the minds of others.
These avians have stronger communal instincts than their water dwelling cousins but lack the Supernal connections between themselves and their kindred such as held by Lycan or Vampires, they simply prefer to flock together as a group. Unlike their cousins they are not shifters by birth but have a natural preference for meat greater than most, which shows their shared heritage.
The Shifters
Selkie/Finfolk/Piscine/Mermaid/Undine/Ningyo/(Siren) –
Some argue Sirens are an example of what some might call convergent evolution. They hold powerful sway over the minds of others, through their ability to subvocalize and convey messages through water which can become a song on land. & they are Shifters, who draw strength from Flesh magic in the same manner as Lycans.
The stories of their gory feasts on sailors, while somewhat exaggerated, do reflect their carnivorous and hungry nature. A second row of jagged teeth line the backs of their mouths; their legs and strange skin become a tail and scales when submerged in water.
There are many 'types' of Sirens from fresh water to sea water to deep sea; though all among them have rather loose concepts of family and minimal communal instincts, even if they may enjoy singular individual companions. They often form bonds with Kelpie and other types of water 'horse'. Siren are comparable to Clown Fish as far as reproductive matters are concerned, but able to consciously control the change as needed.
Jorōgumo-Tsuchigumo/Iktomi/aqrabuamelu/Anansi/Arachne/Pabilsaĝ - These beings have two forms, that of a more 'human-like' guise and their natural form which is multi-pronged and tough but smooth to touch; they tend to resemble a blurred line between spiders and scorpions. Their magic naturally tends towards the acts of binding and consuming, with words and magic as equally valid avenues to tether and entrap their prey as webs and craft.
They have strong paternal instincts, rarely if ever being separated from their infants if they can avoid it and forming large networks or web-works together. Though they tend towards having fairly weak romantic instincts, the sires will usually return to their blood family and assist in raising their siblings' children as opposed to their own children.
The Turned
Vampires/Lilu/Jiangshi/Aswang/Asanbosam - are also shifters though be it of a limited type, who can seamlessly blend in amongst their human prey, save for their blazing crimson eyes. However, they have another form, one sharper, longer, more bestial with long wide ears with pointed tips, a fanged maw that unhinges, with extremely prehensile tongue, as they adopt more 'bat' like qualities alongside clawed hands.
Their primary magic is tied to the very concept of draining, drinking, or absorbing, this often takes the most primal form of absorbing life essence from a body through touch or blood but can be trained to let them drain magic from spells and even drink curses.
Blood, being the carrier of life force, is also closely tied to vampires and is their primary means by which they externalize magic, through bloody spells and crafts. Meaning they are quite poor at offensive or defensive matter, especially if there isn’t a splash of crimson around.
They are intensely communal creatures, with a subtle but ever-present psychic bond to their extended clan that shares their blood. They tend to lose their identity and even sapience when losing all or even most of that support network. Through blood or life force, vampires can grow their numbers without the need for biological reproduction, though possible it is quite rare biologically and culturally speaking.
Lycan - Bultungin/Werewolf/Kóryos/Asena/Itbarak/Rougarou/Nagual/ Glawackus are also shifters who can, by their nature and the whims of their patron moon, live in the form of what appear to be humans, or become the epitome of all predators; hyena, wolf, Jaguar, and bear can all be seen in its mighty form. Further still they can adopt merely some of the desired traits such as clawed fingers or fanged maw as they come to master their true nature.
Their inherent transformation is tied to the cycles of the moon, but matured Lycan can choose when or when to or when to transform and the degree. This connection to the moon also gives them a natural tie to magics such as scrying or using the moon as a medium to commune with the dead.
Their most natural and inherent magic, however, is that of flesh and bone and the marrow, it is of the meat and muscle and sinew, this is inherent to their ability to transform. But it is also tied to their swift healing, voracious nature, and their ability to make others like themselves, or otherwise alter the flesh of their targets.
They are an intensely communal species with a strong bond between families, be they born or turned or bonded and hold ties to larger pack structures. The loss of these bonds, be it through death or banishment can be so traumatic they turn deadly, usually via heart attack, or an all-consuming melancholy that simply causes the body to shut down.
The Crafted
Witches/Shamans/Priests/Seers/Sages/Psychic - Practitioners -For as long as there have been monsters and creatures of Supernal power there have been humans who, blessed or through back breaking labor, could wield Supernal powers of their own. Often passing these abilities down to their children.
Some were even taught by monsters, or mutated themselves through taking on the traits of Supernal beasts or through living in spiritual locations and becoming attuned to its natural magics. Whatever their source, these people can and do use Supernal energies for their own purposes, their primary methods both for personal use and as a means for others is through ritual and craft.
Put simply, while some humans may be born with an abnormal connection to a Supernal power source, this will usually at most amount in only one or two marginal powers unless trained or developed and can easily amount to nothing or overwhelm and destroy their user. But these people are the exception, most practitioners gain their abilities through some form of in-depth study or communion with greater powers and through the lens of ritual begin to tap into these energies using their own body as a conduit and commanding force to give the powers intent and purpose.
Runic languages and symbology designed to entreat, trick, or terrify spectral beings. Potions and elixirs crafted from Supernal ingredients. Chanting in languages that do not die as metal is forged and shaped with blood as a key ingredient. These are but a few examples of how Practitioners tap into the sources of magic, and they are among the most common and known methods, with talismans, potions and wards being the most common forms of magic; but at more advanced levels one can call on and command spirits or scry on distant locations and even commune with the dead.
Some can even cheat death itself.
NOTES:
It must be made clear that in order to advance past the point of arduous ritual or relying on amulets, trinkets or talismans, a Practitioner must attune themselves to one or more sources of magic, always one or two but never more. This can even lead to some Practitioners seeking adoption among monsters, or to seek out specific Living locations already attuned to the magical source they wish to infuse their being.
What's more, Monsters can also be Practitioners, and in fact most are, but their natural alignment means that they both have an easier time studying their natural magic, but also a more difficult time trying to become attuned to a new Supernal source and in fact trying to do so can often be a self-destructive risk, even for Practitioners who were not born attuned to any specific magic.
Practitioners usually form conclaves, covens, clans, or other forms of small organizations, though some seek to create bloodline specific lineages exclusively, or not share their abilities. They are also considered by the world at large to be no different from the Monsters themselves, and in truth are not once attuned, or if born attuned to their magical source as such energies tend to create a mind and even body subtly or overtly distinct from an ordinary human.
As the practitioner casts more and more spells the more they risk drawing attention from external entities with their own goals and motivations, while weakening their own essence and making themselves pliant and vulnerable to anything from death to possession or infection by immaterial parasites.
It should also be noted that through ritual even a charlatan can invoke dangerous powers. Those who dabble in the Supernal with no experience or guidance can at times accomplish impressive feats in their freedom and blissful unawareness. But every spell is a dance with death and danger at the best of times.
The Hybrids
Hybrids are in themselves both rare and common.
Rare in the sense that few species can actually intermingle without the use of Supernal aids and when they do the resulting child will be the birthing parents’ species thanks to being doused in their Supernal energies for so long. (Though they may inherit some traits from their sire or a knack for magic outside their birthing parents’ nature, it never goes further than this.)
But some are also quite common thanks to Vampire and Lycan who are the exceptions when it comes to mingling with humans, though between one another the rules remain much the same as above. The reason for this could be genetic, or tied to their natural Supernal energies, being that of blood and flesh allowing them to cross the barriers between species.
As is custom, a child sired by a human parent will be the carrier’s species.
However, in cases where a Lycan or Vampire impregnate a human, the resulting child will generally be a Wira or a Dhampir. These newborns may well develop into their sire’s species with time or in rare and often dangerous cases can be born as such. However, generally speaking, they will emerge as something in between and will be lacking one of the core Supernal connections that makes these species what they are.
Wira – Are often quite obviously inhuman, bearing a resemblance to a partially shifted Lycan but with an overall more stable and cohesive body. They will inherit many of their sire species traits such as a strong sense of smell, excellent hearing, claws, and strength. But are bereft of a strong connection to the lunar cycles, which is what keeps them from being able to shift or commune with the spiritual essence of their sire species.
More often than not, Wira will choose to forge this connection, or make the decisions before they are old enough to know better and thus become Lycan, but there are many who choose their own path. These Wira can still be considered part of the wider pack or direct family and can be quite well regarded for the unique skills they bring to the table.
Lacking the lunar connection however can cause a spiritual divide between Wira and their sire species, hence some forming their own small communities. As with other Outcasts, the Wira, if impregnated by a human will give birth to another Wira, while if they impregnate a human the resulting child will be by and large human, though be it one who could manifest as a Wira or even a Lycan under the right conditions.
Dhampir – Easily the most ‘human passing’ of the Outcasts, at least insofar as their appearance is concerned, internally however they are quite distinct, and their natural affiliations are very unique. Rather than inheriting their sires’ ties to blood and the taking of vitality, the Dhampir’s initial imbuement of vitality draining Supernal can both make them dangerous to carry and if not, will usually keep the resulting infant near the realms of the spectral and through that, decay.
Dhampir have slow but extremely powerful heartbeats that lead to the Dhampir having minimal adrenaline production and a subtle resistance to narcotics due to their slow dissemination rate in the body. Though once they are affected it can easily become lethal. They tend to “age well” though their lifespan is not notably impressive. Otherwise, they tend to be quite pale, with glassy eyes and slightly larger canines than one would see in most humans, though still much smaller than even a human presenting Lycan.
Dhampir are not negatively regarded in the vampiric community, in fact many are considered incredibly useful due to being able to pass through human society unnoticed. However, their acceptance is rather hinged on them playing a role for their extended family or community. Like with Wira, Dhampir often ascend to become vampires, though strangely they don’t have an inerrant natural advantage in this contest, as their strong ties to blood can sometimes make them more inclined to be slaves to their instincts than newly introduced humans.
While not directly tied to the hive instincts of the greater clan, Dhampir are known to be extremely possessive of their loved ones and respond very poorly to isolation. They have a natural inclination for blood magic and can ingest the substance and receive some nourishment. Dhampir and human born children are barely distinguishable from humans in most cases, though certain locations, magic use, or locations can bring such traits to the forefront.
NOTES:
These rules are by and large hard and fast, though intermingling with Practitioners can at times result in a purely ‘human’ child who may only have marginal left over links to their heritage, or more likely a hybrid whose second Supernal affiliation is ingrained from birth.
Other Monsters intermingling with humans can only conceive via magical ritual and in this context, the human carrier is more akin to a surrogate, or donor whose genetic influence will be marginal at best.
Dhampir are technically counted among the Living Dead, whom are covered in detail below.
The Undead
The Undead are a complicated topic, made more so by the nature of spirits and ghosts, but the easiest distinguishing trait is their possession of a material body and naturalized presence in the material plane. Their Supernal energies may align with decay and spectral, but they are as much a part of the living world as anyone else. Decay is, after all, an extant form of life.
What's more, technically anyone can become undead, though it does necessitate losing one of their magical affinities in order to be able to function. Some Undead are also mere creations or not thinking creatures in of themselves, but usually the creation of natural magical well springs or skilled Practitioners and can often operate rather similarly to Familiars.
Of the free dead there are many variants, most of whom exist thanks to spell and ritual or themselves being bound to a location suffused with such energies that will not let them go. Others however exist more in a state of near death, they are on the cusp of the world of the living and the dead by their very nature, but they were born in do age.
Of the former, one can find creatures like:
Kukudh, Ro-langs, Vetala and mummies – These are usually powerful practitioners who for one reason or another did not wish to move on and so have bound their spirit to a prison of flesh, sometimes their own ritualistically slain body, preserved just as it was, while other times they may become a specter and possess an empty vessel.
Both methods have their advantages and disadvantages, but the greatest weakness of both states is inherent to the premise, existing as such a being naturally untethered you more from the material plane than any other, meaning banishment rituals are indeed viable in a manner they would not be for the living or other Undead. Their magic affiliation is always of the spectral variety.
Those bound to a location tend to manifest as:
Ghouls and Zombies – brought back by the land and spirits themselves, sometimes with their mind and will and spirit intact but in other instances they are mere extensions of the land itself, some strange curse or housing a newly born spirit. Ghouls and Zombies are aligned with both decay and spectral.
Any links to their former heritage are superficial at best and rarely grant much advantage thanks to their forms withered state. Those who become powerful in this state can be terrible indeed, spreading their curse through decay and spiritual sickness and their bodies still pump some sickened approximation of blood and ectoplasm. Their inherent nature to decay often means they age... In a manner of speaking.
Finally, there are the:
Living Dead – these beings are people who live on lands suffused with Supernal energies tied to the spectral, are born of Death magic aligned covens and Practitioners. The Dhampir also fall into this category, emerging in families with vampiric ancestry under the right conditions. With a preference for bloodier meals and a dab hand at blood magics, slow to bleed and hard to kill or scare, they often evoke a sense of the uncanny valley in humans. Many consider them near a Supernal species unto themselves, save for their relative rarity.
Spirits/Ghosts/Yūrei/Mononoke/Lemures - In the simplest form, these are the ectoplasmic forms of the now deceased, they can be human, animal, monster, or even 'other' beings entirely. Many do not exist in the material plane but can be communed with or called to it through ritual or key periods of the year when the barrier between life and death is thinner. Those that do remain tend towards being malevolent or maudlin, but some among them can be more akin to their living selves; much is dependent on their locations, motives, and the means by which they stay incarnated.
Regardless, all such beings are inherently tied to the magics of life and death, for all living things have a soul that becomes a spirit when their material form stops functioning and through that they become attuned with death.
Most tend to only have whatever skills they had in life, though it is possible to grow after death the more one separates them self from their old self the harder it is to re-emerge on the material plane. Afterlives are nebulous and vary wildly in what is said but are all agreed upon as existing in some form.
Shikigami/Familiars - These beings can be spirits created from several component parts and imbued with power to become in essence, like a ghost. Or they are usually animals or alchemical experiments to create a new material life imbued with spiritual essence from their creator or other source to create a new being.
These creatures are usually closely bound to their maker, and have some degree of natural Supernal affinity, one tied to their previous form and the other to the materials their maker utilized when making them.
They are usually devoted and loyal, but there are stories of familiar going rogue due to mistreatment, mistakes in their creation or from having been made through malevolent means, making a living curse.
The Rarities
Changelings, Cryptids, Living Curses and more, there is not a singular way to define or designate these Supernal creatures. They are inherently one of a kind, both to their benefit and their detriment.
The Changeling is one born so suffused with Flesh magic that they can alter their form as they need to; no efforts to pass this trait along by blood, to mimic or steal it have been successful. Cryptids are akin to one-of-a-kind mutations, the Chupacabra would be a fine example of something too unique to be a Lycan but far too beastly to be a vampire it was born and will die alone. Even Living Curses, such as that of the Hyde that can be passed down family lines requite unique triggers and ritual to release, and the resulting creature is anything but predictable.
It must be noted that rarity does not inherently designate power, wisdom or majesty.
Changelings are not granted special exemption and among most Outcasts are not deemed as especially potent as their scent can often still be detected and all so far have been unable to alter their body what is feasible with the right rituals. However, they do make good spies among humans.
The Chupacabra is as far as anyone can tell a creature that may be akin to a blend of vampire and Lycan. Consumed by its own hunger and instincts and rules by their magnified weaknesses, and bereft of a true mind, of course this is mere speculation, and it could be something else entirely, born from the darkness and nightmares of goats.
Living Curses can have their origins in true Supernal, such as Hydes being in part a craft born of tethering the tortured and maddened soul of a Lycan to a human infant to make a weapon. That evolved into a curse that could attach itself to a bloodline but is ultimately a sordid ritual magic inadvertently latched to someone by birth or by chance.
These are but three examples of the myriads of mutations & majesties seen among the Supernal rarities.
The Supernal World
Now that we have covered the Supernal peoples of the world, let us again turn our attention to the world itself and discuss the very nature of the Supernal World as it is. After all, for better or for worse, it is our world and one we must understand well if we wish to survive it.
This segment shall cover topics ranging from places of power, magic, those who hunt monsters and the organizations and political powers and histories one will need to overcome, master, understand or navigate to survive.
Living Locations:
These types of Supernal beings come in two forms and flavors, the first being Spirits of the World and the latter being Household Spirits.
The spirits of the land - can come in any form, shape, or size; they are technically in everything, everywhere, from trees to bricks and steel and more. But to be a Spirit of the Land is more than merely having essence, it is having a sense of self, a personality if not a sapient sense of identity. These locations can be anything from a haunted forest to a large stretch of savannah that cannot be tamed, to a thunderous mountain that allows no interlopers.
What is to be understood is that these places have power and personality, enough so that even the armies of the modern world are wary of dealing with them, lest the bombing or a sacred grove lead to mass crop failure and forest fires as a final act of revenge.
Still, these locations tend towards having mediators, mortals who are allowed to live upon them and advocate for their needs and desires while also protecting them from more subtle encroachments and intern, often gaining power from the land itself, many-a coven has been formed around such sites.
Household Spirits - are often much humbler than their greater spirit kindred, but they are also far more numerous and often far more in tune with those around them, with many having been able to manifest some form of medium or intermediary through the creation of a familiar, usually from common rodents to act as their mouth and hands. Household spirits are in essence, a building, or castle or compound given a sense of life and purpose.
The means by which this happens can vary from intentional cultivation, to being built on a well spring of Supernal energies or being the 'child' of a spirit of the land, or even ghosts merging with their former home and taking on a new identity. Their personalities can vary wildly however, but while less easy to offend than their seniors, Household Spirits have their own counsel and expect their fair treatment to be met with a similar degree of respect and regard.
They will close the door on pursuers and warm the hearth, you should repair that leaky pipe and leave something tasty out every now and again, thank you very much.
Magic Types & Systems:
The powers of the Supernal are strange and primal things, as much concept as they are material one must wonder if their power was shaped by their observers or if they shaped our perceptions.
Even the structures of magic systems and guidelines born of the innate power of monsters cannot wholly define magic as we know it. Not its limits, interpretations, or its flexibility.
So much is to the wielder themselves, no wonder many prefer the more predictable power of technology, lifeless and restrictive as it tends to be.
First, there are sources of magic, the Supernal, and from them come the methods of magic, the ritual, the spell, and the curse.
Supernal Sources:
The Grounded Earth: Geomancy/Petrification Rocks upon the raging shore, mountains against the winds, & pillars that shoot deep into the core, they all are petrified.
The Storm: Alchemic/Sympathetic Not merely of clouds & thunder but born of the roiling clash of energies to create resounding sounds & severe heats.
The Song: Phonic/Aural Instinctive vibrations echo in the mind and sound crashes against the body; a song that promises all & gives nothing.
The Living Earth: Chthonic Called from trees, bushes & fungus, roots will dig deep, pollens will poison, decay will foster life as grass devours bone.
The Beast: Druidism Animal instincts, the bestial spirit, the very hunt inherent to nature itself, this power is primal and productive.
The Mind: Psychics/Mediums Perception beyond what the traditional senses can perceives and thought made manifest into the material world.
The Depths: Abyssal Waters ripple with imprisoned air, they embody the deep, dark places, can kill, cleanse and foster, but not create life.
Binding: Tether/Contract To trap the body or tether the soul, crimson strings to bind a spirit, or a web laid to catch their prey, their net awaits.
Consumption/Absorption Draining, drinking, the act of devouring life through blood or essence gives & even wisdom, strength to the consumer.
Life Magic: Anima/Blood Born of blood and living essence, this magic brutal but powerful, it can control and curse, and cure in equal measure.
Flesh Magic: Shapeshifting/Therianthropy It is primal magic of shaping marrow, muscle, and flesh, it can heal, strengthen and hasten, but above all it is change.
The Lunar: Esbat/Astrology/Transition The moon and its skies ever shifting, the moons face’s ever changing, a satellite & symbol of transitions that sees all.
Decay: Necromancy/Shamanism, The power of the dying and dead, of the steady erosion & conversion of that which falls, it is sickness & it is innate.
The Spectral: Spiritualism/Ectoplasm Spirits & ectoplasm, invisible, powerful & endlessly varied, that which is dead can be a building as much as a person.
Methods of Magic:
Sympathetic or imitative magic relies on attuning oneself to a Supernal source.
Innate and inborn powers, that are then trained over the course of a lifetime.
Sigil, Runic or Apotropaic born of the written language’s scripts & etchings.
Ritualistic magic that uses the environment, elements, or tools & time.
Enchanting talismans, amulets, bottling, fetich’s, totems, & tokens.
Concoctions, potions, balms, elixirs, toxins, gases, and poisons.
These are all different structures & systems that can at times overlap, so the easiest means by which to understand them is to break them down into their most basic forms, that being, their modus operandi:
Sigil/Ritualistic/Enchanting/Concoctions: These methods rely on time, place, tools, materials and can be done, in theory, by anyone and are the source of practitioners becoming other than human.
This is very structured in concept, but variations appear the world over. These powers can be dangerous for the inexperienced as one mistake can spell doom. All monsters and human societies have some.
Sympathetic/Innate: The magic of monsters, the world, and creatures beyond, this Supernal power is in the bones and blood and bark of those blessed or cursed with abilities beyond the rational world.
They often start small but like a muscle can be grown and mastered, allowing for incredible and impossible feats, though to get more than what comes innately one must work.
Casting: This is the most advanced form of magic, though with psychics/mediums some elements can be inborn such as visions or telekinesis. Many masters of the Supernal can uncover or create a single, or small collection of minor ‘spells’ that would normally require reagents or environmental conditions, or even exist beyond inborn powers. This is quite rare.
Ingredients of Magic: As has been well established, tapping into Supernal powers can often rely on tools, materials, and other intermediaries. These sources can range from the flesh and blood of living beings to more mundane fare like typical fire made miraculous by ritual and placement. But when it comes to matters of concoction, crafting and creation, there are more innately Supernal resources in the world than others.
Their power can be drawn both from their interplay with Supernal powers. Such as how Belladonna and nightshades can be made into a more potent poison than contemporary plants of seemingly similar strength. Other examples might include oak, roses, Sorbus aucuparia and yew.
Then there are more innately Supernal materials that manifest in nature, usually in Living Locations, but at times on their own from one source of another. These can include such esteemed members as: The Man Eating Plant, Lotus Tree, Raskovnik, Sanjivani, Adder stone, Vampire pumpkins and watermelons and more!
There are also of course mineral examples, such as iron, Thogcha silver and obsidian that blur the line between mundane and magical, and that often serve as the basis for tools and weapons used by and against Outcasts, or to tap into the Supernal world as a whole.
However, there is no shortage of other examples, such as specialized incense, mercury blessed under a full moon, specific crystals or stones and even more arcane and mysterious concepts like ectoplasm, spirits of nature shadows.
The production and trade of all these ingredients and more can be a profitable if at times very risky business, especially when touching the more Supernal subjects which often require a high level of expertise, or a willingness to risk someone’s life and limb on a potentially doomed venture. Warning said limb need not be our own.
Magical Animals: These creatures tend stay within Living Locations or are carefully cultivated by outside assistance in the modern era thanks to either their unique nature or the danger they pose making them target. The Western Wolves for example raise and trade powerful Dire Wolves., & Sirens live among Kelpie.
Many of these animals are familiar creatures but grander, imbued with innate magic or familiars. While a handful are very alien indeed and can often prove inscrutable to even many Supernal that did not grow up around them, being as they are so tied to magic and nature but less so the mind.
Such creatures make for prized exotic pets, leading to an extensive black market, and dangerous hunts deep into the amazon jungle seeking feathers serpents, often to the hunter’s demise.
Supernal creatures can at times act more akin to manifestations of nature itself, akin to avalanches or storms, such as the terrible boar charges and other such events.
Still, many are extinct, or rather subdued by the standard of their mythic inspiration, and in more mild cases can be found even in human homes.
NOTES:
Shifters have inborn resistance to mind magic thanks to their morphic physiology, while for others magical defenses, or even ear plugs, can be used to resist as well.
The sun cannot be drawn on directly but only distantly and conceptually, through aspects woven into other Supernal powers than its true self for its raw power and proximity promise destruction to all who try. Though it can emerge in divination, its meaning is interpreted differently by many Practitioners & sometimes can lead to madness or death.
Those born with the powers of the mind often serve as mediums, willingly or not. Their minds assailed by visions of the dead, they might have been past and scattered glimpses of maybe futures. One can train oneself into a medium through scrying and spectral excursions, it takes great time and effort. On the other hand, many Mediums are vulnerable to possession or self-destruction. Mediums are more adept at utilizing other Supernal energies than most through rituals, though only so much so.
Monster Hunters:
The term, the concept, the very role, and those who bore the duty of battling the Supernal forces of the world have a long and storied history and no history at all.
For you see, while some wish to claim that there have always been orders of humans striving to eradicate the endless scourge of the unnatural. The truth of the matter is that for much of history and in many lands and among many people, that which was inhuman could have as much to do with culture or birthplace as it did species.
Thus, while there were always those who specialized in combating magical threats, they could just as easily be a Lycan as they would an armored warrior or holy speaker.
The role was more about filling a niche, that of a detective and defender against the dangers of the Supernal as a whole and while this role varied, evolved, grew, and shrank across generations it is not they we are here to discuss.
History:
No, today we speak of the ‘Monster Hunters’, those who see a stark line between the Supernal versus mundane, or as they call it, what is normal and natural. Orders like these claim several different lineages and ideologies, some more modern and others more ancient.
Some descend from the Kheshig of Genghis Kahn, whose campaign against Monsters but not practitioners stained the world in blood. Even after their Great Khan’s death and the splintering of his empire, this masters of blade and magic continued their hunt and preached of the great storm that would cleanse the world.
Others owe their origins to the rise of Christianity and its ardent belief that the world was made for man and man alone and that all other beings and powers are thus unholy. Inquisitions and noble families wielding flames and silver in their pursuits of the unholy, be it in a grand crusade or by skulking in alleyways and farmhouses.
There are more, of course, the Assassins, or Ḥaššāšīn themselves the heirs to the stranglers and lynchers of the pre-Lilu dynasty era. Or the Priestly Orders of the Aztecs who viewed the more isolated Outcasts as easy prey for training and offerings. Some had more practical motivations than purely religious, but ideologies grew and flourished with time.
Modern Ideologies:
Most modern incarnations of Monster Hunters share several broad caveats.
The first being that the Outcasts, the monsters, and lands in rebellion to man have no place in this world & are in fact corruptions, or aberrations of the natural order be it scientific or divine.
The second is that these orders feel human centric governments and officials are not doing enough to curb the existential threat presented by the Supernal powers of the world.
This leads modern Monster Hunters to be broadly ‘illegal’ but also quietly tolerated and even funded by either human governments directly or through turning a blind eye.
Beyond these elements however one can find a diverse range of opinions, methodologies, and ideals.
Magi/ʿUlūm Some will argue that it is only the Monsters and other beings outside of man’s control that must be purged. They are however entirely comfortable with utilizing Supernal energies for themselves and tend to hold a special contempt for the Practioners who align with Outcasts.
These orders tend to be quite old, often founded in ancient days by everything from sages to militants, fanatics or just the wealthy for their own ends. They hold clandestine meetings in elegant halls and regal wear, participate in the conventions of high society, before donning robes & invoking secret rituals.
Goetia/Hermeticism Other movements take from a more ‘enlightenment era perspective. Matters of faith still matter, but their thoughts trend towards the scholarly over ritualistic. They dabble in matters of potions and poisons and whispered words behind closed doors.
To them the Outcast is a thing to be picked apart for its components, but the powers, the magic kept at arm’s length. Too dangerous, too chaotic, and slyly influential, but the tools and rituals have their place in securing humanities salvation.
Militia/Hunters Finally, there are those who hold all that is Supernal in low regard. These orders are far more modern, though most have strong roots in racist ideologies. Some are indeed fairly venerable by their own reckoning, but most are but a few decades old at most.
These groups form tightly packed, extremist militia in the woods & hunting lodges, they arm themselves with silver bullets and bombs laden with toxins offensive to the senses of a given Outcasts. They are also ardent trophy hunters and hold their seniors in low regard.
Modern Orders:
Some of the modern orders include:
Militia – Sons of Silver, Bloody Cross Brotherhood, Society of Righteous and Harmonious Fists
Scholars – Inquisitors, Freemasons, The Root of Wisdom
Magi – Mithraists, Ḥaššāšīn, Knights of the Old Table
Tools:
The tools employed by monster Hunters in history ranged from their own hands to silver swords & prayer born flames. In the modern era, Monster Hunter organizations take inspiration from their forbearers & modern resources to craft weapons that best capitalize on the weaknesses of the Supernal. Though it must be noted on hand, that weapons born by hand tend to be more innately effective against the Supernal than others, thanks to the presence of a soul & intent which can be lacking in other areas.
Silver is one of the most versatile metals on the planet. Constantly existing in an ‘excited form’, associated with both the moon and sun in different cultures, naturally antimicrobial and useful in medicine. These are its mundane forms, but they influence its Supernal strength, and so when properly prepared and attuned it can be of great use for magic rituals, but also harmful in its base form to most Outcasts, even leading to allergic reactions in some Lycan.
This is mostly rooted in its nature as something resistant to external influence, meaning Supernal energies have limited impact on it compared to most other materials. Thus, allowing it to pierce or cut, or burn Outcasts with ease, especially as it can still be engraved with symbols hostile to Outcasts, even as the metal itself carries no magic. Thus, it is considered a key basis in magic and martial matters by both Outcasts and humans, and especially beloved by Hunters.
Cold iron/shaped iron has a long history of being useful for wards and weapons both for and against the Supernal and is a natural defense all its own from weak or subtle Supernal forces. This is because of its incredibly stable and sturdy nature, that when shaped to one task it can perform better than any other. This perfect blend of sturdiness and flexibility lets it be shaped into ideal warding forms and highly specialized weapons for a given foe or task.
The greatest power of iron, however, hails from Meteoric iron, alien, or our world, it and the Supernal find themselves inherently in conflict and essentially reject one another, due to their respective ‘alien’ natures.
Nightshade, a particularly virulent poison on its own is uniquely hostile to Outcasts, if applied in large enough quantities it can prove near instantly lethal. In lesser qualities, it will trigger panic attacks, hallucinations, and can even forcibly trigger magical reactions such as a Lycans transformation, if a wretched one.
Garlic and other plants that tend to cause watering eyes or sickness are common to use in gas weapons, they do not kill, but they are disruptive to Outcasts more sensitive senses and occasionally one gets lucky and there is an allergy.
UV Lights, while not killed by the sun, vampires are still light sensitive and can be harmed, tanned, temporarily blinded, or even burnt by too intense and sudden injections of light.
Fire, as is to be expected, because fire can harm almost anything; flamethrowers and incendiary weapons are much beloved.
Hawthorn & Blackthorn, when properly prepared, make for painful concoctions, toxins, and even wooden weapons.
Mundane weapons do have an impact on Outcasts and the Supernal, but it is heavily reduced, a Lycan can more easily shrug off a steel bullet than an iron bullet and could die from a silver bullet for example.
NOTES:
Despite broad approval or at least indifferent to the hunters; most governments who hold treaties with outcasts have a quiet understanding that if a Hunter or even roguish civilian intrudes onto Outcast territory and dies it is not their obligation to investigate it.
This does not extend to notable or wealthy figures, but any given bigot with more bullets than brains breaking into a Lycan Legionary camp is not going to be missed or mourned.
What’s more, many governments prefer to view them as disposable weapons at best, or an equal threat to Outcasts at worst, as these secret societies keep themselves every bit as much as the Monsters themselves, if not more.
Supernal Factions & Alliances:
Much as noted above, the modern days state of political factions, alliances and cross species treaties is a rather new affair. Not to say that across history a given Lycan pack might not align with a clan of vampires, or a crew of Siren raiders did not exchange gifts with minotaur kinds.
But these were largely always local affairs, or the matters of key individual states and not born of any sense of unity among non-humans as a collective. In truth, most regarded their counterparts with as much suspicion as did humans barring a few exceptions.
The shifts began in the East with the genocidal campaign of Genghis Khan, leading to the greater integration of major Outcast populations into multiple East Asian governments.
Then reached fever pitch during the height of the First Colonial period, where-in the great alliances came to be formed for mutual protection and survival.
Finally culminating in Africa with the salvation of Kanem-Bornu from the hands of European colonists and the establishment of the first Outcast controlled state in the modern era.
History:
Across this period of torrential political shifts across the world, Outcasts steadily began to organize and adapt to an increasingly globalized world where there were too few to easily wield influence even with their powers.
The integrated Outcasts of Southeast Asia were able to bare the initial brunt of Muslim expansion, but most save a few did indeed buckle before European powers via sheers numbers. Still, some nations such as Siam, Japan, Vietnam, and Tibet were able to either maintain their independence, or never rallied enough support to inflict the same kind of staggering losses on Outcasts seen elsewhere.
There are many bloody holidays commemorating those who were not so fortunate as even the best nation found itself needing their share of scapegoats and martyrs. The name Commodore Matthew Calbraith Perry is still treated as a curse by the vampires of Japan. Generations of work older than any given nation reduced to ash by his edicts and the Shogun’s cowardice.
In contrast the Outcasts of the Americas were motley refugees fleeing persecution and seeking land in which to grow strong, only to encounter colonists, indigenous nations, and cousin species. Violence was common early on, but pragmatism beget alliances to ensure survival as the colonists continued their maddened expansion Westward.
Some Outcasts, mostly among the Practitioners, managed to secure treaties early on.
Their saving grace being their more human appearance and skills at engaging with Supernal landmarks as the sheer scale of death and destruction caused by the colonial invaders had torn much of New Spain to shreds and colonists wished to avoid a similar fate. Thus, came contracts and treaties with great families and powerful covens in exchange for cooperation or at least no resistance to the colonies.
The assembly of monstrous armies on the West Coast who managed to drive back the colonial armies were the breaking point of the ‘New World’ and laid the foundations for what was to come.
Humans engaged in every depravity from child soldiers, to scorching earth to stem the tide and fought the Western Supernal armies to a standstill rather than the crushing victory they desired. Then, betrayed by their ‘tame’ Outcasts refusing to aid them, and imperials powers looking weaker by the day, government conceded to a treaty lest their empires bleed themselves dry fighting monsters.
To say some felt this a cheat would be an understatement, but few would deny that even if the humans lost the war for the Americas, they could likely win the war for the world if it came to that.
So, peace was deemed necessary.
Thus, leading to the creation of the Outcast Enclaves, where monsters and their human allies could own land and conduct the law as they saw fit. Though be it still needing to pay tax and tariff to the new colonial governments despite not being represented in the legislature in any official capacity.
Those who dwelled on the Western coasts, be they Lycan, Siren, or the still persevering if shrunken nation of Kusko would be swift to seek other potential allies across the sea, while those further inland tightened their bonds and tethers to weather the ensuing wave of angered humans.
When it came to the colonization of lands like Sahul and Africa, the matter of Outcasts extermination was approached with more care and twice the ruthlessness. However, Outcasts, by their own hand or through international aid, were not so easy to turn the tables on even as economic strangleholds and disease assailed their homelands.
This was the birth of large-scale nonlinear warfare and it raged for generations as the European powers greedily devoured as much of Africa as they could. While surviving Muslim and African imperials fought to hold onto what was theirs.
The Outcasts, many having already had to flee inland during the era of the slave trade, both found and created their salvation around the great Northern lakes. Here the Outcast who had fled slavery had been building strength for generations and with the arrivals of so many of their kindred fleeing and sly aid from their kindred it was time to make themselves known.
The great powers of France and Britain dueled for control of the Great Lake, and both saw their armies met with not merely modern munitions but organized magic and Supernal strength in such skill and number it ground them to a halt. Experimental gas weapons were turned against them as the winds howled and raged, while vast tunnel networks unleashed hordes of cackling Bultungin.
It was not one but several great humiliations that intern ensured a string of rebellions and aggressive plays by surviving African monarchs, such as the rulers of Abyssinia. Forcing the first true Outcast and human treaty in the modern era.
Most believe outrage at this and perceived weakness on the part of France and England is the key part of what dovetailed the world into its first world war. But that is a story for another day.
With their country on the hill established and safe for now, the Outcasts of the world stepped from the shadows and into greater prominence. Even as the masters of their nations tried to penalize, punish, and persecute them, they persevered and still survive to this day. In large part thanks to the mutual aid and trade and support of their fellow factions’ members and the greater United Supernal Community, (USC).
Though things remain hard for many, the monsters of this world have made it clear they will not go gently into the night, not unless it is to hunt at least.
Outcast Political Factions:
Political factions tend to be a mixture of ideological and pragmatic alliances among different Outcast communities, enclaves, and collectives. These political factions are what divide the USC, with many having internal trade deals and united voting power, as well as tense rivalries with their counterparts. Still, matters never fall into bloodshed, not when humans are always searching for signs of weakness.
Pacifica Pact – Some of its members include the Gokudō vampires of Japan best represented by the vast Tanaka Clan. Along with the Western Wolves led by the Safran Pack who hold domain over Colorado’s mountains with their human allies. The Kinnara Collective of Sia, the united pā (Fortresses) of Aotearoa and the surviving state of Kuzko with its undead hordes.
This faction and their other members hold a great deal of influence over the Pacific Ocean through which extensive trade in Supernal, legal, and oftentimes illegal goods flow. They are widely considered among the most aggressive and isolationist factions when it comes to human interactions, despite or perhaps in part due to living in such close proximity.
Obsidian Order – Heavily centered in the Easter Americas and with strong ties to Western Europe survivors. Their members include the Arkadia Alliance which persists in Greece and the Great Lake Siren Galère. But also holds numerous powerful families and covens like the Addams, Frumps and Thorpes who make up a large part of the Onyx Coven Collective.
Many of the members of these factions were among the first to cut deals with colonists by becoming wardens to dangerous lands that needed a Supernal touch or by being too useful or dangerous to dismiss. They are not well liked by humans, but most have an ambivalent attitude towards humans, preferring polite indifference to political power plays.
Kanem Country – The only country in the world with a majority outcast/monster population and government. It is not a staggeringly large country, but neither is it small and certainly most respects its strength. It is a representative democracy with a lower house representing the states and an upper house representing the various species demographics.
Serving as a city on the hill to many Outcasts, even if some rankle at the tension this causes with their neighbors, Kanem is one of the world’s most exotic and dangerous locations because of its residents. Tourism has become something of a staple, alongside the production of high-quality Supernal goods, fish farms and was an early adopter of solar energy.
Apolitical Factions:
There are other such political alliances of course, and more members to say the least, but for now let us move our attention to some of the groups designed to either meet a specific need or generate unity among Outcasts.
The Lycan Legionaries – an international organization which blurs the line between scouts, military boot camps and private security companies or militia. Packs are expected to send one or several cubs to learn the arts of survival, war and universally understood Lycan magic. It is generally felt if war between humans and Outcasts comes again Lycan will make up the largest body of soldiers thanks to their high populations and Supernal durability.
The Amber Alliance – an international organization dedicated to the goal of discovering, reclaiming, and protecting Supernal locations, relics, and unique persons. That is to say, those who were born as unique even among Outcasts that might otherwise get exploited. Generally seen as a politically progressive and polite organization, there is something of an underbelly to it given how spread their members are allowing for disreputable conduct.
The USC Union – A well-structured organization of scholars, diplomats and media experts that work to smoot over ruffled feathers, organize large events and do charitable work on behalf of struggling Outcasts of strained communities. Their actual political and military power is relatively middling, with them needing to rely on the real power players to orchestrate major turns, but without them the bureaucracy would grind to a halt.
Gen'yōsha, Dark Ocean Society – A broad title applied to the Supernal Underworld, that rather akin to the Yakuza operates semi legitimately and with strict codes of conduct. They are heavily tied to smuggling and are often where Outcasts among Outcasts find themselves filling the lower ranks. Vampires tend to have the strongest presence, along with many criminal Practitioners finding themselves pressganged into service when they’ve nowhere left to go. Officially they are unknown, all being merely local gangs, or club owners, but they play a useful, if oftentimes unseemly role in Supernal society.
NOTES:
How much acknowledgement the larger scale political factions, or the independent factions receive from human governments varies wildly. But most prefer to frame them as external agitators to their own nation’s interests and a reason to distrust their own Outcast populations.
Though this is not universal, and many are only vaguely aware of their existence at all as these alliances and organizations are either semi-informal and held together by arrangement and friendship, or otherwise operate through fronts and or only show a small portion of their face to the public.
Arranged marriages, while not enforced, are relatively common in some circles, though they can be rejected by those assigned them provided it is done so respectfully. These, like other matters such as oath, are more about emphasizing which family is closest to which or which pack and clan have strong trade ties.
Conclusion:
Our world is old and young, it is varied and familiar, magical and mundane.
What I have told you this day does not even scratch the surface of the true width and breath of this wonderful, terrible world of ours. & though I am sure some of this was well worn knowledge to you, I am hopeful it proved illuminating all the same.
#Original fiction#Fantasy#Urban Bantasy#gothic fantasy#World Building#Text Post#wednesday netflix#This started as a Wednesday project but can now be used for anything#long post
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I'm very much aware that I complain about it every time I leave a bookstore (so: on an almost monthly basis), but popular perception of historical and contemporary events alike is a product of siege mentality.
In Poland, specifically: a keen but suppressed awareness of the West's decline and inevitable collapse, paired with a visceral fear of the nebulous Orient, leads the average citizen of this liberal Christian democracy to believe that he must seek out a Noah to build him an ark, lest the coming deluge drown him alongside the unenlightened. He sees the downfall of the prevailing order as a natural outcome of his class's social decomposition, of its descent into mindless self indulgence, and perhaps of its too-lenient attitude towards deviants and saboteurs. His fortress will succumb to the horde of infidels because its watchmen abandoned their posts and opened the gates to carriers of the plague; it is a conquest well-deserved. For all that, the impending catastrophe may still be averted, but only through the advent of a Great Man, this long-awaited tyrant Noah, an individual force capable of delivering the ingenuous townsfolk from the Mongol swarm, rallying a holy legion against the rotten of the Earth. He will be crowned patron saint of the enterprising and lord-protector of industry. And he will reign over the besieged with an iron fist, turning boys into men and men into machines, crushing underfoot anyone who refuses to bow before him, paying no heed to the cries of the destitute, weeding out the weak and lathering himself in gold. All this - in the name of an abstract freedom. Triumphant! Order prevails in the Western world. The citadel becomes an empire.
And so the bookshelves are lined with the works of the prophets du jour, variations on the theme of Why China is going to destroy us and War with the East; right next to them, the biographies of Hitler, Mussolini, Churchill, Bismarck and Bonaparte. Voilà the free market.
#Output#The practically-minded liberal sooner or later arrives at the conclusion that dictatorship is inevitable#But there is hand-wringing aplenty about it if it entails de-liberalizing the economy#Ergo: his perfect system is a military dictatorship. That - or a Venetian republic of oligarchs.#''This mass of immigrant-friendly doormats cannot hold out against Xi Jinping'' essentially#What a fascistic country!#Christ. You see it everywhere.
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THE BATTLE OF 'AYN JALUT, SEPTEMBER 1260
'Ayn Jalut stands tall as the most famous Mongol defeat; a Mamluk army commander by Sultan Qutuz and Baybars defeated a Mongol force under Kitbuqa Noyan.
The battle though is a surprisingly tough one to study; it's noted in numerous contemporary sources, but most descriptions only focus on a small aspect, and none give an overall account. The closet we get to an overview is the version given by Rashid al-Din, which makes the battle a feigned-retreat employed by the Mamluks... except this version is totally contradicted by all the Mamluk versions of the battle. Given that Rashid al-Din's account also features a dramatic lengthy, and fictional, speech between Kitbuqa and Qutuz, it seems Rashid's entire version is probably his creation.
The best reconstructions (based off the accounts from Mamluk chronicles and other contemporaries) suggest that the battle took the following form:
1) Mongols arrive first at 'Ayn Jalut; a period of skirmishing between the Mamluk vanguard under Baybars and the Mongols. Baybars withdraws to await arrival of Qutuz with the main army
2) on September 3rd, the Mamluk force arrives at 'Ayn Jalut and form up for battle early in the morning. They begin to slowly advance against the Mongols
3) Kitbuqa responds with attacks along the Mamluk line; volleys of arrows before charging in with Mongol heavy cavalry. Kitbuqa appears to underestimate Mamluk resolve and expects they will break quickly
4) the Mongol charge forces the Mamluk lines back and they nearly break; Qutuz and Baybars rally the Mamluk army. The Mongols pull back, reform and lead another charge.
5) Once more the Mamluks nearly break, and again rallied by Qutuz with cries of "wa-islamah," and his personal bravery in leading a counter charge.
6) perhaps at this point in the battle, either on his own initiative or prior communication with Mamluks, the Mongols' 'Ayyubid vassal on their left flank, al-Ashraf Musa, flees the field.
7) this allows Mamluks to encircle the Mongol army; likely around this point Kitbuqa is killed. His army now breaks, pursued by the Mamluks. Baybars dismounts to chase some on foot up a nearby hill.
8) there is no rallying of the Mongol army at Baysan; this is a faulty reading by al-Maqrizi in the 15th century.
9) none of the accounts of the battle support the use of firearms in the fighting; this only comes from slightly later military treatises aiming to glorify the use of these weapons.
You can learn more about Mongol wars with the Mamluks and the battle of 'Ayn Jalut in my latest video:
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There's this false narrative that the Mongols conquered a huge part of the world by sheer brute force and nothing more and that's just not true at all. The Mongols were extremely dedicated to gathering massive amounts of intelligence before attacking. Before ever attacking a target, they would learn everything about them. Structure, language, and most notably, the political leanings of specific areas. If a region was deemed easily convertible to their side, they'd focus more on rallying them against their former rulers, but if they felt an area was very loyal, they would flatten it immediately. They also sent in spies in advance to create discord and gather any intel on how to properly attack. The Mongols were terrifyingly brutal, sure, but they were also very very smart about it.
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rallyfic may not be done but rest assured I’m literally road tripping to Slovenia tomorrow with my tumblr mutuals for the bit. the mongol rally bit.
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The Epic Battle That Stopped the Mongols and Changed History: Ain Jalut In 1260, the Mongols, led by Hulagu Khan, were on a mission to conquer the Middle East. But their quest for domination was met with fierce resistance at the Battle of Ain Jalut. The Mamluks, a military elite made up of former slave soldiers, formed a circular formation called a "ghazwa" and deployed their heavily-armored cavalry at the front to absorb the initial Mongol charge. The Mamluks then counterattacked with their lighter, more agile cavalry, using hit-and-run tactics to wear down the Mongols. The Mamluk infantry, armed with spears, shields, and swords, formed a protective barrier for the cavalry and helped to repel the Mongol cavalry when they tried to break through the Mamluk lines. The Mongols charged toward the Mamluk army with their superior cavalry and mounted archers, trying to break through the Mamluk lines. However, they were unable to overcome the Mamluk defense and were eventually forced to retreat. The battle took place near the Ain Jalut spring in southeastern Galilee, near the site of the present-day city of Beit She'an, Israel. This victory marked the end of the threat of Mongol domination in the region and allowed the Mamluks to establish themselves as the dominant power. The Battle of Ain Jalut is an epic tale of bravery and determination that changed the course of history. This video explores the thrilling events of this historic battle and its lasting impact on the region. Get ready to witness the epic battle that stopped the Mongols and changed the course of history. Don't miss out and hit the play button now This historical cinematic battle was created using Atilla Total War with the 1212 AD mod. #aditulaudis #cinematicbattle #ainjalut Mods used: 1212 AD Timecodes: 00:00 Introduction 02:08 Baibars leads a vanguard to slow the Mongol advance 04:03 Baibars retreats under pressure 05:04 Mamluks fire and retreat on horseback 06:56 Kitbuqa faces the Mamluk main army 07:30 Mongols feign retreat 07:46 Kitbuqa decides to charge the heavy cavalry 08:42 Qutuz charges on his right wing 08:59 Kitbuqa is determined to break the Mamluk left 09:55 The battle continues 10:48 The Mamluk left flank collapses 11:07 Qutuz rallies his men and reinforces the left flank 11:56 The tide of battle turns 13:29 The Mongols are surrounded by Qutuz 13:59 Conclusion Music: Atilla Total War Soundtrack via YouTube https://www.youtube.com/watch?v=bwhWnRhcMQo
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Signature Style: Crafting the Best Leather Biker Vest for Motorcycle Clubs
New Post has been published on https://ashipwreckinthesand.com/signature-style-crafting-the-best-leather-biker-vest-for-motorcycle-clubs/
Signature Style: Crafting the Best Leather Biker Vest for Motorcycle Clubs
An Overview of Famous Motorcycle Club Vest Designs and Their History
The motorcycle club style leather vest is more than just clothing—a badge of honor, a canvas of identity, and a history book with tales of lineage, resistance, and brotherhood. Biker “cuts” carry patches and symbols that tell the club’s story, its members’, and their enduring spirit.
Motorcycle clubs wore leather vests after World War II for practical and symbolic reasons. Leather prevented road rash in accidents and severe weather, while club-specific patches and insignia fostered unity. Soon, the leather vest became a staple of the biker uniform, symbolizing the ride’s toughness and unity.
These vests’ patches are carefully designed and often incorporate the club logo, the member’s name, and other meaningful symbols. The club’s logo is the focal point on the back of the vest. Rockers—curved patches with the club’s name and chapter location—border this. These symbols transmit a silent language to bikers about territory, affiliation, and rank.
The world’s most notorious motorcycle group, Hells Angels, has a legendary vest. The ‘death head‘ logo on their red and white vests symbolizes their ferocious individuality and indomitability. Hells Angels vests represent their history of infamy and community service. A club member’s worn vest chronicles their travels, battles, and camaraderie.
Another famous brand, Mongols Motorcycle Club, makes unusual sports vests. The patches depict Genghis Khan in a steppe warrior’s headgear, symbolizing their appreciation for persistent power and strategy. Mongol vests symbolize power, togetherness, defiance, and artistic preference.
Not all vest designs are famous. BMW Motorcycle Club vests are more polished and subtle. They promote a different form of brotherhood based on road etiquette and engineering passion rather than illegal disobedience by displaying the sleek BMW logo in a minimalist yet attractive design.
One discovers that these vests tell stories when one delves deeper into their culture. For instance, veteran patches on leather commonly commemorate military service. Other club patches, such as “Road Captain” or “Sergeant-at-Arms,” have different duties and awards. Many vests include memorial patches honoring fallen colleagues who will ride with the club in spirit.
This vest customization goes beyond club identification. Personal patches, such as rally patches, mantras, or hilarious artwork, lend personality to the vest. This personalization showcases the wearer’s personality and incorporates their life story with the club’s culture.
The Motorcycle Club Style Leather Vest is sacrosanct in club culture. Vest rules are strict and traditional. Vests are obtained during a complex initiation process, and losing one is shameful. Membership and respect are symbolized by the vest, which is not to be worn lightly or by outsiders to safeguard the club’s secrets.
These vests have evolved from safety gear to emblems of identity and defiance of social conventions. They have evolved from practical biker gear to iconic clothing for charity rides and political protests. The leather vest is vital to motorcycle club culture, moving with the times but keeping its legacy and respect.
One sees a living, developing sign of a thriving subculture in the motorcycle club-style leather vest’s history and aesthetic progression. It represents freedom, brotherhood, and the road rhythm that draws riders worldwide. As motorcyclists balance current identity and tradition, their vests will remain a canvas for visual and cultural expression, depicting bike culture’s past, present, and future.
Guidelines for Motorcycle Clubs Designing or Updating Vests
The motorcycle club-style leather vest is more than just clothes for any motorcycle club. It represents identity, brotherhood, and beliefs and affiliations. Thus, a club’s vest should be carefully designed to reflect its values and history. This book offers detailed assistance on developing or modifying a club vest for new and established clubs.
The vest is chosen first. Leather is preferred for its toughness, weatherproofing, and traditional, rugged look that matures with age. The neutral black background highlights the multicolored patches. Some clubs use brown or white leather to differentiate themselves or represent a lineage or ideology.
After choosing a vest, the design phase begins with patch layout and selection, which make the vest’s visual impact. The main patch, or ‘colors,’ usually features the club’s logo on the vest’s back. The logo should be unique and represent the club’s ethos; hence innovation is needed. This patch frequently requires numerous iterations and club member consultations to create an iconic and lasting image.
Rockers around the main patch show the club’s name and chapter location. These tend to arch over and beneath the main patch. The top rocker shows the club name, and the lower rocker gives the chapter location. The text and curve must be legible and match the club’s branding.
The front of the vest can have patches for the President, Vice President, and Sergeant-at-Arms. The placement of these patches must be considered to maintain organizational structure and properly communicate positions to members and outsiders. Other standard patches on the vest’s sides or front represent club accomplishments, commemorative events, or deceased members.
Symbolism—national flags, memorial insignias, or club-specific symbols—is another essential part of the design process. These pieces decorate the vest and tell the club’s history, principles, and commitment.
Thread colors and stitching style also subtly affect the vest’s appearance. Contrasting colors highlight regions, while muted tones convey history and understatement. Most clubs prefer embroidery over printed patches due to its durability and classic style.
After choosing a design, the club must examine vest production logistics. Choose a manufacturer with high-quality craftsmanship and bespoke design expertise. The production process should be continuously monitored to ensure the finished products meet club specifications and quality standards.
Club regulations determine vest distribution, another critical step. Vests are obtained through longevity, club service, and rule compliance in numerous clubs, keeping them a symbol of loyalty and honor among members.
Finally, the vest is usually awarded to club members at a ceremony or essential gathering. This occasion emphasizes the vest’s role as a fraternity symbol and a fresh chapter in the member’s life.
In conclusion, making or updating a motorcycle club-style leather vest requires extensive research, careful design, and rigorous production monitoring. A well-designed vest increases club togetherness and displays a powerful image to the outside world, encapsulating the pride and dignity of belonging to a rich motorcycle club brotherhood. The motorcycle club-style leather vest is a beloved icon of the biking community since it’s filled with the club’s ethos from design to distribution.
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MONGOL MC MEMBER GETS CAUGHT UP IN SOME BS *VIDEO*
#MONGOLSMC #MONGOLS #MONGOL A senior Mongolian is the first person in WA to be convicted of violating an anti-partnership notice after inviting bike friends he was banned from associating to his wedding. Jason Gastarov, 47, appeared at Rockingham Magistrates Court on Monday after being charged with six counts of having twice or more contacts with a named offender earlier in the day. 00:00 How…
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#bike rider#Biker News#insane throttle#MONGOL MC MEMBER GETS CAUGHT UP IN SOME BS#mongols#mongols mc#mongols mc australia#motorcycle rallies#norman reedus#one percenters#outlaw biker#outlaw motorcycle clubs#outlaws#tennessee biker roundup
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Title: Crusaders: An Epic History of the Wars for the Holy Lands
Author: Dan Jones
Genre/s: nonfiction, history
Content/Trigger Warning/s: war, death, murder, antisemitism, islamophobia, torture
Summary (from the publisher's website): For more than one thousand years, Christians and Muslims lived side by side, sometimes at peace and sometimes at war. When Christian armies seized Jerusalem in 1099, they began the most notorious period of conflict between the two religions. Depending on who you ask, the fall of the holy city was either an inspiring legend or the greatest of horrors. In Crusaders, Dan Jones interrogates the many sides of the larger story, charting a deeply human and avowedly pluralist path through the crusading era.
Expanding the usual timeframe, Jones looks to the roots of Christian-Muslim relations in the eighth century and tracks the influence of crusading to present day. He widens the geographical focus to far-flung regions home to so-called enemies of the Church, including Spain, North Africa, southern France, and the Baltic states. By telling intimate stories of individual journeys, Jones illuminates these centuries of war not only from the perspective of popes and kings, but from Arab-Sicilian poets, Byzantine princesses, Sunni scholars, Shi’ite viziers, Mamluk slave soldiers, Mongol chieftains, and barefoot friars.
Crusading remains a rallying call to this day, but its role in the popular imagination ignores the cooperation and complicated coexistence that were just as much a feature of the period as warfare. The age-old relationships between faith, conquest, wealth, power, and trade meant that crusading was not only about fighting for the glory of God, but also, among other earthly reasons, about gold. In this richly dramatic narrative that gives voice to sources usually pushed to the margins, Dan Jones has written an authoritative survey of the holy wars with global scope and human focus.
Buy Here: https://bookshop.org/p/books/crusaders-the-epic-history-of-the-wars-for-the-holy-lands-dan-jones/9351326
Review: I picked this up after I DNFed The Shield of Three Lions by Pamela Kaufman because I was still in the mood to read about the Crusades, but didn’t want any of the shenaniganry from Kaufman’s book. Or, okay, not THAT much shenaniganry, because there were definitely shenanigans happening in the actual historical crusades.
I’ve read some of Jones’ books before, and thought they were interesting, if rather dry. This book certainly fits in with that assessment: it’s interesting, but still rather dry. This is why I had to switch midway through to the audiobook, because it was easier to digest that way than reading it off the page.
Despite that hiccup though, this is, as I said, an interesting book. It chooses to tell the story of the crusades from the perspectives of key individuals who participated in them, which results in its very broad scope: an overview of the crusades, and what drove them. The latter is the most interesting part to me, because the book makes it very clear that, while religion WAS an aspect that drove the crusades, it was just ONE driving factor among many. Oftentimes, the real motivations driving crusades were political, social, and personal; faith came into play because the people behind the crusades were themselves religious people. Sometimes, those people took to crusading out of a genuine belief in their religion; other (lots of) times, they used their religion as an excuse to colonize some land and kill lots of people they disagreed with.
One of the more interesting ideas this book tackles is how the idea of crusading itself changed over the centuries. At first it really did mean “going to Jerusalem to free it from the Muslims for absolution of one’s sins”, but over time, the concept was increasingly changed and manipulated by secular and religious leaders alike. By the end, “crusading” was only vaguely connected to the idea of retaking Jerusalem from the Muslims, and actually meant “fighting anywhere against any enemy of the Church for absolution of one’s sins, and maybe other, more tangible rewards”.
Which now begs the question of “How is crusading perceived today?” The author does try to tackle that, but only briefly, in the book’s epilogue. I thought this was a bit sad, not least because it focused primarily on religious extremism and seemed to gloss over the use of crusading as a cover and tool for colonization, but given that this book is really just an overview, the lack of depth makes sense.
Overall, I think this book makes a great starting point for anyone who’s interested in the history of the crusades, since it offers some interesting jumping-off points that can lead the reader down paths they might find potentially interesting. The book has an extensive bibliography of both primary and secondary sources both academic and popular, so the reader can really just take a look at that and build a reading list based on whatever idea they latched onto. I also think it’s an important book to read now, given the Palestinian genocide and how Israel’s actions are painted by certain right-wingers as a “new crusade”.
Rating: four crusader crosses
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Scottish adventurers Chris and Julie Ramsey wanted to prove their electric SUV was as tough and dependable as a schematic car. To do it, they decided to submit it on a drive. That ride started in March on the frozen waters of the Arctic Circle close the North Pole. It ended in December, nearly ennead months and some 20,000 miles later, at the south pole in Antarctica. The Ramseys say the globe-trotting expedition is the firstly of its genial done in an galvanic vehicle, or a car of any tolerant. It took them through a carefully plotted route downwardly North and South America that injury through frozen snowscapes, mountain roadstead and dense cities, where they hunted for charging stations on the way. The duo, who in January returned place to Aberdeen, Scotland, told The Washington Post they hoped their effort could enliven other adventurers and any consumers considering electric vehicles. “We could experience failed at any instant, for whatever conclude, and you just don’t experience if you’re sledding to micturate it,” Julie Ramsey said. “... It simply proves that EVs can go the distance.” The Ramseys make undertaken challenging electrified expeditions before. In 2017, the brace completed the Mongol Rally,
Source : https://www.washingtonpost.com/nation/2024/01/15/electric-car-north-to-south-pole-drive/
Relate : https://trendingggnews2024.blogspot.com/2024/01/carolyn-hax-old-quaker-is-encroaching_14.html
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I’m not really a content creator…. Stop laughing!! 😆 Just an OG biker that’s gonna leave a digital footprint for the grandkids to get a kick out of down the road.
I started compiling a list of biker slang and motorcycle lingo , if your on the fringe of the culture, new or even coming back to the biker culture things change , music, fashion, machines and the lingo , most of the terminology and slang that the biker culture speaks is pretty straightforward and you can get by with common sense but I have had some interesting questions lately and thought it would be helpful to put a list together for anyone interested in what certain terms and phrases mean …
* 1%er (One-Percenter): If 99% of motorcycle riders are law-abiding members of society, the rest is the 1%. Advertised through a patch or tattoo, usually on a diamond-shaped back field.
* 1-Kicker: Starts on the first kick. A well-tuned motorcycle.
* 1-piece (One-Piece): "1-piece" outfit of protective clothing, covering the rider from neck to ankles.
* 2-into-1: Two exhaust pipes mated into one pipe, i.e., two header pipes into one muffler pipe.
* 2-Piece (Two-Piece): "2-piece" outfit of protective clothing, consisting of a jacket and pants, often constructed to allow the two pieces to be zipped together at the waist.
* 2-Second Rule: Same as with a car. A tool used to estimate the minimum safe following distance between moving vehicles. Cars following a motorcycle should allow four seconds as motorcycles can stop much more quickly than cars can.
* 2-Stroke: An engine in which the piston assembly/assemblies run two strokes per cycle.A specific kind of engine that made a lot of power combined with lightweight and simplicity. Problem is, they pollute like crazy, so they were essentially legislated out of existence in the United States and the EU. However, they are still used in many Asian countries. In the U.S., some small devices still use two-stroke engines, like weed eaters, but even those are converting over to more eco-friendly four-stroke designs.
* 3-Piece Patch/3 Patch: A configuration of back patches used by some motorcycle clubs with a top patch (club's name), a center patch (club's logo), and a bottom patch (geographical territory). Top and bottom patches are referred to as "Rockers."
* 4-Stroke: An engine in which the piston assembly/assemblies run four strokes per cycle.
* 6-Bends/6-Bend Handlebars: Handlebars that have six bends. Popular in '70s Chopper culture.
* 13: The 13th letter of the alphabet (M). Can stand for motorcycle, marijuana, methamphetamines, Mongols, and mother chapter. You will most likely see this patch accompanied by a marijuana leaf at bike rallies, the individual that is wearing this patch is advertising that either they are partakers of marijuana or they are “holding” and are “open for business” , be careful here , a club member or outlaw biker will never be “dirty earning” or “dealing” in their club cut/colors, no matter what you saw on Sons Of Anarchy, so if you see this 13 on a full patch members cut , DO NOT TRY TO BUY WEED FROM THEM . Show some “class” and ask … “hey neighbor (your not his brother) I’m ignorant and I apologize, but what’s that 13 patch mean ? Most hard core 1% ers would love to tell you about their club and if you approach any of these individuals they will be happy to have a conversation with you , it’s all about respect.
* 81: The eighth letter of the alphabet (H) and the first letter (A). Stands for Hell's Angels
* 99%er: The opposite of a 1%er. Patch often worn by an off-duty biker, first responders, police, firefighters, EMTs/paramedics, and military personnel. Sometimes worn by citizens as a social statement, but this isn't a great idea as 1%ers could consider it antagonistic or as a challenge.
* ADV: Short for “adventure,” ADV means both a kind of bike and a style of riding. ADV bikes can be ridden on- and off-road and are often called “dual-sportbikes” or “adventure bikes.” A ride on such a bike is often called an “ADV ride,” and there are countless ADV groups, websites, clubs, etc.
* AMA: American Motorcyclist Association. This riding organization puts on races, rallies each year. It also lobbies politicians on behalf of riders and offers services such as roadside assistance.
* Airfence: Back in the day, racers could expect to slide into a tire barrier when they crashed in a corner at the track. Well Tires aren’t that soft, and many riders got injured. Enter Airfence, an airbag system for racetracks. When a rider hits an Airfence, it rapidly deflates, absorbing the energy of the crash and lessening the chances of injury.
* Any Number Over/Under: This refers to the length of front forks as compared to the stock length. Ex: "ten over" means 10 inches longer than in stock configuration, "two under" means two inches shorter.
* A's & 8s/Aces & 8s: Deadman's Hand. Legendary poker hand drawn by Wild Bill Hickok just before he was murdered.
* ABATE: The ABATE acronym is understood to have several meanings. ABATE is a social club and lobbying organization that seeks to preserve and regain legal rights on behalf of the motorcycling community.
* ABS: Anti-lock braking system, same as on a car.
* AFFA: Angels Forever, Forever Angels. A sign of loyalty referring to the Hell's Angels Motorcycle Club. These letters will change depending on the prevailing club of any particular area for example: OFFO Outlaws Forever Forever Outlaws and so on .
* ATF: Bureau of Alcohol, Tobacco, Firearms, and Explosives. AKA “the Goon Squad”
* ATGATT: All The Gear All The Time. Refers to the wearing of all safety gear (helmets, jacket, etc.) at all times while riding.
* Aftermarket: Parts and accessories that are not OEM (Original Equipment Manufacturer) made.
* Air-Cooled: Engines cooled by airflow rather than through liquid cooling that is typical of cars; a bit of a misnomer as all engines are also oil-cooled, including air-cooled engines
* Airheads: A term used to refer to older, air-cooled BMW motorcycles.
* Analog Gauges: Mechanical/non-digital gauges.
* Anti-Dive System: A component of some front-end suspension systems designed to reduce front fork compression (dive) when under hard braking.
* Ape Hangers: High handlebars that rise above the rider's shoulders. The rider assumes a posture reminiscent of an ape hanging from a branch. Also referred to as just simply “Apes”
* Apex: The highest point. The apex of a curve is the tightest portion of said curve. It is your job as a rider to “hit” the perfect apex.
* Associate: A person associated with a motorcycle club. Used more by people outside of the biker community than by the motorcycle clubs.
* BMW: Bavarian Motor Works (Bayerische Motoren Werke AG), a manufacturer of automobiles and motorcycles. The BMWs of the '60s and '70s have a cult following that continues to this day.
* BSA: Birmingham Small Arms. A British manufacturer of motorcycles, now out of business.
* Backbone: The top tube of a motorcycle frame where the tank is typically mounted.
* Back Warmer: The friend on the back of your motorcycle.
* Backyard: An area that you ride frequently.
* Baffle: A sound deadening wall inside a muffler.
* Bagger: A motorcycle equipped with saddlebags, usually referring to a large motorcycle with hard-side bags and full touring gear.
* Bandana: A square of cloth used for just about everything.
* Bar Hopper: A motorcycle used to ride from bar to bar. Flashy or custom bike not suited to long-distance riding.
* Bark-o-lounger: A large, comfortable motorcycle. Honda Gold Wing
* Basket Case: 1) A motorcycle in a state of dis-assembly, i.e. a bike with its parts in baskets. 2) A person that's a mess psychologically.
* Bead: The edge of a tire that touches the wheel
* Beehive: A beehive style tail light.
* Beemer: A nickname for a BMW.
* Belt Drive: A system that uses a belt to transfer power rather than a chain or shift.
* Bible: Don't leave home without it. Usually your sled’s service manual, but also just a bible
* Big Dog: An American motorcycle manufacturer; closed down in April 2011.
* Big Five: The five major motorcycle manufacturers: Harley Davidson, Honda, Kawasaki, Suzuki, and Yamaha.
* Big Four: Hell's Angels, Pagans, Outlaws, and Bandidos. The four motorcycle clubs that have been identified as Outlaw Motorcycle Gangs by the FBI. These clubs are prosecutable under the Federal RICO statute. As of 2023 there are now 8 MC’s on the FBI list of criminal organizations, Mongols,Vagos,Black Pistons and Sons Of Silence.
* Big Twin: A large V-Twin engine, especially the larger Harley Davidson engines.
* Bike: An acceptable term for almost any motorcycle, which is also often called a ride, sled, beast, the old lady, sweetheart, my precious, That Broken Down Old Piece of … and so on.
* Biker: A motorcycle rider. Be careful with this term. In general, it means someone who rides a motorcycle, but in the world of those who actually ride motorcycles, it more precisely means someone who is in a motorcycle club. A Hell’s Angel is a biker, An Outlaw is a biker , A Mongol is a biker, but your Uncle Jim who scoots around on his Harley Sportster on the weekends from bar to bar isn’t. Uncle Jim is a rider or motorcyclist. Bikers don’t mind being called “bikers” — that’s what they are — but they generally don’t like to be called “motorcyclists.” But motorcyclists (non-bikers) don’t necessarily mind being called a “biker.” Follow?
* Biker Friendly: A business that appreciates the patronage of bikers.
* Billet: Refers to a piece of metal that's been machined into shape rather than cast.
* Blip the Throttle: A quick twist of the throttle.
* Block: The largest part of the engine in which the cylinder/cylinders are bored.
* Blockhead: A Harley Davidson engine produced between 1984 and 2000.
* Bobber: A Bob, Bobbed, or Bobbing). A motorcycle customized by bobbing (shortening) the fenders. Among the earliest custom motorcycles. Enjoying a resurgence in popularity today.
* Bonnie: General nickname for Britain’s iconic Triumph Bonneville motorcycle.
* Bonneville: This time, we’re talking about a place, not a bike, except to say that the Triumph Bonneville motorcycle is named after the place. That place is the Bonneville Salt Flats in Utah, where riders and drivers take their machines to find out just how fast they can go. Just call it “Bonneville,” and other riders will know what you’re talking about. It’s also known as “The Salt.”
* Bullet bike: This is an outsider’s term for a sportbike, often used by media and non-riders to get attention.
* Boneyard: A salvage yard or the back room at a motorcycle shop where “takeoffs” that are still useable are stored
* Bore: The internal diameter of a cylinder.
* Bottom End: 1) The bottom part of the engine. 2) The lower end of the RPM range.
* Bottom Out: When a suspension system has no more room to travel.
* Boxer: The nickname for the two-cylinder, horizontally opposed engine most-associated with older BMWs.
* Braided Hoses: hose covered in braided metal.
* Brain Bucket: A helmet.
* Bro/Brother: A close friend. Another rider.
* Bronson Rock: An improvised tool. Not a term used in spoken conversations, but you'll occasionally read it in forums.
* Broomsticks: Straight handlebars.
* Buckhorns: A style of handlebars that pull back toward the rider, actually resembling a bull's horns. When someone speaks about buckhorns, it's usually in the context of wanting to replace them with something more stylish.
* Buddy Pegs: Footpegs for a passenger.
* Buffeting: Quick-cycling wind turbulence, especially bothersome when following large vehicles. Also referred to as “Dirty Air”.
* Burnout: Spinning the rear wheel while preventing the motorcycle from moving forward (accomplished by applying the front brake or setting the front tire against an immovable object such as a high curb).
* Burning Rubber: Applying enough throttle from a stop that the rear tire loses traction and spins freely, leaving melted/burned rubber on the road surface.
* Busa: A nickname for a Hayabusa (Suzuki GSX1300R).
* CB: Slang for an old Honda, Most vintage Honda models start with CB, as in CB750, CB550, CBX, CB1100F, and so on (and on and on and on). Many current Hondas still start with CB, but in general, it means Honda.
* CB750: Honda motorcycle. The first Sport Bike.
* CC: Cubic centimeter. 1,000 cc = 1 liter.
* CE Armor/CE Certified: A European system designed to rate the effectiveness of motorcycle riding armor. There is no American equivalent.
* Choke: If your bike has carburetors, it’s got a choke somewhere, and you’re going to need it when starting up your bike if the engine is cold. A choke does just that: it chokes off the air going into the engine, so it has more gas in the mixture, easing starting and cold running. Modern bikes with fuel injection just do this automatically after you push the starter button. Chokes are variable, so some bikes need “full choke” to start or maybe just a smidge if it’s a hot day. If your bike has one, you’ll learn to use it as a matter of ownership , further more in most service manuals this piece of equipment is referred to as the “enrichment cable” or “enricher knob”
* CMA: Christian Motorcycle Association
* Cafe Chop: Converting a motorcycle into a cafe racer.
* Cafe Racer: Motorcycles customized in the style of the British street-racing motorcycles of the 1960s and 1970s. Riders known as “rockers” would modify their bikes for speed (of course) with lower handlebars, rear-set footpegs, loud pipes, and more, riding quickly from nightspot to nightspot — usually a café — to show off and pick up girls was part of the scene
* Cage: Car, truck, or van.
* Cager: Person in a car, truck, or van.
* Cam: A circle or oblong with an off-center point of axis.
* Can: An exhaust muffler, typically an aftermarket muffler for a sport bike.
* Canyon Carving: Hard, fast riding on twisty roads.
* Carb/carbs: This refers to “carburetors” — a component used to mix fuel and air together as it enters the piston chamber , technology that has been used for decades before fuel injection became a thing. They are finicky, and prone to clogging, which is why you need to have some basic knowledge of the eternal combustion engine to actually tune a motorcycle with carbs properly, Some smaller bikes and dirt bikes still come with them.
* Carbon Fiber: A strong and lightweight construction material.
* Cateye: A style the tail light.
* Catwalk: A British term for wheelie.
* Center of Gravity: Balance point.
* Centerstand: A device used to hold a motorcycle upright when it's not being ridden. Serves the same purpose as a kickstand, except that the rear wheel is raised off the road surface.
* Century: 100 mph
* Chain: A metal chain that transfers power to the rear wheel. Similar in design and purpose to a bicycle chain.
* Chain Drive: system that used a chain to transfer power to the rear wheel.
* Chaps: Protective riding gear that goes over pant legs and does not cover groin or posterior.
* Chapter: The local entity of a larger club. Example: XYZ Motorcycle Club, Detroit Chapter.
* Chase Vehicle: Truck that follows a pack of riders on a run to assist with breakdowns
* Chassis: Frame and suspension.
* Chopper: Term for a customized motorcycle that has taken various forms through the years. Originally, anything unnecessary was "chopped" off and then custom features were added. The swing arm and rear suspension is cut out or off the rear part of the motorcycle completely and a replacement hard tail is wielded in place , this shortens the length of the bike and makes it very ridged, hence the terms “hardtail” or “ridged”. The most notable feature of a Chopper is its extended fork system, and a proper chopper will have no front fender , no blinkers, a shortened or chopped rear fender and no gauges, chopper enthusiast have become their sub culture in the motorcycle industry and the Styles are as vast as the individuals that ride them.
* Chrome: Chromium plating used to increase corrosion resistance and enhance appearance.
* Church: A club meeting. Also referred to as “chapel”
* Citizen: A person with no Motorcycle Club affiliation and no criminal record.
* Club: A organized group of people banded together over a common interest. Motorcycle Club is a generally nefarious term referring to Outlaws/1%ers, whereas Riding Clubs are more community-friendly.
* Clip-ons: Handlebars that "clip-on" to the top of the forks. Usually seen on Sports Bikes as they lend themselves to a forward-leaning riding position.
* Colors: Patches, logo, uniform associated with a Motorcycle Club
* Compression Ratio: Refers to the difference between the precompressed volume of air/fuel and the compressed volume of air/fuel.
* Counter-Steer: Counter-intuitive steering system in which a push to the left-side handlebar results in a right-side turn and vice versa.
* Cowl/Cowling: Bodywork pieces that cover the engine and transmission of a bike to improve aerodynamics and visual smoothness. These are the parts removed from a naked bike.
* Crash Bars: Bars that attach to the frame and protrude outward so as to protect the engine in the event of a dump. They do nothing in a real crash.
* Cross Wind: Wind blowing across the direction of travel.
* Crotch Rocket: A sports bike.
* Cruiser: A bike built for cruising the boulevards as opposed to sports riding or long-distance riding. Typically of classic style with a low seat, pull-back handle bars, fancy paint, and lots of chrome.
* Cut-Off Switch: A handlebar-mounted switch that turns off the engine. Also called a kill switch.
* Cuts: A denim or leather vest , the term comes from the 50’s and 60’s when MC’s would “cut” the sleeves off of denim jackets. All club patches are sewn onto cuts, which are worn as the outer-most layer of clothing, even over leather jackets. Most, if not all, outlaw clubs have cuts as their basic uniform.
* DILLIGAF: You may see this most often as a sticker on a fellow rider’s motorcycle helmet, bike, or even as a tattoo or patch on a riders cut. It’s an acronym for Does It Look Like I Give A F*ck. It’s pronounced “dill-eh-gaff,” or pretty much like what it looks like.
* DOHC: Dual Overhead Cam
* DOHV: Dual Overhead Valves
* DOT: Department of Transportation. Most often referring to a DOT-approved helmet.
* Daytona: Daytona Beach, Florida, home of the annual Daytona Beach Bike Week rally(which is actually 2 weeks long) and the Biketoberfest motorcycle rally.
* Decreasing Radius Curve: A curve that gets tighter as you progress through. Sometimes found on cloverleaf-style exit ramps, these turns are particularly dangerous for motorcyclists.
* Digger: A motorcycle with a stretched (lengthened) frame and stock-length front forks.
* Dirt Bike: An off-road bike; not street legal.
* Dive: The tendency for the front suspension to compress under hard braking due to the effects of inertia.
* Dome: Helmet
* Donor: A bike from which parts are taken to make or repair another bike
* Doughnut: A 360-degree burnout, just as in a car, but harder to do on a motorcycle.
* Do-Rag: Cloth head covering. The evolved form of a bandana
* Drag Bars: Handlebars that do not appreciably sweep up or back toward the rider.
* Dragging Pegs: Leaning so far into a curve that the foot pegs drag on the road surface. Not a good idea and definitely not done on purpose.
* Drag Pipes: Short, straight exhaust pipes typically seen on Cruisers
* Dresser: A large motorcycle complete with a full touring package (fairing, windshield, saddle bags, and a comfortable seat).
* Drop Seat: A frame style in which the seat-rest has a lowering notch within the frame.
* Dual front disc brakes: If you’ve never ridden a motorcycle or are new to the sport, you may have noticed that some motorcycles have two disc brake rotors on the front wheel. Why? Quite simply, more braking power. Also, the two discs split up the braking forces so any slight “pull” from the braking mechanism is offset. However, brakes are heavy (and expensive), so many bikes with less performance potential or lower prices have just one front disc brake. With the advent of better brake systems and anti-lock braking systems (ABS), most bikes stop just fine with one disc up front. However, top-tier performance bikes or very heavy bikes will usually have a pair of rotors to maximize stopping power.
* Dual Purpose Motorcycle: A motorcycle designed for use on and off-road, with a bias toward for off-road.
* Dual Sport: A motorcycle designed for use on and off-road, with a bias toward on-road.
* Duck/duc: Slang nickname for Ducati (“doo-caw-tee” or “doo-cat-ee,” depending on who you ask), the Italian maker of some of the most expensive, powerful, sweet-handling, and beautiful motorcycles in the world.
* Dumping the Bike: When a bike falls over. Not a crash, as the bike is not under power at the time of the dump.
* Earned or Bought: Refers to patches. Some clubs' patches are earned (the wearer had to complete a specific task in order to earn the patch) and some patches are bought (the wearer does not have to earn the right to wear the patch). If asked by an outlaw if your patches are earned or bought, "bought" is the safe answer. "Earned" could cause you to have to explain yourself, and you won’t have the right answer.
* Easy Rider: Motorcycle magazine and classic movie. Also a respectful title for older bikers.
* Endo: Abruptly stopping a motorcycle so that inertia lifts the back end off the surface. Sometimes this is done on purpose as a stunt, also known as a Stoppie. If an endo is not intentional, it's called an end-over-end.
* Enduro: Used to describe an off-road/trail ride competition and the bikes that are used to compete in these competitions.
* Evolution/Evo: Harley Davidson engine produced from 1984 to 2000.
* Exhaust Wrap: Insulated cloth wrapped around exhaust pipes to retain heat and give an old-school look. Also known as heat wrap, pipe wrap, and exhaust tape. On cars, it's called header wrap.
* Fairing: Bodywork at the front of a motorcycle designed to deflect wind, rain, and road debris.
* Farkle: Doo-dads, kitch, and add-ons that serve no useful purpose. One or two farkles are ok (flags, stuffed pigs, etc.) but don't overdo it. Most serious bikers don't use this term but you'll find it used in forums and occasionally in magazines.
* Fins: Heat sumps on air-cooled engines.
* Fishtailing: Side-to-side sliding of the rear wheel
* Fishtails: Flared exhaust tip that resembles a fish's tail.
* Flathead: An early engine design associated with Harley Davidson engines produced from 1919 to 1973.
* Flat Spot: The point at which no additional power is gained from increased RPMs
* Flycatcher: Hypercharger reminiscent of a racecar's Bird Catcher, but smaller.
* Flying Colors: Wearing your club's "colors."
* Foot Pegs: Pegs where a rider rests his feet
* Fork Bag: A small pouch attached to forks (sometimes handlebars or frame) and used to carry tools and supplies.
* Frisco Style: When a fuel tank is mounted on top of the frame rather than having the frame sunk into the underside of the tank.
* Garage rot: One of the worst things you can do to a motorcycle is to not ride it. It’s one thing if you’ve got a super-rare vintage bike in your living room as an art installation. But if you leave your bike in the garage collecting dust next to your Stairmaster for two years, the brake fluid is going to go bad, brake pistons could stick, piston rings could rust, rust may form in the gas tank, and so on. That’s known as garage rot. Either ride it or store it properly.
* GBNF: Gone but Not Forgotten
* Gearbox/box: Slang for the transmission on a motorcycle.
* Getting Patched: Graduating from prospect to club member (getting your center patch).
* Giggle Gas: Nitrous oxide.
* Get-off: This is another term for “crash” and usually denotes a minor crash. It’s called a “get-off” because the rider “gets off” the bike during the crash (which is what you want to happen).
* Gixer/Gixxer: Suzuki GSX-R.
* Gooseneck: The stretched portion of the frame just behind the neck, originally used by home-builders to stretch the length of the frame without altering its geometry.
* Green Light Triggers: "Demand-actuated" traffic lights sometimes don't recognize motorcycles because motorcycles aren't big enough to trigger the sensor. Green Light Triggers are magnets that attach to the underside of a motorcycle designed to trigger the light to change. Sometimes they work and sometimes they don't. Most of these lights nowadays have light sensors on them, it is now common knowledge that if you are not tripping the weight sensor, you can turn your lights from high beams to low beam repeatedly and cycle the light.
* Gremlin: Blamed for all sorts of mechanical problems. Typically referred to in the context of Gremlin Bells, which are said to protect against Gremlins.
* Grocery Getter: A biker's car, usually a middle-class, family-style car.
* GS: Nickname for BMW GS dual-sport models. Most people are referring to the big GS models, such as the GS1200 Adventure when they say “GS.” BMW also makes smaller GS models as well, and they are highly competent adventure bikes.
* HOG: Harley Owners Group
* Hack: A sidecar. Also a "side hack.
* Hairpin: A very tight turn.
* Hamsters: A high-profile group of custom motorcycle enthusiasts, easily recognized at events by their distinctive uniform: A yellow t-shirt with the Hamsters' logo. Membership includes: Arlen Ness, Dave Perowitz, and Donnie Smith.
* Hand Signals: Beyond the left-turn, right-turn that you were taught when riding a bicycle; can be used to communicate formation, hazards, travel routes, etc.
* Hang Around: a person that "hangs around" a motorcycle club and may be interested in joining.
* Hard Tail/Hardtail: motorcycle with no rear suspension.
* Harley Davidson: the largest American motorcycle manufacturer.
* Heel-Toe Shifter: gear-selector lever that allows the rider to push down on the rear portion of the lever rather than pulling up on the front.
* Helmet Head: your hair after wearing a helmet.
* Helmet Stickers: biker equivalent to bumper stickers except 1. bikes don't have bumpers and 2. like tattoos, one's not enough.
* High Side: accident in which the motorcyclist goes over the motorcycle (and then sometimes the motorcycle goes over the motorcyclist—you get the picture). Opposite of a low side.
* Highway Bars: bars that connect to and extend away from the frame in a semi-circular arch. Highway bars allow for leg stretching room on longer rides, offer convenient mounting points for auxiliary lighting and they can offer some protection during a dump.
* Highway Pegs: foot pegs mounted so as to allow leg stretching room. Highway Pegs are much small than Highway Bars.
* Hog: nickname for a large motorcycle, usually a Harley Davidson.
* Horizontally Opposed: engine configuration in which cylinders are set 180 degrees apart.
* IC: pronounced (I Seee) , Independent contractor , Contrary to popular belief, motorcycle club members actually have more rules and bylaws to abide by than a citizen. When there is a task,chore, or problem that a club need’s handled, an IC is employed . Because of the RICO statue most IC’s have no affiliation with any one club. These individuals are the most dangerous hard cores in the culture, they do not answer to any authority , they don’t have to ask for permission to beat your ass, and they are usually not wearing any identifiable patches, they are only identified by earned ink , if even that , it would vary depending on the club and for that you would have to ask the club , and I highly recommend against that , look for blood drops , hash marks , tear drops on the face, neck, or hands. You can run in rough circles in this culture your whole riding life and never knowingly be aware of such individuals. They don’t broadcast their business, however having a few to many beers at the local “open house” and shooting off your mouth would not be good trade craft. Remember it’s about respect.
* I Rode Mine: T-shirt slogan worn to shame those that trailer their bikes to rallies.
* IOMTT: Acronym for the Isle of Mann Tourist Trophy race, which takes place on a small island each year. It is one of the most exciting, insane, and insanely dangerous races in the world. Riders pilot 200ish-hp sportbikes at up to 230ish mph around a 37-mile road course that is made up of city and country roads. There is little margin for error, and many riders have died on the course. Also known simply as “the Isle of Man” or the “IoM.”
*Independent: A biker with no club affiliation.
*Indian: An old American motorcycle manufacturer.
* Ink: A tattoo.
* Ink Slinger: A tattoo artist.
* Inline Four: An engine configuration in which all four cylinders are aligned in a row.
* Inline Six: An engine configuration in which all six cylinders are aligned in a row.
* Inline Triple: An engine configuration in which all three cylinders are aligned in a row.
* Inverted Front End/Inverted Forks: A front-end suspension system in which larger tubes are at the top and smaller tubes are at the bottom.
* Iron Butt: A motorcycle run that covers 1,000 miles in 24 hours. The Iron Butt Rally covers 11,000 miles in 11 days.
* Ironhead: Harley Davidson Sportsters produced from 1957 to 1985.
* Jet: Ports in the carburetor through which fuel flows
* Jet Needle: Controls the flow of fuel through the jet.
* Jockey Shift: A gear selector fitted directly into the top of the transmission.
* Jugs: Cylinders.
* Katoom: Pronounced “kah-toooom.” Slang for bike maker KTM.
* Kawi: Pronounced “cow-ee.” Short for Kawasaki.
*Kicker/Kickstart: A motorcycle with no electric starter that must be manually kick-started.
* Kickstand: A mechanical device that enables a motorcycle to balance in an upright position when not being ridden. In most service manuals this is referred to the “jiffy stand”.
* King and Queen Seat: A one-piece seat with a saddle for the driver, a passenger saddle behind, and a high, padded backrest raised about six inches above the driver and attached to a high Sissy Bar. In the '70s, no chopper was complete without a king and queen seat.
* Knucklehead: Harley Davidson engine produced from 1936 to 1947.
* Kuryakyn: A well-respected manufacturer of custom motorcycle bolt-on parts, especially among Harley Davidson enthusiasts.
* Kit: A Britishism and general term for “gear” that’s catching on in the U.S.
* KLR: Short for the Kawasaki KLR 650, one of the first purpose-built dual sportbikes. Not fast, complicated, or especially stylish, it’s the Jeep of the dual-sport/ADV world and has been in production for about 30 years in pretty much the same form. Riders have circled the globe on their trusty KLRs, which have a well-deserved reputation for toughness, simplicity, and low cost.
* Lace: To lace a wheel is to install the spokes.
* Lane Splitting: Driving between lanes of traffic traveling in the same direction either at speed or when traffic is stopped
* Laughing Gas: Nitrous oxide
* Laughlin/Laughlin River Run: An annual motorcycle rally in Laughlin NV.
* Lay It Down: A crash in which a biker slides with one leg under the bike, typically done purposely to avoid a worse collision. When done accidentally it's called a " low side."
* Leathers: Riding clothes made of leather.
* Lid: Helmet
* Line: The intended path of travel.
* Lone Wolf: A biker with no club affiliation.
* Low Side: A crash in which a rider slides with one leg under the motorcycle, opposite of a "High Side."
* Magic button: “Easyrider” or “Old Head” slang for the starter button. For decades, motorcycles were kick-start-only machines. While they weren’t the first by a long shot, Honda made electric starting commonplace on motorcycles.
* MC and M/C: A motorcycle club. There are no admitted "Motorcycle Gangs" just as there is no admitted Mafia.
* MFFM: Mongols Forever, Forever Mongols
* Meet: A scheduled social event or "meeting." Social... this is not "Church."
* Megaphone: A flared exhaust tip
* Metric Cruiser: Cruiser style bike of foreign manufacturer
* Mod or mods: Two things here. “Mods” as describing a rider is a British term for someone who rides a scooter in nicely dressed attire , “mods” is short for “moderns” ,usually as part of a club and were direct rivals of the British “Rockers” motorcycle clubs. A sharp sense of style and a sweet customized Vespa or Lambretta scooter are required. Mod” or “mods” as it applies to machinery is another way of saying you’ve customized (modified) something on your bike.
* Monkey Butt: The unpleasant "end" result of a long ride.
* Moped: A small motorcycle that also has bicycle pedals — and can be pedaled. Mopeds usually have 50cc or smaller engines, and so they aren’t very fast. However, there is a whole hop-up culture around mopeds, so you can actually see some pretty insane customs here and there. Some people call the lightest of the lightweight scooters “mopeds,” but unless they have pedals, they are still technically scooters.
* Motard: Pronounced “moe-tard.” A motard motorcycle is essentially a dirtbike or dual-sportbike that has been converted to street use and only street use. It’s not a dual-sport. Motards retain the tall stance, long suspension, thin profile, and lightweight of a dirt bike, but have sportbike tires, reworked suspension, lights, signals, etc. Once a fringe bike type pieced together by garage builders, motards are crazy fun to ride because they are so light, fast, and maneuverable. That makes them great as city bikes, but not so great for distance, although many people kit them out for long trips because they are so much fun to ride. You can get factory motards from a few major bike makers, including Ducati, which makes the rightly named Hypermotard.
* Motorbike: Term for a motorcycle used largely across the pond by our English and Aussie brothers and sisters.
* Motorcyclist: Politically correct and all-encompassing term for people who ride motorcycles, typically used by people outside the riding sphere. Like “biker,” some riders don’t mind being referred to as motorcyclists, while others do. It might be easier to just say “motorcycle rider.” Motorcyclist is also the title of a popular motorcycle web magazine, which was originally called American Motorcyclist.
* Mother/Mother Chapter: An original chapter of a Motorcycle Club.
* MotoGP: MotoGP (Motorcycle Grand Prix) is the top tier of motorcycle racing. Much as Formula 1 or IndyCar is to car racing, MotoGP is where the best of the best, both in terms of bikes and riders, meet to do battle. The races are held all over the world at the best tracks and consistently attract 100,000 or more fans on race days. Only in the U.S. is MotoGP relatively unknown and overshadowed by car-based motorsports such as NASCAR and Indy racing. There is usually one MotoGP race a year in the States: at Circuit of the Americas in Austin, Texas. If you can go to a race, be sure to do it. And bring earplugs. Other popular racing leagues include Moto2 (600cc machines) Moto3 , MotoAmerica and World Superbike, which is also known as SBK.
* MSF: MSF stands for Motorcycle Safety Foundation. Formed in the 1970s, the MSF offers basic and advanced riding instruction. The MSF supplies the motorcycle (usually 250cc beginner bikes) and teaches proven riding skills. It’s not as easy as you might think! Once you pass the beginner class and have a few hundred miles under your belt, take some advanced MSF classes to up your skill level. It’s well worth it.
* Naked Bike: Bikes with little to no cowl or fairing. Often achieved after a bike is laid down. The damaged body pieces are removed and then not replaced either due to their cost or just because the owner decides that he likes the new look.
* Neck: The front of a motorcycle frame behind the steering head.
* Nitrous Oxide/N2O: Oxygen-rich gas fed into the fuel/oxygen stream to increase horsepower.
* Nomad: 1) "Nomad" on a bottom rocker patch means that motorcycle club member travels between geographical chapters. Kind of like working in a secretarial pool, a Nomad goes where he's needed. 2)"Nomad" on a top rocker patch or car plaque means "Nomad" is the name of that club.
* NOS: 1) New Old Stock: old parts that are still in stock; 2) Nitrous Oxide System.
* OEM: Original Equipment Manufacturer.
* OFFO: Outlaws Forever, Forever Outlaws.
* OHC: OverHead Cam.
* OHV: OverHead Valve.
* OMG: Outlaw Motorcycle Gang. You won't see this advertised on patches or tattoos, but you'll see it in books and magazine magazines/web articles. Always used to refer to someone else; 1%ers may mention their Club, but will never say they're part of a gang.
* Oil Bag: An oil tank.
* Old Lady/Ol' Lady: A wife or long-time girlfriend. Has nothing to do with age and is not a derogatory term.
* One-Off: A one-of-a-kind fabricated part or one-of-a-kind motorcycle.
* Organ Donor: A biker who doesn't wear a helmet.
* Originals: The original colors presented to a new Motorcycle Club member.
* P: when worn as a patch on Originals/Colors, it means Chapter President.
* Pannier or panny/pannies: Fancy French motorcycle slang for saddlebags or luggage located on either side of a bike’s passenger seat. With the rise of dual-sport riding, panniers now refer more to hard-sided cases, while traditional leather or soft-sided bags are still called saddlebags.
* Pancake Engine: horizontally opposed engine.
* Panhead: Harley Davidson engine produced from 1948 to 1965.
* Pasta Rocket: Italian Sportbike.
* Patch Holder: member of a Motorcycle Club. Also referred to as a “full patch”.
* Patched/Patched In: graduating from Prospect to Motorcycle Club member.
* Patches: sewn onto vests or jackets – some have hidden meanings; some are just for fun.
* Peanut Tank: distinctive style of fuel tank. The quintessential Sportster tank; also popular on Choppers and Bobbers.
* Peg/pegs: Short for footpegs.
* Period Correct: a motorcycle built to reflect customizations that were trendy when the bike was new.
* Petcock: fuel valve.
* Pillion: This is another name for the passenger on your motorcycle.
* Pillion Pad: a pad attached to a fender that acts as a passenger seat.
* Pin It: speedometer needle is as far as it will go.
* Pipes: exhaust system.
* Poker Run: run where participants stop at predetermined checkpoints to draw a playing card; after five checkpoints, the participant will have five cards. Whoever makes the best poker hand from his five cards wins.
* Poser: pretend biker.
* Powerband: a bike’s power output characteristics based upon its RPMs.
* Power Plant: engine.
* Power Train: everything that makes the bike move.
* Primary Drive/Primary: mechanical device that connects the engine to the transmission.
* Property Of: displayed on a shirt, patch or tattoo to show who the woman “belongs to.” Example: “Property of Turk” means that woman has associated herself with Turk and is “his”, yes this is a real thing , more over the “property” patch acts like a coat of arms if you will in public or open bike events to remind you that , this one is off limits.
* Prospect: A prospective club member.
* Pussy Pad: The seat on the back of the bike, usually where a biker’s ol’ lady rides.
* Rally: A big group ride, often organized around a location with camping/hotels and loops to local scenic rides. Rallies can be you and 10 buddies on an annual ride, or an event like the Sturgis Motorcycle Rally with thousands of riders. It’s not everyone’s cup of tea, but try attending at least one — or plan your own with friends. It’s a great way to be among others who love to ride as much as you hopefully do.
* Rat bike: A rat bike is any motorcycle in good to crappy condition that you don’t really care about. That said, some people care plenty about their rat bikes. But for the most part, rat bikes are machines for just gettin’ around, and if it gets crashed, tipped over, snowed on, or some drunk idiot pukes on it, oh well. Just hose it off, and it’s good to go. Be sure to own at least one rat bike in your riding career.
* Rear-sets: Where you put your feet while riding is important and ranges widely depending on what kind of bike you ride. Cruisers tend to place the feet forward (ostensibly for comfort and the right look) while your feet are up high and back on a sportbike. Other bikes put your feet somewhere in between those extremes. Many sportbike owners purchase customizable “rear sets,” which allow them to move the footpegs and bike controls around a bit depending on what kind of riding they’re doing (such as up high and back for a track day session, or lower and more comfortable for commuting). Rear sets can be works of art on their own and are typically easy to install.
* Rider: Anyone riding a motorcycle. You drive cars. You pilot airplanes. You ride motorcycles.
* Ring-ding: Slang for a two-stroke motorcycle, which used to be common but is now mostly resigned to vintage status after being legislated out of existence (they are quite good at polluting the air in their immediate vicinity). The term comes from the “ringing” sound the engine makes. Also known as buzz bombs, skeeter bikes, and fog machines. Ride behind one, and you’ll understand why.
* Road rash: What’s left after the stripping away of skin from unprotected parts of your body as you slide down the roadway during a crash. Wearing the correct gear prevents road rash, which is painful, takes forever to heal, leaves scars, and could give you a nasty infection. It also tells everyone you foolishly didn’t gear up for your ride.
* Rocker: A curved patch that is usually placed on the side or back of a cut. Usually designates the club’s name. Also a Group of Riders in Britain that reviled the “mods” rockers got their name from the top end rockers of their engines, the leather jacket and blue jean look was standard uniform and lots of hair grease.
* Rubbie: Pronounced “rub-ee,” not “ruby.” Not used as much as it used to be, “rubbie” is somewhat derogatory slang for Rich Urban Biker, or those riders who buy expensive Harleys and then ride them only to coffee shops, bars, or hardly at all. Rubbies will sometimes even call themselves such, so it’s not like it’s a terrible thing to be called. At least they ride. Sometimes.
* Slicks: A special kind of tire with no tread pattern. Used in racing, slicks afford the maximum amount of contact and traction between a tire and the racetrack. They are not street legal and wear very quickly (usually only lasting for one race) and are no good in the rain.
* Sergeant-at-Arms: The member who handles club rules, patches, etc. Also sometimes weapons. (In some MCs, the SAA and Enforcer are interchangeable terms for the same role.
* Sis/Sister : A close friend, another biker
* Squid: This is a mocking term for sportbike riders who are long on talk and short on skill, and generally means “idiot rider.” Also, squids typically don’t wear safety gear when riding. The term comes from what happens when said idiot piles his sportbike into the back of a dump truck while showing off for the ladies, breaking every bone in his body (thus, a body like a boneless squid). This term is also used to describe Harley riders who wear shorts and no helmet at Sturgis, Daytona, Thunder Beach pretty much anywhere that will allow unskilled,inebriated, out of shape senior citizens , to cruise or “duck walk” a strip playing obnoxious oldies music on financed motorcycles that they trailered and that wear no gear . Also referred to as “glamour boys” and or “posers”, don’t worry if you actually ride your scoot with at least a helmet and jacket and get the “ear buds” concept , your not a squid.
* Stoppie: A reverse wheelie. While a wheelie stands the bike up on the back wheel, a stoppie stands it up on the front. Made possible by advances in braking technology, it is still enormously difficult to do a stoppie. Do it wrong, and you trash your bike and possibly injure yourself. Do it right, and you’re a god among men and women
* Sturgis: Short for the Sturgis Motorcycle Rally, but ostensibly, it’s the small South Dakota town that hosts one of the largest and most famous motorcycle rallies in the world. About 250,000 riders typically attend each year, so book those hotel rooms early (like, 10 years early) or prepare to camp. Sturgis is primarily a Harley/cruiser-dominated event, but all bikes and riders are welcomed. Bring earplugs. And money. And aspirin.
* Sportster/sporty: The “entry-level” Harley-Davidson (before the Street line appeared). Sportsters began production in 1957 as a lighter-weight speed machine and have been in HD’s lineup since. While they are smaller than the full-size (or “big-inch”) Harleys, they aren’t exactly small, with the smallest Sportster model coming in at 883cc. There is also a 1200cc version and 883cc bikes can be up-converted to 1200cc pretty easily. Sportsters have traditionally been the most affordable Harleys to buy and a favorite of women riders, although, if you’re a guy, have no shame in getting a Sportster. They are (relatively) light, lean, and fast for a Harley and are great for cruising in the city while also having some long-distance capability.
* Standard: A “regular” motorcycle that isn’t specialized for one type of riding. Until the 1980s, most all street bikes could be described as “standards.” Now, they are quite rare, but they are making a comeback.
* Sweeper: A long, broad, constant turn. There are many kinds of turns out on the road or at the track, but a sweeper lets riders maintain high speed and push their cornering skills to the limit. Ask any performance rider, and they’ll likely tell you a sweeper is the sweetest kind of corner.
* The ton: These days, even the smallest of sportbikes can easily top 100 miles an hour. But way back when, owning a bike that could go that fast — known then as “doing the ton” — meant you had something pretty special. It might blow itself to bits if you went that fast for long (or at least some parts might fall off), but being able to hit triple digits when most bikes could barely do 80 was an accomplishment.
* Tiddler: A term meaning “small bike” or “beginner bike.” Typically, street bikes under 250cc qualify as tiddlers.
* Track day: Track days are organized riding events at actual race tracks. No matter what you ride, consider getting your bike out on a race track. While track days are dominated by riders on amped-up sportbikes, track days are great for learning the limits of your bike — any bike — and improving your riding skills. Instructors will help diagnose your riding problems and give you tips to improve your experience. Track day skills translate directly to improved street riding, and there’s nowhere else you can safely push the limits to the maximum without fear of cops, dumb-ass car drivers, obstructions, and speed limits. Well worth the time and investment and quite possibly the most fun you can have while clothed. Check with your closest track or a local riding club to see where track days are taking place near you – and then go attend one, no matter what you ride.
* Trike: A motorcycle with one wheel in front and two in the back, just like that trike you rode as a kid. Newer rigs with two wheels upfront and one in the back are typically referred to as auto cycles.
* Treasurer: The member who takes care of funds. Also organizes activities, fundraisers, and other club events.
* Torque: Engines/motors make power primarily in two distinct ways: horsepower and torque. Torque is the “twisting force” an engine is able to achieve as opposed to a measure of work, which is the horsepower figure. You can have a zillion horsepower, but if you have no torque, you’re not going to get going very quickly. Torque is also called “grunt” because it usually lives in the lower registers of an engine’s powerband and can be felt at low revs, especially in single and twin-cylinder engines. Sportbikes tend to have a lot more horsepower than torque to achieve high speeds; cruisers flip that equation for better acceleration (grunt) and “cruise-ability” at legal-ish speeds. Every engine is a mix of horsepower and torque, but a lot of riders will tell you that a bike can never have too much torque.
* Twisties: Slang for roads with a lot of curves.
* UJM: Motorcycle slang acronym for Universal Japanese Motorcycle. For a while there (mostly in the 1970s), if you took the badges off of a large selection of motorcycle models from Kawasaki, Honda, Suzuki, and Yamaha, they were so similar most people would have a tough time differentiating one model or brand from another. Common traits included steel frames, inline-4 engines, disc brakes, and so on. Those bikes became known as Universal Japanese Motorcycles because it seemed like any of the bikes could have come from any of the big four Japanese bike makers. Today, we call UJMs “standard” motorcycles. Beginning in the 1980s, motorcycles began to become specialized (sportbikes, touring bikes, cruisers, etc.), so today, a purely standard “new” UJM motorcycle is pretty rare, but there are a few out there.
* Vintage/classic: In general, an old motorcycle. What constitutes “vintage” varies from brand to brand and rider to rider (or collector to collector). The Vintage Japanese Motorcycle Club sets vintage as a bike 15 years or older, while for others, bikes made before World War II are true vintage bikes. In general, if it doesn’t have modern electronics, uses drum brakes, and fires on a points ignition system, it’s probably vintage. But it will depend on whom you ask.
* V-Twin: This engine configuration, which consists of a two-cylinder motor with the cylinders in a V format, is the predominant engine type found in cruiser motorcycles. In fact, it’s the only kind of engine Harley-Davidson makes. Almost every other motorcycle maker makes their own V-twin as well, but the Harley motor is the most iconic. V-twin engines can produce a lot of torque and are therefore ideal for cruising around as they can accelerate quickly at low revs. However, Ducati also makes a V-twin, but since the cylinders are split at exactly 90 degrees, they call their engine an “L-twin.” V-twins are also known for their robust, booming sound signature.
* Vice President: Second-in-command, usually coordinates Church and other events, and also takes over President roles in case that member can’t perform his duties.
* The Wave: Once you start riding, you’ll notice that other riders on motorcycles will wave or make a gesture (peace sign, thumbs up, etc.) of some sort as you pass by each other. Why? It’s called The Wave, and it’s just a friendly way to say you are a member of a select group of adventurers: a motorcycle rider. So wave back. This phenomenon is mostly restricted to North America (Brits use something much more subtle: “the nod”); in other parts of the world, riding motorcycles is as common (or more so) than driving cars, so they don’t tend to wave or they’d be doing it all the time.
* WFO: Acronym for Wide Fucking Open, or full throttle.
* Z-bars: A set of tallish, angled handlebars, usually found on a chopper or cruiser. You’ll know them when you see them.
Till next blah , Ride Safe Ride Sober 🤘😎
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The Battle of Parwan, September 1221; This was Khwarezm-shah Jalal al-Din Mingburnu's victory over a Mongol army under Shigi Qutuqu, the adopted son/brother of Chinggis Khan. Jalal al-Din was a son of the late Khwarezm-shah Muhammad II, and had fled into what is now Afghanistan, rallying whoever he could for a resistance against the Mongols. After defeating a small vanguard force, Chinggis Khan ordered Shigi Qutuqu to bring Jalal al-Din to heel.
Jalal al-Din brought a substantially larger army than Shigi Qutuqu; according to Juvaini, one of our main sources for the battle, Jalal al-Din had 60-70,000 men compared to Shigi's 30,000. Jalal al-Din's army was of greatly varied background; Jalal al-Din commanded the centre, a mix of Khwarezmian and Ghuri troops; on his left wing, Amin Malik commanded a large Qipchaq contingent, and his right wind under Saif al-Din Ighraq was a host of Khalaj and Turkmen.
Despite the fact that much of the army usually fought from horseback, Jalal al-Din ordered them to fight dismounted. We might suspect this was the best way to reduce the chance of troops breaking rank to pursue the Mongols into feigned retreats, or to flee before them, while ensuring that his archer's had stable platforms with to pick their shots.
The battle took place over two days, with Jalal al-Din's men holding their ground; on the night of the first day, Shigi Qutuqu placed dummies on horseback in an effort to frighten the Khwarezmians into thinking Mongol reinforcements had arrived. The ploy nearly worked, but Jalal al-Din was made of sterner stuff and kept his commanders in line. Another fierce day of fighting followed, and Shigi Qutuqu sent an elite cavalry force to charge against the Khwarezmian left flank. Here, Jalal al-Din's archers, through volley after volley, broke the Mongol charge, and soon after Shigi Qutuqu took his army from the field.
I talk about Mongol heavy cavalry in the war against Khwarezm in my latest video:
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Tbh this method was actually used in history multiple times, most notably in Holy Roman Empire, Kievan Rus’ and many steppe nomadic empires, Mongol Empire most notably. Holy Roman Empire actually didn’t end up that badly, but still was very much splintered between small duchies and counties (not the only reason why it ended up that way, but it certainly didn’t help). Eventually, most noble houses there adopted primogeniture anyway, and so in the 19th century when it disintegrated, some of the resulting states could be pretty big. Then again, by then, with the death of feudalism, rise of centralized state and the like, providing for a dynasty was much less of an issue than it used to be (unless you had a really big house, like 19th century Habsburgs).
So, Holy Roman Empire was a mess and a half, but at least it didn’t end up like Kievan Rus’, which just... Straight up fell apart. Like, it got divided into so many parts it couldn’t effectively resist the Mongols. There was this arrangement for a while where they tried to have the prince of Kiev be the supreme ruler over the rest of the dynasty, with the rest of the princes as feudal subordinates, but that didn’t work out in practice - the other princes were just too strong. Eventually, one of the princes, who survived under the rule of Mongols as their vassals (because ruling an empire that large is fucking hard, so you have to sacrifice some control over your provinces in order to be able to somewhat hold it) became strong enough to rally them under himself, which is how you got Russia, a state pretty damn centralized for such a big feudal country. The royal house didn’t have much issue with side branches (in fact, quite the contrary, it died out or almost died out several times) untill the 19th century, and by then the tsarist autocracy was so entrenched that whatever the younger sons would get, it would seem like pennies in comparison to the prestige of the crown anyway.
And that is still less of a shitshow than what nomadic empires experiences. You see, every goddamn time a nomadic empire arose, it fell apart just as quickly, mostly because every son had the same rights to the property (the fact that many of these societies practiced polygamy helped none; but even when restricting inheritance to the offspring of one wife, it only lessened, not eliminated problems) and so the feuds were inevitable. The combination of dividing their lands and battles between relatives is what completely disintegrated the Mongol Empire in a century, leaving only remnants ruled by the genghisid dynasty, like the Crimean Khanate. The only exception to this rule were the Ottomans, who kept their sons under tight control - in earlier periods suffering regular periods of civil war, then instituting the rule of fratricide (that is, straight up killing brothers and cousins just to prevent them from possibly, maybe rebelling somewhere down the line) and then later just imprisoning them, which resulted in most of them not reproducing untill they ascended the throne, if they ever did. That kept the dynasty nice and streamlined untill the 19th century, when even side princes were allowed to marry and have children, but at that point the country had a lot of bigger problems than dynastic squabbles.
So yeah, TL;DR - historically, this is not a very viable alternative. The “winner takes it all” style of inheritance has its problems, but there’s a reason why most of Europe has adopted it by the Early Modern Period, with the exception of really big estates (i.e. Habsburgs).
Why couldn't lords in Westeros just split the inheritance between their children! I mean, maybe the siblings in Westeros would get along more if they didn't have to worry about getting either everything or nothing! And illegitimate children can get some stuff not just the whole package.
It keeps the lands and the power together. Splitting inheritance like that makes the main branch of the family weaker. Not so bad for the second, third etc children, maybe not even so bad for the grandchildren (depending on how many there are), but the great-grandchildren are pretty screwed by an inheritance divided multiple times.
It's not fair, but what about feudalism is?
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it’s been a minute but I’m still watching Mongol Rally vlogs. in case any of you still do too, here’s the latest fave and a decent look at the pandemic adaptation of the original route
also it has men sleeping on the floors of ferries (SO MANY FERRIES) which we all know is my favourite thing in the world
#hehe#i've been throwing this at people for two days now. it's a 4-parter but it's short and sweet#and also a fun look at tunisia#rallyfic#j personal
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