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black-suns-rim · 1 year ago
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Black Momba’s masks
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1: stalking mask. Black Momba uses this mask when she’s stalking her prey. This mask has the ability to tell black Momba what species she’s looking at, what their stats are and how hard they are to kill
2: this is Momba’s favorite hunting mask as well as her most advanced mask. It’s abilities are similar to those of mr. black’s mask
3: ceremonial mask. This mask is worn during the overview of young hunter’s chiva
4: hunting mask. This mask has the ability to warn Momba of dangerous weather conditions
5: ceremonial mask. This mask is worn during the overview of young hunter’s first hunt
6: respirator. This respiratory mask also doubles as a vision enhancer
7: ceremonial mask. This mask is used during traditional mating rituals in the Twin Xenomorph Clan. It’s a mask that represents femininity and fertility.
8: ceremonial hunting mask. This mask is used during the overview of young hunter’s hunts.
9: respirator. This respirator is stronger and has the ability to supply more air to its user compared to other respirator masks.
10: Momba’s first hunting mask. She keeps it as memorabilia
11: stalking mask. This was Momba’s first stalking mask that no longer functions. It is also memorabilia
12: Momba’s first respiratory mask. It no longer functions. It’s memorabilia as well.
13: ceremonial mask. This mask is used during important meetings within the Twin Xenomorph Clan
14: ceremonial mask. This mask is used for clan representation during trials.
15: ceremonial mask. Used for other ceremonies or celebrations within the Twin Xenomorph Clan
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theplotmage · 7 months ago
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Principles and Laws of Magic for Fantasy Writers
Fundamental Laws
1. Law of Conservation of Magic- Magic cannot be created or destroyed, only transformed.
3. Law of Equivalent Exchange- To gain something, an equal value must be given.
5. Law of Magical Exhaustion- Using magic drains the user’s energy or life force.
Interaction and Interference
4. Law of Magical Interference- Magic can interfere with other magical effects.
6. Law of Magical Contamination- Magic can have unintended side effects.
8. Law of Magical Inertia- Magical effects continue until stopped by an equal or greater force.
Resonance and Conditions
7. Law of Magical Resonance- Magic resonates with certain materials, places, or times.
9. Law of Magical Secrecy- Magic must be kept secret from the non-magical world.
11. Law of Magical Hierarchy- Different types of magic have different levels of power and difficulty.
Balance and Consequences
10. Law of Magical Balance- Every positive magical effect has a negative consequence.
12. Law of Magical Limitation- Magic has limits and cannot solve every problem.
14. Law of Magical Rebound- Misused magic can backfire on the user.
Special Conditions
13. Law of Magical Conduits- Certain objects or beings can channel magic more effectively.
15. Law of Magical Cycles- Magic may be stronger or weaker depending on cycles (e.g., lunar phases).
17. Law of Magical Awareness- Some beings are more attuned to magic and can sense its presence.
Ethical and Moral Laws
16. Law of Magical Ethics- Magic should be used responsibly and ethically.
18. Law of Magical Consent- Magic should not be used on others without their consent.
20. Law of Magical Oaths- Magical promises or oaths are binding and have severe consequences if broken.
Advanced and Rare Laws
19. Law of Magical Evolution- Magic can evolve and change over time.
20. Law of Magical Singularities- Unique, one-of-a-kind magical phenomena exist and are unpredictable.
Unique and Imaginative Magical Laws
- Law of Temporal Magic- Magic can manipulate time, but with severe consequences. Altering the past can create paradoxes, and using time magic ages the caster rapidly.
- Law of Emotional Resonance- Magic is amplified or diminished by the caster’s emotions. Strong emotions like love or anger can make spells more powerful but harder to control.
- Law of Elemental Harmony- Magic is tied to natural elements (fire, water, earth, air). Using one element excessively can disrupt the balance and cause natural disasters.
- Law of Dream Magic- Magic can be accessed through dreams. Dreamwalkers can enter others’ dreams, but they risk getting trapped in the dream world.
- Law of Ancestral Magic- Magic is inherited through bloodlines. The strength and type of magic depend on the caster’s ancestry, and ancient family feuds can influence magical abilities.
- Law of Symbiotic Magic- Magic requires a symbiotic relationship with magical creatures. The caster and creature share power, but harming one affects the other.
- Law of Forgotten Magic- Ancient spells and rituals are lost to time. Discovering and using forgotten magic can yield great power but also unknown dangers.
- Law of Magical Echoes- Spells leave behind echoes that can be sensed or traced. Powerful spells create stronger echoes that linger longer.
- Law of Arcane Geometry- Magic follows geometric patterns. Spells must be cast within specific shapes or alignments to work correctly.
- Law of Celestial Magic- Magic is influenced by celestial bodies. Spells are stronger during certain astronomical events like eclipses or planetary alignments.
- Law of Sentient Magic- Magic has a will of its own. It can choose to aid or hinder the caster based on its own mysterious motives.
- Law of Shadow Magic- Magic can manipulate shadows and darkness. Shadowcasters can travel through shadows but are vulnerable to light.
- Law of Sympathetic Magic- Magic works through connections. A spell cast on a representation of a person (like a doll or portrait) affects the actual person.
- Law of Magical Artifacts- Certain objects hold immense magical power. These artifacts can only be used by those deemed worthy or who possess specific traits.
- Law of Arcane Paradoxes- Some spells create paradoxes that defy logic. These paradoxes can have unpredictable and often dangerous outcomes.
- Law of Elemental Fusion- Combining different elemental magics creates new, hybrid spells with unique properties and effects.
- Law of Ethereal Magic- Magic can interact with the spirit world. Ethereal mages can communicate with spirits, but prolonged contact can blur the line between life and death.
- Law of Arcane Symbiosis- Magic can bond with technology, creating magical machines or enchanted devices with extraordinary capabilities.
- Law of Dimensional Magic- Magic can open portals to other dimensions. Dimensional travelers can explore alternate realities but risk getting lost or encountering hostile beings.
- Law of Arcane Sacrifice- Powerful spells require a sacrifice, such as a cherished memory, a personal item, or even a part of the caster’s soul.
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sanctus-ingenium · 12 days ago
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important bird business for important little birds
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ministarfruit · 1 year ago
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day 3: your life is mine ♡
(femslashfeb prompt list)
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the-watcher-in-the-sky · 2 months ago
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cheezitofthevalley · 1 year ago
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sci-fi graphics
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fehck · 6 days ago
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paintedpigeon1 · 9 months ago
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Asexuality in science fiction
A resource guide
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Hello! So a while ago, I mentioned a resource guide for asexuality in science fiction. It includes resources for information about asexuality, asexual creators, non-fiction, fiction databases, fiction, writing asexuality, and writing sci-fi. There's a decent amount of aromantic resources included too bc a lot of resources included both. Also, there's a wide variety of types of resources:
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Come and check it out! Both high and lower quality versions included:
(Tagging a couple of people who said they were interested, sorry if you didn't want to be tagged: @snowshinobi @studyofwhump)
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super-man-curtis · 5 months ago
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HIIII HOW ARE YOU!!
Do you have any favorite authors, or do you enjoy sci-fi in general, like Harlan Ellison? :3
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merchant-wizard-and-jerry · 10 months ago
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“Shop is open”
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1 - Ring of Greed - 372 currency
2 - Sapper - 32 currency
3 - Fang of the sea viper- 46 currency
4 - Anomalies pocket dimension chip made without magic - 231 currency
5 - Sock shell - 50 currency
6 - Vial of poison - 61 currency
7 - Map of the plane of white steel - 15 currency
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"Wizard Essentials"
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Staff - Cain - 10 currency
Orb - Inky void - 15 currency
Robes - red/blue - 1 currency per robe
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"Consumables"
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1 - Mana potion - 10 currency
2 - bat potion - 5 currency
3 - skin of dragon mana - 20 currency
4 - healing tablet - 10 currency
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"Salt"
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@bi-gender-sorcerer @local-pickpocket @the-mighty-dalob @damnable-druid @crickled-thorn-thug
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missholoska · 29 days ago
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For everyone(including the mod!): Favorite movie?:)
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* (everyone disliked that.)
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black-suns-rim · 2 years ago
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Tip feature added!
You guys can now tip me and my blog and show your support! :)
With this, if you have an art idea you want done by me, you can simply tip and show me proof in dms. (The quality of the art will be affected by how much is tipped. For a better idea, look at my commission sheet to see the price and quality)
And for the people who just tip for support, it's greatly appreciated n;;n 🖤
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theplotmage · 7 months ago
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50 Worldbuilding Setting ideas for your fantasy book
Cities and Settlements
1. Capital City - The central hub of political power and culture in the realm.
2. Harbor Town - A bustling port city crucial for trade and naval activities.
3. Elf Village - A serene settlement hidden within a forest, home to elven inhabitants.
4. Dwarven Mines - An underground city where dwarves mine precious metals and gems.
5. Nomad Camp - A temporary settlement for wandering tribes and traders.
6. Market Square - The commercial heart of any major city, filled with vendors and artisans.
7. Sky City - A floating metropolis held aloft by magic or advanced technology.
Natural and Enchanted Locations
8. Mystic Forest - A dense, magical woodland filled with ancient trees and mythical creatures.
9. Enchanted Lake - A serene body of water with mystical properties.
10. Secret Cave - A hidden cavern that might contain treasure or danger.
11. Dark Swamp - A treacherous wetland often home to dark magic and creatures.
12. Forbidden Desert - A vast, arid expanse known for its harsh conditions and ancient secrets.
13. Floating Island - A landmass suspended in the sky, often home to unique flora and fauna.
14. Hidden Valley - A secluded, fertile valley protected from the outside world.
15. Charmed Meadows - Peaceful fields imbued with protective enchantments.
Magical and Supernatural Places
16. Wizard’s Tower - The abode of powerful sorcerers, filled with arcane knowledge.
17. Sacred Temple - A place of worship and spiritual significance, often protected by divine magic.
18. Haunted Castle - An ancient fortress inhabited by ghosts or malevolent spirits.
19. Necromancer’s Crypt - The lair of a dark sorcerer who practices necromancy.
20. Oracle’s Sanctuary - A holy site where oracles deliver prophecies and visions.
21. Magical Academy - An institution where young sorcerers learn the art of magic.
22. Alchemist’s Workshop - A place where alchemists experiment and create potions and elixirs.
23. Time Portal - A gateway to different eras, allowing travel through time.
Dangerous and Uncharted Areas
24. Ancient Ruins - The remnants of a once-great civilization, often hiding secrets or dangers.
25. Dragon’s Lair - The home of a fearsome dragon, filled with treasure and peril.
26. Cursed Forest - A dark, haunted woodland where malevolent forces dwell.
27. Battlefield - The site of a significant past conflict, often haunted by the spirits of the fallen.
28. Volcanic Wasteland - A desolate, fiery landscape wrought with volcanic activity.
29. Giant’s Keep - A massive fortress built and inhabited by giants.
30. Pirate Cove - A hidden inlet where pirates gather to plan their exploits.
31. Shadow Realm - A dark, parallel dimension filled with malevolent entities.
32. Frosty Tundra - A vast, icy wasteland where few dare to venture.
Cultural and Social Hubs
33. Royal Palace - The lavish residence of the ruling monarch and their court.
34. Thieves’ Guild - A secretive organization of thieves and rogues.
35. Warrior’s Training Grounds - A facility where soldiers and heroes train for battle.
36. Arena of Champions - A grand coliseum where warriors compete in combat.
37. Goblin Market - A chaotic and colorful marketplace run by goblins, offering exotic goods.
38. Hermit’s Hut - The secluded home of a wise hermit, often sought for advice.
39. Secret Hideout - A concealed refuge used by rebels or outlaws.
Mystical and Legendary Sites
40. Ethereal Gardens - Magical gardens with rare plants and enchanting beauty.
41. Celestial Observatory - A tower dedicated to studying the stars and celestial events.
42. Sanctuary of Lost Knowledge - A hidden library containing ancient and forbidden texts.
43. Sunken Ruins - The underwater remnants of a lost civilization.
44. Gryphon Nesting Grounds - A mountainous area where gryphons make their nests.
45. Spiral Staircase - An enigmatic, seemingly endless staircase leading to unknown depths.
46. Giant’s Keep - A colossal fortress built and inhabited by giants.
47. Protean Plains - A region where the landscape constantly changes, reshaped by powerful magic or ancient curses.
Adventurous and Explorative Spots
48. Treasure Hunter’s Camp - A gathering spot for explorers seeking lost relics.
49. Relic Seeker’s Cave - A cave rumored to contain powerful artifacts.
50. Explorer’s Outpost - A base for adventurers preparing for expeditions into unknown territories.
***
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deepspaceviolet · 1 month ago
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"Sun Flower (animated)" by Deep Space Violet, 2025
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clandestinewhore · 6 months ago
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𝙳𝚘𝚗𝚗𝚒𝚎 𝙳𝚊𝚛𝚔𝚘, 𝟸𝟶𝟶𝟷 ᯓ ✈︎
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the-watcher-in-the-sky · 2 years ago
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