#sorry about the source
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sunshineandlyrics · 8 months ago
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Sharon Osbourne and Louis Walsh drag James Corden on Celebrity Big Brother UK (7 March 2024). Nothing we didn't already know though.
(Sorry about the source)
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hober-mallowed · 2 months ago
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He also has the numbers '23456’ on his chest, which are reportedly call numbers of his Misfits co-stars, Iwan Rheon, Nathan Stewart-Jarrett, Lauren Socha, Matthew McNulty and Antonia Thomas on his chest. 
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endusviolence · 8 months ago
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Rowling isn't denying holocaust. She just pointed out that burning of transgender health books is a lie as that form of cosmetic surgery didn't exist. But of course you knew that already, didn't you?
I was thinking I'd probably see one of you! You're wrong :) Let's review the history a bit, shall we?
In this case, what we're talking about is the Institut für Sexualwissenschaft, or in English, The Institute of Sexology. This Institute was founded and headed by a gay Jewish sexologist named Magnus Hirschfeld. It was founded in July of 1919 as the first sexology research clinic in the world, and was run as a private, non-profit clinic. Hirschfeld and the researchers who worked there would give out consultations, medical advice, and even treatments for free to their poorer clientele, as well as give thousands of lectures and build a unique library full of books on gender, sexuality, and eroticism. Of course, being a gay man, Hirschfeld focused a lot on the gay community and proving that homosexuality was natural and could not be "cured".
Hirschfeld was unique in his time because he believed that nobody's gender was either one or the other. Rather, he contended that everyone is a mixture of both male and female, with every individual having their own unique mix of traits.
This leads into the Institute's work with transgender patients. Hirschfeld was actually the one to coin the term "transsexual" in 1923, though this word didn't become popular phrasing until 30 years later when Harry Benjamin began expanding his research (I'll just be shortening it to trans for this brief overview.) For the Institute, their revolutionary work with gay men eventually began to attract other members of the LGBTA+, including of course trans people.
Contrary to what Anon says, sex reassignment surgery was first tested in 1912. It'd already being used on humans throughout Europe during the 1920's by the time a doctor at the Institute named Ludwig Levy-Lenz began performing it on patients in 1931. Hirschfeld was at first opposed, but he came around quickly because it lowered the rate of suicide among their trans patients. Not only was reassignment performed at the Institute, but both facial feminization and facial masculization surgery were also done.
The Institute employed some of these patients, gave them therapy to help with other issues, even gave some of the mentioned surgeries for free to this who could not afford it! They spoke out on their behalf to the public, even getting Berlin police to help them create "transvestite passes" to allow people to dress however they wanted without the threat of being arrested. They worked together to fight the law, including trying to strike down Paragraph 175, which made it illegal to be homosexual. The picture below is from their holiday party, Magnus Hirschfeld being the gentleman on the right with the fabulous mustache. Many of the other people in this photo are transgender.
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[Image ID: A black and white photo of a group of people. Some are smiling at the camera, others have serious expressions. Either way, they all seem to be happy. On the right side, an older gentleman in glasses- Magnus Hirschfeld- is sitting. He has short hair and a bushy mustache. He is resting one hand on the shoulder of the person in front of him. His other hand is being held by a person to his left. Another person to his right is holding his shoulder.]
There was always push back against the Institute, especially from conservatives who saw all of this as a bad thing. But conservatism can't stop progress without destroying it. They weren't willing to go that far for a good while. It all ended in March of 1933, when a new Chancellor was elected. The Nazis did not like homosexuals for several reasons. Chief among them, we break the boundaries of "normal" society. Shortly after the election, on May 6th, the book burnings began. The Jewish, gay, and obviously liberal Magnus Hirschfeld and his library of boundary-breaking literature was one of the very first targets. Thankfully, Hirschfeld was spared by virtue of being in Paris at the time (he would die in 1935, before the Nazis were able to invade France). His library wasn't so lucky.
This famous picture of the book burnings was taken after the Institute of Sexology had been raided. That's their books. Literature on so much about sexuality, eroticism, and gender, yes including their new work on trans people. This is the trans community's Alexandria. We're incredibly lucky that enough of it survived for Harry Benjamin and everyone who came after him was able to build on the Institute's work.
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[Image ID: A black and white photo of the May Nazi book burning of the Institute of Sexology's library. A soldier, back facing the camera, is throwing a stack of books into the fire. In the background of the right side, a crowd is watching.]
As the Holocaust went on, the homosexuals of Germany became a targeted group. This did include transgender people, no matter what you say. To deny this reality is Holocaust denial. JK Rowling and everyone else who tries to pretend like this isn't reality is participating in that evil. You're agreeing with the Nazis.
But of course, you knew that already, didn't you?
Edit: Added image IDs. I apologize to those using screen readers for forgetting them. Please reblog this version instead.
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a-most-beloved-fool · 2 months ago
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makes me a little sad when star trek ignores IDIC. like. vulcans are logical. that is true. But 'logical', for vulcans, does not amount to 'without compassion,' and it definitely doesn't amount to 'racial superiority.' Belief in 'infinite diversity in infinite combinations' should NOT result in the weird racist/speciest stuff we're getting in some of the newer treks. It does make sense that some vulcans are discriminatory. They're still flawed. But that should not be common or expected, like it seems to be in SNW. If it is, then it's a race of hypocrites, which. doesn't seem very true to Star Trek's message.
I think TOS Spock does a pretty good job of embodying this. Not always, it was the 60s, after all, but mostly. He was often trying to find non-violent routes, and get by without killing - even if they were in danger or had already been attacked. (See: the mugato, and the horta (until Kirk was the one in danger, lmao. t'hy'la > IDIC), the Gorn ship). Kirk, in his eulogy, calls him the most human soul he's ever known, and I've always read that as Kirk calling out Spock's overwhelming compassion.
It's just so much more interesting when Vulcans get to be radically compassionate. I want them to believe that everything and everyone has value. I want them to respect all ways of being. I want them to find ways for even very non-humanoid aliens to exist unfettered in society. I want them to see hybrids and think that it's amazing. Also, like, disability rep. I want Vulcans to have The Most Accessible Planet and available resources because they want everyone to feel accepted and valued. It makes for better characters and more interesting stories.
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skunkes · 2 months ago
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new annoying little back and forth: third time this week
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wyrmswears · 10 months ago
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bit of a ninjago art dump! happy 13th birthday ninjago :D
jayyyy (and cole)
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source dragons designs for a small au
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in-kyblogs · 5 months ago
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“Rise, let us go! Here comes my betrayer.”
Judas kiss pt.2 // pt.1
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ninjautizm · 11 months ago
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I don't remember this but HOLY FUCKING SHIIIIIITT LLOYD WAS CONFIRMED TO BE AT LEAST 9 YEARS OLD HERE AND HE WAS ABLE TO DO THAT??? JESUS FUCK
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falmerbrook · 5 months ago
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Falmer appearance and attire headcanons
(click on drawings for more details and notes!)
Hair
In Skyrim, we pretty much only see two hair styles to go off of: completely bald and the hair the "shaman" have (which are also the only females we see (a post for another day)).
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In concept art, particularly Adam Adamowicz's, we see more potential hairstyles. He draws it as wispy and messy, as well as containing braids and the ties we see in the shaman in the game. This art is largely what defines my own interpretation of their hair.
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I picture the typical Falmer hair as wavy, thin, wispy, and looking frizzy. Given the high number of hairless Falmer we see, I imagine baldness is common, particularly among males, and sometimes among females. Their hair can be commonly styled into braids or knots to keep it under control.
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The ability to grow long, thick hair is less common, but those who can tend to style it in other unique ways. Especially among females, long hair is commonly styled into large dense locs (akin to a Polish plait) and held into shapes using ropes or leather ties.
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(While I think the intention with the way their hair is drawn and modelled in the game models and concept art was that it was braided and held up with those ties, before looking at it closely I always sorta interpreted it as too stiff to just be braided. As a result, I developed the locs headcanon and have become kinda attached to it even though I have 0 in game or lore support for it)
Materials
The material used in their clothing is obviously dependent on what is accessible to them, and given their unique situation that makes the materials they use and value unique as well. In Skyrim, we see that almost all of their armor (which is mostly what we see them wearing) and homes are made of chaurus chitin (and potentially shellbug chitin), so this is likely the most common resource available to them for non-combative coverings as well. Other materials from their arthropods companions could include their cocoons, unhatched eggs, etc.
Bones from other creatures (draugr, skeevers, trolls, adventurers, bandits, etc.) underground or from aboveground raids could also be used fairly often. These could also provide a source of leather or fur, albeit not a lot of it.
Falmer groups and subcultures inside or in close proximity to Dwemer ruins probably make regular use of the materials present in those ruins as well. With all the metal and machinery present in Dwemer ruins, metal probably makes regular appearances in their clothing (and general decorations) even if they can't manipulate it themselves. Falmer more separated from Dwemer ruins would make much lesser use of these materials, however. Additionally, We see implications of Falmer preparing, cooking, and potentially cultivating fungus in-game, but see nothing indicating they have any plants in their diet, and therefore it is unlikely they regularly make or use textiles or fabrics in their clothing, and if they do they likely come form Dwemer ruins or raided adventurers/bandits/settlements from the surface.
On that note, we know that there have supposedly been incidents of Falmer coming to the surface to attack its inhabitants and travelers, as well as instances of them killing bandits, adventurers, and researchers who venture below, so it's not far fetched to believe that they have access to some materials from the surface. This could give them some access to furs from surface animals, beads, glass, jewelry, textiles, metal objects, etc. they might not otherwise have access to. The rarity of these material among the Falmer would depend on the amount of access any given group of Falmer have to the surface, but among many of them these materials could be seen as more valuable for their rarity and the difficulty to gain them.
While gemstones and ore might be accessible from both natural deposits and underground ruins, unless they had some kind of auditory function or unique texture, they might not have much value to Falmer.
General Attire/Accessories
I like to imagine that the Snow Elves, and by extension the Falmer, have an innate cold resistance in the same way Nords do, and therefore don't require clothes for the purpose of warmth even in the chilly caves of Skyrim. Additionally, their blindness likely means that wouldn't dress for visual aesthetic either. My thoughts are that they are then left with the sense of sound and touch to communicate with each other, and their clothing and accessories could reflect that.
Falmer clothing, decoration, and society in general is very heavily based on touch and texture and little on appearances. They touch each other very often for both communication, movement, and just general day-to-day interactions, and their clothes isn’t very modest, but the tactile patterns and materials used can communicate certain things such as position in society, “wealth”/power, whether they are taken, single, pregnant, with a child, etc., their roles, their age, notable achievements/skills, who is who, etc. on both their clothes and buildings. The more noise one makes, the more attention they draw and the more they drown out other noises, and the more noise making things they can “afford” to have, so the amount of noise one makes in a Falmer settlement is a status symbol. Certain types of noises or noise makers are more coveted than others (chitin beads are common, while furs are less common, and materials only gained from raiding the surface are rare and coveted).
Some noise making accessories could include:
Dangling metal, bones, beads, chitin, etc. that hangs off of their clothing or ears and jingle/clank against each other (in my drawing I show them as pretty uniform in shape and size, but they would probably be much more irregular than I depicted them)
Bells (metal or other materials) that are affixed to or dangle off of their clothing or as earrings.
Hollow bracelets, anklets, necklaces, or other accessories that are filled with rocks or beads.
Rattles tied to the body (made of chitin, dried hollow chaurus eggs, dried chaurus cocoons, beads, etc.) with leather or rope.
Flute or whistle like tubes made of metal, chitin, or dried and treated tube-like fungus that makes a woodwind-esque noise when air passes through it in a certain way. They have been designed to make noise easily from even the slightest movements.
Dried grasses (more temporary) tied to the body that make a swishy noise. More permanently, a similar thing can be achieved with hair. The hair can be sourced from Falmer (either through just cutting hair or through taking it from fallen enemies) or killed humans/mer/draugr. That sort of thing can also act as a kind of trophy.
Necklaces with various materials dangling close together that jingle against each other.
Various materials can be tied into braids or the leather ties in their hair as well.
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Some textural accessories could include:
Beads. Since they wouldn't have the ability to tell the color of the beads, the patterning of beadwork would be based on the roughness, material, size, or shape of the beads. (I'm sorry I suck as drawing beads)
Furs. This wouldn't be as common since the Falmer likely don't have too much interaction with furry mammals, but some they may have access to that are big enough to make clothing/accessories out of include skeevers or trolls (and potentially rarely animals from the surface). A potential meaning of wearing furs could be as hunting trophies, but it could have other meanings as well.
Chaurus chitin would like be the most common material in Falmer attire, and depending on the part of the chaurus body, the size of the chaurus, or the life stage of the chaurus it was sourced from it could have different textures. Some chitin parts could include large spikes and deep groves, while other parts could be smoother and less rough. The use of this chitin in clothing could take advantage of this contrast in textures. Additionally, chitin or shells from shell bugs might be a different texture from the chaurus chitin. (it's unclear to me whether shell bugs are exclusive to the caves around the Forgotten Vale or if we should consider them distributed throughout Skyrim's underground)
The placement of textured components on the body could have their own meaning to it alongside what accessories or textures are being used.
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Specific Falmer Subcultures
While most Falmer settlements we see in Skyrim are just a small-ish collection of huts and chaurus corrals, there are two distinctive settlements that are larger, seemingly more organized, and I like to think have their own distinct subcultures worth mentioning: Blackreach and the Forgotten Vale. The unique scope and environment of these Falmer cities (as I like to think of them) could lend to unique clothing cultures as well.
The Falmer of Blackreach have access to a vast Dwemer settlement and have has the space to spread out throughout it more fully since it seems to be more in tact than other Dwemer ruins we see. These guys would likely have a clothing culture much more heavily based on what the can access from these Dwemer ruins (metal scraps, leftover fabrics, etc.)
The Falmer of the Forgotten Vale would also have access to unique resources, such as Vale deer, Vale sabre cats, and frost giants for fur and leather. Additionally, materials accessed from the Chantry of Auri-El such as textiles from clothing, bedding, tapestries, etc. could give them a greater access to fabrics than other Falmer groups. We don't see many close Dwemer settlements to the Vale, so they would have less Dwemeri influence in their clothing than other Falmer groups.
I like to think that the Falmer's evolution exclusively underground has made them poorly equipped to handle the outdoors during the day and has made them particularly susceptible to sunburn, necessitating the need for covering for those in the Forgotten Vale who have significant settlements outdoors. With greater access to textiles and leather, they could use them as coverings when outdoors.
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Armor
I actually have very few notes on armor, for two reasons. 1) I hate designing and drawing armor. It is the bane of my existence. 2) I really like the armor they have in game! I think they look awesome aesthetically, and I like how clearly they are made from chaurus chitin. Per usual, Adam Adamowicz's designs seem to have been the major inspiration for the Falmer armor, and he did a great jobs (even if it isn't the most functional looking armor ever).
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(off topic but I also just want to add that he draws them with little hairs and tufts on their ears and I love it. ok that is all)
I do have a few thoughts about armor though.
Even attire made of textiles make noise when someone moves in them, and I can imagine moving around in armor, especially armor made of hard, insect shells would make a lot of noise when someone moves around in it. When you're relying on sound to navigate your environment and pinpoint potential threats or targets, wearing something making a lot of noise would not be ideal. On the other hand, getting into a fight unarmored would be a problem.
So here's my solution: heavy armor (see below) would only be worm within the camps/settlements where noise was already high and space is more cramped (and therefore more risky in a fight) as a sort of guard in case they were attacked. Those guarding the settlements along the outside might still wear armor as well, but less of it. Those going out to scout or hunt (if they do hunt) would wear as little armor as possible, and try to wear it strategically so that it wouldn't rub against itself and make noise. This is why most Falmer we encounter in the game are wearing little except for loin cloths and kneepads.
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One more idea I have for armor is a specific armor piece. On the note of guarding or protecting a camp or settlement, I imagine the noises of it all (especially with the noise based headcanons I've laid out here) would make it hard to actually catch any potential threats when you can't see. A large slightly concave piece of armor worn behind the head could block out noises from behind the wearer, as well as a help focus sounds ahead of them.
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That is all! Thank you for reading! A lot of these concepts around the culture of sound I think could also be applied to their buildings and even a culture of music, but those are posts for another time.
All of the concept art I used was taken from here and all of the Skyrim screenshots are from UESP.
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deathviaroses · 3 months ago
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you know Hange would—
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koshercosplay · 9 months ago
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Neil gaiman is a Zionist :(
this is so funny because if you google "neil gaiman zionist" nearly all of the links are to unsourced tumblr posts or responses to a single tweet from 2015 that just acknowledges Israel's existence
I see gaiman has once again committed the heinous crime of Being Jewish When Israel Is In The News
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corvidaeconundrum · 7 days ago
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“Are you happy?”
“…”
“Getting there.”
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serpentface · 23 days ago
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how do you come up with the ways cultures in your setting stylize people/animals/the world in general in their artwork, i.e. jewlery, rock carvings, statues, etc? Each culture in your world seems to have a very unique "art style" and I love it a lot - makes them seem that much more 'real'. This is something I struggle with a lot in my own worldbuilding and I'd love to pick your brain if possible 😁
I think a starting point is to have a research process based in the material realities of the culture you're designing for. Ask yourself questions like:
Where do they live? What's the climate/ecosystem(s) they are based in? What geographic features are present/absent?
What is their main subsistence method? (hunter gatherer, seasonal pastoralist, nomadic pastoralist, settled agriculturalist, a mix, etc)
What access to broader trade networks do they have and to whom? Are there foreign materials that will be easily accessible in trade and common in use, or valuable trade materials used sparingly in limited capacities?
Etc
And then do some research based on the answers, in order to get a sense of what materials they would have routine access to (ie dyes, metal, textiles, etc) and other possible variables that would shape how the art is made and what it's used for. This is just a foundational step and won't likely play much into designing a Style.
If you narrow these questions down very specifically, (ie in the context of the Korya post- grassland based mounted nomads, pastoralist and hunter-gatherer subsistence, access to wider trade networks and metals), you can direct your research to specific real world instances that fit this general idea. This is not to lift culturally specific concepts from the real world and slap them into your own setting, but to notice commonalities this lifestyle enforces - (ie in the previous example- mounted nomadic peoples are highly mobile and need to easily carry their wealth (often on clothing and tack) therefore small, elaborate decorative artwork that can easily be carried from place to place is a very likely feature)
For the details of the art itself, I come up with loose 'style guides' (usually just in my head) and go from there.
Here's some example questions for forming a style (some are more baseline than others)
Are geometric patterns favored? Organic patterns? Representative patterns (flowers, animals, stars, etc)? Abstract patterns?
Is there favored material(s)? Beads, bone, clay, metals, stones, etc.
When depicting people/animals, is realism favored? Heavy stylization? The emotional impression of an animal? Are key features accentuated?
How perspective typically executed? Does art attempt to capture 3d depth? Does it favor showing the whole body in 2 dimensions (ie much of Ancient Egyptian art, with the body shown in a mix of profile and forward facing perspective so all key attributes are shown)? Will limbs overlap? Are bodies shown static? In motion?
Does artwork of people attempt to beautify them? Does it favor the culture's conception of the ideal body?
Are there common visual motifs? Important symbols? Key subject matters?
What is the art used for? Are its functions aesthetic, tutelary, spiritual, magical? (Will often exist in combination, or have different examples for each purpose)
Who is represented? Is there interest in everyday people? Does art focus on glorifying warriors, heroes, kings?
Are there conventions for representing important figures? (IE gods/kings/etc being depicted larger than culturally lesser subjects)
Is there visual shorthand to depict objects/concepts that are difficult to execute with clarity (the sun, moon, water), or are invisible (wind, the soul), or have no physical component (speech)?
Etc
Deciding on answers to any of these questions will at least give you a unique baseline, and you can fill in the rest of the gaps and specify a style further until it is distinct. Many of these questions are not mutually exclusive, both in the sense of elements being combined (patterns with both geometric and organic elements) or a culture having multiple visual styles (3d art objects having unique features, religious artwork having its own conventions, etc).
Also when you're getting in depth, you should have cultural syncretism in mind. Cultures that routinely interact (whether this interaction is exchange or exploitation) inevitably exchange ideas, which can be especially visible in art. Doing research on how this synthesizing of ideas works in practice is very helpful- what is adopted or left out from an external influence, what is retained from an internal influence, what is unique to this synthesis, AND WHY. (I find Greco-Buddhist art really interesting, that's one of many such examples)
Looking at real world examples that fit your parameters can be helpful (ie if I've decided on geometric patterns in my 'style guide', I'll look at actual geometric patterns). And I strongly encourage trying to actually LEARN about what you're seeing. All art exists in a context, and having an understanding of how the context shapes art, how art does and doesn't relate to broader aspects of a society, etc, can help you when synthesizing your own.
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dumplingsjinson · 1 year ago
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List of “pov: your friends call you out for your undeniable feelings towards this one particular person” prompts 
“You want them.” “…I do. Oh God, I fucking do.”
“So like… When are you gonna confess to them?”
“You’re folding so fucking hard for them and I’m here for it.”
“I didn’t know you were such a simp.” “I’m— what? I’m not a simp!”
“This idiot is so down bad, your honour.”
“Maybe it’s time you start asking what you guys are—” “Uh, yeah, no. Not right now, at least.”
“Damn, I’ve never seen you like someone that much.”
“The way you talk about them gives me the impression you want to eat them whole.” “That is not true—”
“You never talked about your ex-crush like this.”
“God, you’re so in love with them.”
“Someone’s in love—” “Oh my God, fuck off.”
“Remember to invite me to your wedding when you guys get married—” “Shut it!” 
“Not you calling them a three course meal plus dessert. You have never talked about anyone like that, not even [insert ex-crush’s name].” (I have no shame in admitting I did, in fact, call him that HAFJKEBJEFN Like, he’s fine as fuck and I ain’t gonna sit here and act like he isn’t)
“You’re literally head over heels for them.” “I am not. Okay, maybe just a little.”
“So—” “Oh, I’m not in love. You’re not fooling anyone. If I hear their name coming from your mouth again—” “…I guess I’ll just shut up.”  
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lightnersdream · 15 days ago
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i've been thinking about exactly why people portraying one of the other crew members successfully killing Jimmy as a "for what you did to Anya" kind of thing rubs me the wrong way a bit and it's because like..... this is just another form of taking agency away from Anya, in a way. it's kind of framing her as some meek, shivery woman-thing who's entirely at the mercy of the men around her, either to hurt her or save her.
(i understand these are mostly for wish fulfillment on the audience's behalf because everyone would like to see Jimmy pay for his crimes. whether or not this is the intention of the person writing it isn't really relevant, characterization happens with or without intent. i feel like it misses the point by portraying it as an 'ideal ending'.)
because... Anya is a capable person. she takes things into her own hands when she can. it was partially(?) her idea to get into the cargo,
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(before he interrupts her.. remember when she interrupted Curly in the dead pixel segment?)
it was her idea to get the code scanner from the cockpit,
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it was her idea to get the medication from behind the foam.
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(the chance to do these things herself is not given to her.)
she'd been keeping Curly alive for months in a critical state somehow, her psych evaluations at the start are only so useless because Jimmy refuses to take it/her seriously and Curly is obviously biased when he puts it into his own hands. he's known him a long time, like he said. "I'll just put good for that one."
there's not a lot of material to work with because of how the game is framed, but it's there. we are working with two very biased perspectives and neither one lends Anya what she deserves
there's significant changes in how she speaks post- and pre- crash, and depending on who she happens to be talking to. i recommend re-reading her dialogue, because the difference is drastic
she acts the way she does around Jimmy because he has tangibly done horrible things to her, is actively hostile, and physically could not escape him by any means. she can't take away Curly's agency herself, in my eyes. you have to remember that Especially in the post-crash segments of the game, it's entirely from Jimmy's POV, and he obviously does not (and has never) thought very highly of her or treated her with a shred of respect
i've seen a general idea that she can't bear to hurt other people for any reason, but that doesn't really track to me. this is the real point of the post by the way
it seems based on the parts where she says she struggles to give Curly medication. "It just hurts him so much, I can't stand the noise." "It makes me nauseous."
it's not really the same thing as, say, hurting someone in self defense
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this sounds like she did want the gun itself. this never felt worded like someone who would refuse to, at very least, threaten Jimmy with a gun, with violence. if she had been given the agency to make that decision on her own. she wasn't though
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she still tries to reclaim some of it even as she's denied it
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by the end she's still trying to keep that gun out of his hands
i think some people overly soften her, for similar reasons the game itself is trying to comment on. she's not a tender victim who couldn't cause pain to another out of the softness of her soul, she's a person who's had every last bit of agency ripped from her repeatedly until she couldn't take it anymore. that's the point. that's why framing her that way, "needing" someone to save her, is odd to me
she didn't need Curly to save her, she needed him to take responsibility
she didn't want to escalate things, but she's not an idiot. self defense was absolutely on her mind
but who knows im just saying shit *smiles serenely*
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formulanni · 19 days ago
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🐎‼️
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Tag list: @st-leclerc @rubywingsracing @saviour-of-lord @three-days-time @the-wall-is-my-goal @albonoooo @ch3rubd0lls @brawngp2009
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