This kind of slaps.
I'm already 3 months on hrt but I need more friends to forcefem me in like. Mundane ways.
Learning how to use a round hairbrush to give my hair volume. how to dress cute/flatteringly for my body shape (tho its probably gonna change soon). I've never worn makeup before and that needs to change. Forcefeed me my estradiol/anti-androgen medications (don't forget my vitaminD). Please help me figure out the products I need for a proper skincare routine.
I'm dying out here. Being a first time girl on her own requires so much research. Though it is so rewarding
I’ve been on HRT for over five years now, and while my life may not be perfect, it brings me immense happiness that I’ve been experiencing the joy of being a girl for so long.
So the moral thing to do is find others to grant that joy to, right? They’ll thank me eventually!
Yeah!! Exactly!
did you know that show, not tell applies to dialogue, too? while dialogue can be used to further your narrative, it can also be used to showcase your characters. here's how:
-what is your character hiding? most people don't say things at face value. they hide what they mean within their words and tone, but in writing, you can't verbally hear the character's tone. ways to convey non-verbal tone include: contradictions between words and actions, context behind the words (ie. the scenario, character's actions and feelings), syntax (ie. fragments, repetition, awkward phrasing). also consider who the character is hiding information from: is it the reader? the characters? both?
-favorite words or phrases. does your character use a certain phrase or word a lot? do they often put their prepositions at the beginning or the end of the sentence? these are questions to ask when you're arranging the syntax of the dialogue. everyone has a specific way of talking. make sure you give each character a distinguishable voice.
-personality. this is how you can create a distinguishable voice. is your character confident? are they shy or hesitant? do they repeat the phases of others because they have nothing to add to the conversation? are they confrontational or do they beat around the bush? ask questions like these. if your character is confident, they may make bold statements and appear sure of themselves unlike shy characters who use words such as "maybe" or "should" or "think." to boil it down, think active wordage versus passive.
-observe others. don't look solely at television or other books. sit at your local coffee shop and listen in on conversations, then try and break it down. are they hiding anything? do they frequently use any words or phrases? how would you describe their personality? the better you get at breaking down conversations, the better you can create convincing ones, whether shallow, deep, or as a narrative device, because even if you use your dialogue to move your narrative along, it should still be compulsively convincing.
one way to tell if you've ticked all these boxes is if you can tell who is speaking without any tags.
happy writing! if you have any questions about how to implement any of these tips, our ask box is always open.
Beasts of the Putrid Hills, II
Today’s recent budget commander sleeper is one that made a bit of noise on release with the latest set precons, but ended up drowned in the constant noise of magic these days.
Ramp is good in commander. That’s not news. And it’s hard to come by in white, at least cheaply. Knight of the White Orchid is still the gold standard of white (catch up) ramp, able to fetch nonbasics, and coming on a solid body on turn 2, it’s a white Rampant Growth that sometimes doesn’t work.
This is similar. It’s a turn slower, because it has a tap ability, the land enters tapped and the body it’ll leave behind will end up being a 1/1. However, that’s where the downsides end and the upsides start. Just like Knight of the White Orchid, it can fetch nonbasic Plains, which is even important on a budget nowadays with the two cycles of common typed duals in Kaldheim and Dominaria United.
Scholar of New Horizons also works even if you’re not behind. Granted, it only tutors to hand and doesn’t ramp you then, but hitting every land drop is oftentimes more important than ramping, since you don’t have to spend resources on it. It can also be used cheekily with this with the cycling typed duals (and triomes) to draw a different card. Oh, and the ability can be activated at instant speed which most of the time won’t matter, but will be very appreciated when it comes up that you’re going first and an opponent ramped on turn 3 and suddenly unlocks your own ramp instead of the land draw you’d resigned yourself to.
Beyond that, Scholar, by itself, can be used multiple times for no extra cost, as long as you have counters in your deck, which most decks do, even if incidentally. Have a cathar’s crusade? A Felidar retreat? A luminarch ascension? You’ll have a plentiful supply of counters to feed this turn after turn then, and those are just for mono-white.
In some cases, removing counters might even be an upside, if you expect -1/-1 counters, or, much more importantly, have any saga in your deck. Having the scholar out with the saga allow you to not only keep ramping or making your land drops and keep the saga forever, it also allows you to repeat any chapter from that saga every turn, even the last one should you so wish. It gets absurd with many of them, from Urza’s Saga tutoring every turn and sticking around to the Cruelty of Gix being a free tutor or reanimation every turn. With a Luminous Broodmoth, it’ll make any creature be able to die every single turn and come back.
Don’t get me wrong, this card doesn’t NEED synergies to be good. I’d play it in any white deck as ramp even if no other card in the deck ever had counters, right behind Knight of the White Orchid and in front of Loyal Warhound. On a budget or not. But it does much more than it would in a vacuum, and basically any deck will have some tools to synergize with it. It might actively up the number of incidental sagas I include in white decks just by existing. (But I’m mostly looking for an excuse, I love sagas.)
The card currently retails for under $1 (with the extended art version where you can read the name and artist for half of that), and I’d encourage you to snag one as soon as you find the occasion, in case this doesn’t get reprinted. It’s just staple-level good, much more than any other card that has been featured on here so far.
FKA twigs
My rendition of Raven/621 and their Ayre. Mech Raziel to build from his colors.
(I love Cybergoths and Blame! So that was my inspo here hehe. Just a bit of this and that.)
To provide easy access to any who would want to use the celestials I made for this project. Please let me know how it goes if you use any of these creatures, I’d love playtest notes.
Celestial Herald; CR 7; a messenger for when Sending won’t do it. Excels at ranged and skirmish combat with a magical returning javelin.
Apiarian Worker; CR 1; a bee-like celestial with a healing death burst ability. Skilled at both ranged and melee combat, particularly in groups.
Apiarian Queen; CR 5; a bee-like celestial civic leader. Ranged combatant, deadliest when her workers are with her to allow the use of her legendary actions.
Prism Heron; CR 1; a bird with a radiant tail, native to the shores of Mt. Celestia. Skirmish attacker with a blinding tail attack.
Kinderwachter; CR 1; a child’s guardian taking the form of a stuffed animal. Good at protecting a target, alone would rather flee than fight.
Bariaur and Bariaur Defender; CR 2 and 4; ram-centaur celestial nomads. Both skilled charge-attackers with ranged options and many attack types.
Celestial Witness; CR 3; spy, observer, and sometime defender for the heavens. Flying battlefield controller and debuffer.
Guiding Beetle; CR 4; beetle-like travelers who seek and aid the lost. Slow but equipped with good defenses and many ranged attack and control spells.
Brux Lightstalker; CR 5; forest warden and hunter in the Beastlands. Ambush and skirmish attacker with a light-blend ability.
Pax Pollinator; CR 4; conflict-averse heavenly field lurker. Multiple ways to nonlethally discourage or end combat, a radiant pollen attack for when the enemy won’t take the hint.
Mudsinger; CR 6; salamander-like patron of the arts and mountain wanderer. Likes to either mix it up in melee or stick to long-range combat, depending on how deadly it wants the fight to be.
Celestial Introspector; CR 7; heavenly therapist and advisor on mortal affairs. Can actually make you fight yourself, has touch attacks that prevent movement.
Belieren Warden; CR 6; steward of the Upper Planes’ prison on Elysium. Skirmish attackers specializing in isolating single enemies and locking down their foes.
Winterbird; CR 9; icy stormbird that rescues those in frozen reaches. Skirmisher with a protective aura of heavy obscuring winter weather.
Tarn Steward; CR 25; elephantine guardian of the Glass Tarn and its prophetic powers. Powerful charger and melee combatant with many options to shape the battlefield and move enemies around.
Saving for later💜
Hey hello hi, this is the most important piece of media I’ve seen all month. You absolutely need to watch it.
Setup: many in the castle will attest to the existence of a ghost in the catacombs beneath the foundations, if not from their own experience, but from generations of tales going back to the days of the petty, tribal kings, when the realm was divided up into a patchwork of little territories ruled over by whatever warlord could martial enough blades to hold them.
While most stories tell of the ghost stalking out of its crypt to drag the living down to the shadows with it, or attempted exorcisms of blade and blessed book, a few hold the whisper of truth: those that venture down to the catacombs when the moon is right and sit in silent meditation with the peaceful phantom can gain great insights into themselves, or secret truths known only to the dead.
Adventure Hooks:
While staying in the castle of their patron, the party hears the rumor of the ghost and its vigil, particularly from a harrowed young page who was thrown into the catacombs by his youthful tormentors and developed several nervous quirks from the experience. They tell the party that it wasn’t the ghost itself that traumatized them so, but the fact that they were trapped in the catacombs so long with noone but the dead for company. Chief among the page’s new eccentricities is a fascination with the macabre, and they gently try to coax the party down into the catacombs so they can share in the page’s experience.
By Feudal grant, a newly risen knight has taken up residence in the castle, and is more than a little put out by the fact that her new home has such an infamous reputation among the surrounding populace. Seeking to show her new prestige and authority, she puts out a call for brave warriors willing and capable of removing this unwelcome spirit from her domicile.
A member of the clergy has gone missing while attempting the Silent King’s vigil, locking themselves inside the tombs for several days while attempting to communicate with and permanently put the spirit to rest. A mentor to the party’s cleric, or important for one of thier ongoing adventures, the party must search the catacombs for the missing vicar, or attempt his abandoned ritual and ask the ghost where the holyman might have wandered off to.
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by Serdjek Sholohovshek