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Alive;

@feycirclesposts / feycirclesposts.tumblr.com

Fey, She/They, 23
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forcekenobi

as a child being told "the moon controls the tides" with no additional explanation was like. oh okay. you want me to believe in magic? you're talking about magic right now? okay. fine

sorry. only semi-related but i simply wasn't ready for "the sun is a distant gorilla". thank you NASA

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hyperchaotix
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reblogged

do something about it

video: an edit of the "are you winning son?" meme where a stick figure dad walks into a room, saying "oh shit a wizard." there is a wizard, a white 3 legged animal with a witch hat on and a smiley face, standing in the corner, surrounded by scribbles. between the dad and the wizard is a 3d orb being rotated by the wizard while lightning bolts fire out of it erratically. the climax of the song "phantom of the opera" by andrew lloyd webber is playing loudly while the phantom screams over it. end ID

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peach-pot

when is comes to asexuality and aromanticism you have to be okay with contradiction. one ace person will say asexuality is about not experiencing attraction, another will say it’s about not caring to act on attraction, another will say it’s not experiencing arousal. one aromantic will consider themself queer, one won’t. two people with seemingly identical experiences will use two different labels. aro people will be in romantic relationships, ace people will have sex. you get it.

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reblogged

Random worldbuilding idea: a culture where everyone is a goth, but for perfectly sensible environmental ressons.

Wearing mainly/almost exclusively black clothing because either the dye protects them/the fabric from something in the environment, black clothes are the most convenient ones to maintain, or then a century ago black dye was extremely difficult and/or expensive to produce and only the wealthiest of society could afford it, but now a cheaper dye method has been invented and after a huge trend of Now Everybody Can Wear Black, it just stuck and nobody even remembers why all clothes are dyed black. It's just tradition.

Everyone wears demonia-style platform shoes because the climate is wet and cold, and for most of the year the ground is either muddy or covered in icy slush, so knee-high tall boots are simply the most pragmatic way to keep the rest of your clothes reasonably dry and clean.

Silver and leather jewellery is widespread because the land is rich in metal ore - while the rich can afford to buy/commission delicate silver threads, even the peasants can afford some sort of rough iron chains and studs on their wristbands. Studded leather is more sensible than having metal rings touching skin directly, due to the cold weather. Studs and chains also double as armour and weapons which technically speaking don't count as such, allowing people to circumvent any "can't openly carry weapons during peace time"-laws. Law enforcement could not confiscate someone's bling without causing public riots.

Everyone is about as pale as their natural complexion allows since the climate is cold and dark and the sun does not rise much during the winter. Cold dark winters are also the reason why the culture is so morbid in general - in the heart of the darkest months there's fuck all else to do than write poetry about the moon's silver light and the howls of wolves and the beauty of death, while polishing your iron chains until they shine like silver.

Domesticated ravens are more covenient for messenger birds than doves are, as they're hardier and can manage the climate better. Even if more modern messaging technology has been invented, people prefer sending letters by bird because it's more romantic and poetic. Sending someone a raven message poem about how you'd like to be buried in the same grave together one day is a very standard way of flirting.

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reblogged

Game concept that's probably already been done: A videogame about possession, where you, the player, are the foreign entity possessing the character you are playing as.

The story's whole point is to get you out of the protagonist's head, and since you want to complete the game, it's presumable that you therefore want to help the protagonist get rid of you. While you control the playable character's body, their narration is their own, and frequently comments on what you're making them do, with remarks like "ugh, can we focus? we need to go to the thing" when you start twiddling with pointless things instead of progressing the plot.

And occasionally the character just refuses to do what you want them to do. Instead of an invisible wall barring you from going beyond the boundaries of the game, the character consciously halts and tells you "no, that's far enough. We can't just wander off." If you try to make the character attack NPCs that you can't fight, they shudder and shake their head, going "no, what's wrong with you? She's my friend!"

At first the game kind of railroads what you need to do next, which is specifically by the character you're controlling refusing to do what you're trying to make them do. Their whole goal is to get rid of you, get this evil damn thing out of their head. But gradually you can build up trust with the character, by leading them to things they want or need, and keeping them out of danger.

Consequently, allowing the character to die or get injured makes them harder to control, and more likely to refuse to do as you want. And the less they trust you, the harder the game is. While the sliding scale of trust might not be a visible mechanic in the game, you can hear it in the tone in which they talk to you. The voice lines are mostly the same, but when you start leading the character to a random direction, the same "where are you taking me?" can either be calm but intrigued, or distressed and afraid.

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Me waking up in the middle of the night: *doesn't remember where I am, who I am, what the laws of physics are*

My brain, providing zero context: EVERYBODY DO THE WEENUS! THE WEENUS IS A DANCE!

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datafags

EVERYBODY IS A GENIUS! WHO KNOWS IT IN ADVANCE!

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