Nadia

Original Universe: FATE

Nadia’s family was long stalked by a Basilisk who sought to destroy them. At least one of her parents was a great Wizard who, upon their death, cast a final spell to save their daughter. The spell blinded the Basilisk to keep it from killing, but it also blinded Nadia. Neither could harm the other so long as both of them lived.

Nadia grew up in an orphanage having not known much about her parents. It was underfunded and harsh, but she managed to maintain a smile. While she could not see things in the material world, she found she was capable of seeing spirits and quickly came to befriend local ghosts. One of her other major friends was a young boy who turned out to be the son of the basilisk. Neither of them held any resentment for the other, nor did either of them know of the fate that tied them together. The Basilisk thought they could use this connection to their advantage.

Nadia came to find she was very convincing, magically so. She unknowingly used her abilities to calm fears and end fights; a hope to bring peace and joy to those around her. A visiting member of the Wardens witnessed these events and took it upon himself to train and take care of Nadia, to be sure she didn’t violate the laws of magic. Through him, Nadia came to know his son (whom I remember very little about).

Eventually Nadia grew too old for the orphanage, but with the help of those she had befriended was able to strike out on her own. She ends up attending the stage show of a Handsome Magician who uses Simulacrum to perform crazy tricks (and date tons of women).

That’s most of what I got through with her. We played maybe one session after character creation with Nadia and her crew; but she has a lot of interesting potential. The story has a great cast: A blind girl that’s the unknowing prey of a Basilisk, the son of a great Warden who feels ignored by his father, and a street magician playboy who might actually know real magic.

So other Exalted/Witchy things

A fruit basket can be a fun way to express your love for them. Fill the basket with peaches, apples, strawberries, and decorate it with blue ribbons and primrose. When she has the time, Serenity makes daisy chains and dreams of her next attempted wedding with the Unconquered Sun.

A beer rich in hops and a hearty dinner spiced with chili pepper or ginger and cooked with onions or garlic is the recipe for delicious victory in battle, so many might say. If you ask Mars herself, she might admit this is true while she enjoys a simple salad that is mostly lettuce and carrots topped with her secret recipe horseradish dressing.

Some spies, thieve, and occasionally assassins, to earn Jupiter’s favor, will leave behind carnations at the scenes of their crimes.
For one so tight lipped, Secrets is rather generous, sharing much of her bountiful garden with the other Incarna whether that mean giving Serenity the fruit from her trees or laying in the fields of lavender while Mercury dances around. Nara-O has even seen her sharing glances beneath the mistletoe with Luna and the Sun (but of course they will never tell).

It is custom, in some areas of the north, to plant a new pine tree over the grave of the recently deceased; a respect both for an end, and a new beginning.
Endings finds beauty in many dangerous flowers; bittersweet nightshade and water hemlock among them. If asked she’s been known to respond that they remind her of Serenity: as dangerous as they are beautiful.

Somewhere on the Blessed Isle is a wood aspect Dragonblood with poppies in their hair. They bake pumpkin pie with too much nutmeg and are always careful to leave a slice out beneath the moonlight once it’s finished.
Luna eats it with a smile while taking time to watch the festivities in a House Cynis garden; filled with white roses, gardenias, and jasmine.

Cinnamon and sunlight will freshen any room claim the old wives.
The Sun himself is often seen in dreams sitting beneath an old Orange tree and drinking a cup of chamomile tea and staring solemnly at a single peony in the meadow beyond.

hyperionnebulae:

Sabriel waited patiently outside of Marian’s tent until the crying had all but ceased. She could hear every tear drop and every muffled sob; being part of coyote had its upsides… and downsides. She took a deep breath and knocked on the tent post. 

Normally, she would let Marian have her time but the woman was injured and even crippling injuries were not past her area of expertise. A lot of people relied on Marian being able to walk including the small child peering around the corner.

Sabriel smiled and waved to Bedlam, casting a rabbit spirit out of her palm and towards her. The rabbit carried a note that read, “Everything is going to be okay.”

The smile faltered a tad as Sabriel turned back to the tent. 

( @summoner-starlight )

Marian sniffled and wiped the tears from her face. “Shit,” she uttered, desperate to regain her composure. Yuri placed a comforting hand on her shoulder and told her to breathe.
One. Two. Three.
Marian nodded at Yuri and mouthed, “thank you.”

“Come in,” Marian called. She turned her head towards the caravan door. Yuri took her glass hand in his.

ink-splotch:

Let’s talk about an Ariel who walks away—limping, mouthing inaudible sailors’ curses, a sea-brine knife in her belt.

Ariel traded her voice for a chance to walk on land. That was the deal: every time she steps, it will feel like being stabbed by knives. She must win the hand of her one true love, or she will die at his wedding day, turn to sea foam, forgotten. The helpful steward tells her to dance for the prince, even though her feet scream each time she steps. Love is pain, the sea witch promised. Devotion calls for blood.

But how about this? When the prince marries another, nothing happens. When Ariel stands over the prince and his fiance the night before their wedding, her sisters’ hard-won knife in hand, she doesn’t decide his happiness is more important than her life. She decides that his happiness is irrelevant. Her curse does not turn on the whims of this boy’s heart. 

She does not throw away the knife and throw herself into the sea. She does not bury it in the prince and break her curse—it would not have broken. She leaves them sleeping in what will be their marriage bed and limps into a quiet night, her knife clean in her belt, her heart caught in her throat. Her feet scream, but they ache, too, for the places she has yet to see. 

Ariel will not be sea foam or a queen. There is life beyond love. There is love in just living. Her true love will not be married on the morn—the prince will be married then, in glorious splendor, but he had never been why she was here.

Ariel traded her voice for legs to stand on, a chance at another life. When she poked her head above the waves, it wasn’t the handsome biped that she fell for. It was the way the hills rolled, golden in the sun. It was the clouds chasing each other across blue sky, like sea foam you could never reach.

(She does reach it, one day, bouncing around in the back of a blacksmith’s cart, signing jokes to him in between helping to tune his guitar. They crest up a high mountain pass and into the belly of a cloud. Her breath whistles out, swirls water droplets, and she reaches out a hand to touch the sky. Her feet will scream all her life, but after that morning they ache just a little bit less). 

I want an Ariel who is in love with a world, not a prince. I don’t want her to be a moral for little girls about what love is supposed to hurt like, about how it is supposed to kill you. Ariel will be one more wandering soul, forgotten. Her voice will live in everything she does. She uses her sisters’ knife to turn a reed into a pipe. She cannot speak, but she still has lungs. 

Love is pain, says the old man, when Ariel smiles too wide at sunrises. It’s pain, says the innkeeper, with pity, as Ariel hobbles to a seat, pipe in hand. At least you are beautiful, soothes the country healer who looks over her undamaged feet. The helpful steward had thought she was shy. Dance for the prince even though your feet feel stuck with a hundred knives.

Her feet feel like knives but she goes out dancing in the grass at midnight anyway. She’s never seen stars before. Moonlight reaches down through the depths, but starlight fractures on the surface. Ariel dances for herself.

She goes down to caves and rocky shores. Sometimes she meets with her sisters there. Mouths filled with water cannot speak above the sea, so she drops into the waves and they sing to her, old songs, and she steals breaths of air between the stanzas. She can drown now. She holds her breath. She opens her eyes to the salt and brine. 

Ariel uses canes and takes rides on wagons filled with hay, chickens, tomatoes—never fish. She earns coins and paper scraps of money with a conch shell her youngest sister swam up from the depths for her, with her reed pipe, with a lyre from her eldest sister which sounds eerie and high out of the water. The shadow plays she makes on the walls of taverns waver and wriggle like on the sea caves of her childhood, but not because of water’s lap and current. It is the firelight that flickers over her hands. 

When she has limped and hitched rides so far that no one knows the name of her prince’s kingdom, she meets a travelling blacksmith on the road with an extra seat in his cart and an ear for music. He never asks her to dance for him and she never does. She drops messages in bottles to her sisters, at every river and coastline they come to, and sometimes she finds bottles washed up the shore just for her. 

They travel on. When she breathes, these days, her lungs fill with air.

Some nights she wakes, gasping, coughing up black water that never comes. There is something lying heavy on her chest and there always will be.

Somewhere in the ocean, a sea witch thinks she has won. When Ariel walks, she hobbles. Her voice was the sunken treasure of the king’s loveliest daughter, and so when they tell Ariel’s story they say she has been robbed. They say she has been stolen. 

She has many instruments because she has many voices—all of them, hers; made by her hands, or gifted from her sisters’ dripping ones. Ariel will sing until the day she dies with every instrument but her vocal cords. 

She cannot win it back, the high sweet voice of a merchild who had never blistered her shoulders red with sun, who had never made a barroom rise to its feet to sing along to her strumming fingers. She cannot ever again sing like a girl who has not held a dagger over two sleeping lovers and then decided to spare them. She decided not to wither. She decided to walk on knives for the rest of her life. She cannot win it back, but even if she could, she knows she would not sound the same. 

They call her story a tragedy and she rests her aching feet beside the warming hearth. With every new ridge climbed, new river forded, new night sky met, her feet ache a little less. They call her a tragedy, but the blacksmith’s donkey is warm and contrary on cold mornings. The blacksmith’s shoulder is warm under her cheek.

Her feet will always hurt. She has cut out so many parts of her self, traded them up, won twisted promises back and then twisted them herself. She lives with so many curses under her skin, but she lives. They call her story a moral, and maybe it is.

When she breathes, her lungs fill. When she walks, the earth holds her up. There is sun and there is light and she can catch it in her hands. This is love. 

The other really nice thing about well done DLC is that it usually indicates a company is listening to their fanbase in regards to content?

Like, using Mass Effect as the example, when fans showed their distaste for the ending of ME3, the company considered what improvements could be added on to fix those feelings and then released that DLC for free.

Likewise, they discovered the fans love of all of the more relaxed silliness which led to the release of the Citadel DLC, adding in some fun dialogue and silly moments that reflected well on the series.

Bethesda’s DLC for their Fallout Games always works to expand the universe and offer deeper explanation to various goings on in the world. They know that one of the primary reasons their audience plays is for the expansiveness of their universe, so they grow is as the game goes.

Bethesda also gets brownie points in my book for their release of the Hearthfire DLC with Skyrim; because I really enjoy getting to be Dovah-housewife even if that isn’t what the game is centered around. The company is catering to my desires for neat things like building houses and having a family and all they ask is that I pay a little more for the work that went into that (surprise, this stuff requires coding and patching to get done which means lots of work for developers)

Also, I’d rather have DLC that adds something substantial or interesting to the game rather than Microtransactions (shame on you Assassins Creed) that are used to buy my victory.

sansa-lavellan:

ar-lath-ma-vhenan:

becausedragonage:

maxcaulffield:

i do hate this dlc culture in gaming though. like, companies are selling us unfinished games, charging top prices and then having us pay for the rest of the story in dlc instalments. it’s sneaky and totally bullshit

And if you happen to own a last gen console then you might be shit-out-of-luck in terms of getting the DLC that tells the rest of the story. So sneaky, totally bullshit AND absolutely misleading. 

This is unfair. They left a cliffhanger on the game on the last 1 minute, as movies and TV do.
And all our feedback has been incoporated on the new DLC. Would you rather have DLCs done blindly and no cliffhangers?

(sorry ar-lath-ma-vhenan, hijacking this to bitch a bit, its not directed at you)

Not to mention – what exactly makes Inquisition unfinished? Any of the “icing” stuff – Black Emporium, Golden Nug, tinting, storage, wardrobe, all multiplayer content – they’re releasing for free. Inquisition is a completed game start to finish. They are not releasing an uncompleted game in any form just to fleece players out of their money with later content. The game is 100% fine on its own.

Look, if you don’t like the DLC model, fine, but then don’t buy it. As my film major boyfriend ( immortal-redshirt ) always tells me, vote with your wallet. If you don’t pay for these things, they’ll stop making them. They’re not going to do anything that is a poor investment.

But the DLC for Inquisition is just expanding on things. Its extra. If you don’t want it, don’t buy it. It doesn’t make Inquisition an incomplete game in any way. We don’t have to know what went down with Hakkon, or in the Deep Roads, or even catch up with Solas. These are not needed things, and not including them in Inquisition doesn’t make it less complete. They could be footnotes in the lore later on down the road, or not at all.

DLC is not a new thing. Its really not. Expansion packs were a thing, and DLC is just another name for it in all honesty (because of the digitizing of games). Bioware isn’t doing this just to peel you out of extra dough – infact, I hazard to say Bioware is doing it in order to keep up with other companies. Bioware isn’t the only company that does it. Bioware isn’t even the worst company that does it – come back to me when you look at Crusader Kings II (which I’ve spent over $100 on getting all the expansion and face packs with, and that is a fucking incomplete base game more than DA: I is) and The Sims.

It’s gotten to the point were consumers expect DLC. Had they included Hakkon, Decent and Trespasser in the base game, people would still be clamoring for more content. That’s just the way it is now. And if you don’t like it, the only way, literally the only way for companies to listen is to not buy it. Just don’t. Campaign for other people to not buy it. Raise awareness, talk to others, research into the industry, write essays, write to Game Informer and other gaming magazines/websites – get your displeasure known instead of bitching on Tumblr about it. Maybe you can actually change things.

Oh, and one more thing. The whole last gen console thing? Yeah, it fucking sucks, and I feel you on it, but did you ever stop to consider that maybe they fucking tried and just couldn’t get it to work? That maybe its EA’s fault that they wanted to push the base game to Xbox 360 and PS3 to sell more copies when they could barely handle the game in the first place? That because of the year delay on the development the game was already promised for Xbox 360 and PS3 and they didn’t want to go back on that? That the Xbox 360 and PS3′s lifespan is just at the end and there’s nothing anyone can do about it? It sucks, okay, and gaming is an expensive hobby, but I bet you a million dollars they didn’t do it on purpose just to screw you out of another $60+. If you’re so concerned about upgrading, look into building your own gaming PC, its cheaper and more versatile in the long run.

Couples Game

tag your date/bestfriend/family member/etc

greensunprincess

Answer your thoughts and see if they match your partner.

1. Who is older? her
2. Who has more siblings? me
3. When you first met, who made the first move? her?
4. Who is the better driver? me by virtue of being able to drive
5. Who has been in more car accidents? me, also by virtue of being able to drive
6. Who studied the hardest in school? her
7. Who got better grades in school? her
8. Who is smarter? she most certainly is
9. Who is more creative? tough question….her?
10. Who is better at keeping surprises? her
11. Who will be doing the cooking? me, with minimal exception
12. Who is more adventurous? me
13. Who is more likely to get injured? me
14. Who is more likely to get sunburned? me
15. Who is more likely to be running late? her (I am usually early)
16. Who is the better dresser? me~
17. Who is better looking? rude
18. Who said I love you first? me
19. Who starts the argument? she brings up the topic, I argue
20. Who is first to say “I’m sorry?” her
21. Who wears the pants in your relationship? her because I hate wearing pants
22. Who spends more money? me
23. Who is going to pay the bills? her (I’m very bad with my money)
24. Who will be in control of the remote? both
25. Who will be most likely to wake up grumpy? me
26. Who is more likely to get lost? me
27. Who is more likely to ask for directions? me
28. Who is messier? me x one million
29. Who has the smelliest feet? me (I’m so gross)
30. Right now, who do you love more than anyone in the world? her you silly goose

Why Fallout 4 looks amazing:
A beautifully improved color pallet
An understanding that everyone loves the dog
Pre-war flashbacks?
Improved graphical capabilities that keep true to the Fallout aesthetic
What promises to be another beautiful soundtrack
“War, War never changes”
Non west coast setting
Airship?

Trailer Issues:
Still using a white guy as your poster child

Fallout is a wonderful game series with a lot of potential that Bethesda seems to be taking advantage of with this newest installment. They’re taking a fascinating setting and applying a whole new swath of colors that keep the aesthetic grounded while keeping their latest installment from being a pile of mud like previous games. The attention to detail and improved graphical systems also looks very nice and should be a treat for new systems.

The trailed lacks any definitive gameplay footage, but previous games were far from terrible, so I’m hoping for something that remains in line with 3 and New Vegas’ sense of gameplay style.

Everyone knows the dog is the most important companion in every game. No exceptions.

Fallout’s character customization has always ensured that the player generally feels comfortable in their own skin (though, like most customizers it lacks a weight adjuster of any sort and sticks to a gender binary (so to those of you who take issue with this, I’m truly sorry)). However, I would like to state that there is some merit to pusing a ‘typical white male’ as the game’s poster protagonist in the trailer. This has larger effects than one might realize, as it sets this man as our default hero perception.
What can marketing teams do to help with this?

With customizable protagonists like Bioware’s Commander Shepard and Bethesda’s Vault Dweller protagonist, this can be a hard question to really answer. You could spread out which character visual is displayed by trailer, but this could become confusing with each trailer featuring the same game, yet a different protagonist. Another option, you could simply switch up the visuals for each title (I’m hoping Mass Effect’s new game will feature a female lead as their example, while still offering plenty of customization). This is the best option but often bears a “target audience” argument where people are terrified of no longer attracting white males to their products.
Here’s my problem with that: are you not already alienating literally everyone else?

Honestly, if black men and other men of color as well as women of all colors have spent so long sucking up their pride and playing games featuring white male protagonists (many of which do not contain character customization) I don’t honestly think it would hurt white guys to do the same.
If Inquisition has proved anything with its diverse cast of characters and it’s alleged “pandering” to women and non-heterosexual fans, its that the audience you lose in the process of making yourself more available to a wider group wasn’t really worth it.

And this might seem like a silly nitpicky thing to some, but representation really does matter; and the default representation in customizable games is not exempt from that.

idk, just my two cents

nyrocu:

summoner-starlight:

[SNIPPED]

That’s still in the Midwest, so I’m sensing a pattern

picture time!!!

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the Ohio state goose I painted and the Michigan state goose!

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and the two missionary geese that I painted!

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I was serving a whole time mission for the church of Jesus Christ of Latter-day saints, so that would explain why I have so many pictures of geese and that some are painted as missionaries!

Those are some beautiful lawn geese. Thank you so much for sharing them!

Thank you also for confirming my memories of these things are real!