What is the answer to that red, three-legged riddle? I'm stumped.
Oh there isn't one, I just wrote a bunch of riddle-sounding statements with no connection whatsoever.
Sadly, I admitted that after you gave up so you have failed my riddle and will now be devoured.
-Pencil
Readings
Decolonization is not a metaphor (Eve Tuck & K. Wayne Yang)
Everyday decolonization: Living a decolonizing queer politics (Sarah Hunt & Cindy Holmes)
Refusal to forgive: Indigenous women’s love and rage (Rachel Flowers)
A Glossary of Haunting: Part 1, Part 2, Part 3 (Eve Tuck, C. Ree, Angie Morrill, Kathryn Recollet, and the Super Futures Haunt Collective)
The end of (the capitalist white supremacist heteropatriarchal hate-full order of) the world, a survival guide (Zoe Todd)
Land as pedagogy: Nishnaabeg intelligence and rebellious transformation (Leanne Betasamosake Simpson)
Can the Other of Native Studies speak? (Billy-Ray Belcourt)
These are stories of resilience. Or, emblems of resistance. (Naomi Sayers)
Not Nowhere: Collaborating on Selfsame Land (Eve Tuck, Allison Guess, Hannah Sultan)
Of Dogma and Ceremony (Tara Williamson)
Ahkii: A Woman is a Sovereign Land (Gwen Benaway)
Video & audio
Embodying Self-Determination: resisting violence beyond the gender binary (Sarah Hunt)
Indigenous Feminist Resurgence, Love and Resistance in Indigenous Women’s Contemporary Storytelling (Dory Nason)
Making Love and Relations Beyond Settler Sexuality (Kim Tallbear)
Coming In: Indigenous Resurgence, Body Sovereignty and Gender Self-Determination (Alex Wilson)
Our Bodies and Lands are Not Your Property (Erica Violet Lee)
Leanne Betasamosake Simpson’s 2016 NWSA keynote address
My main thesaurus website which is up while I write:
My favorite Random Name Generator: There are so many ways to tweak the settings and generate names to choose from:
If you have spare credits/moolah/kruge, these are awesome:
Translations: Nothing beats having a native or fluent speaker's help, but DeepL tends to do better than Google Translate:
I don't heed even a third of its suggestions, but the Hemingway Editor is good for finding stupidly long run-on sentences that I otherwise skim over. It encourages me to rework some things, make them more succinct:
Artwork by QueenChikkibug and me!
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- Tuz
I have this arbitrary line I need to cross before I can congratulate myself and come out as trans to my friends and family. I just need to think im pretty for longer than a fleeting second. I need to live a day feeling pretty and go to sleep feeling pretty and wake up again to feel pretty again. And then maybe I'll be able to say "I'm ready".
But what if that agency is taken from me? What if I am pushed before I'm comfortable. What if my breasts grow too large to keep hidden. Or my parents ask me about my girlish tendencies before I even begin to think about how to discuss it with them?
I dont know what to do then. I'll bumble through it and need to live uncomfortably until I hit that arbitrary milestone that dictates when I can be myself, unapologetically, anywhere and everywhere.
It hurts being called a son. A boyfriend. A nephew. A grandson. Referred to as a "Lord" at a renfaire instead of a Lady. It makes my heart sink and my gut wretch. Whatever positive energy I have flushes away.
But I can't bear the discomfort of living my truth in a way that makes myself cringe, because if I cringe others will too. It's silly. So many braver souls do it, and with such confidence that I am jealous and dream fantasies where I live their lives.
It's fine. I'll manage. Someday I'll meet my arbitrary milestone. One day my mother will have a daughter.
“And so did she travel into the north, to the lands unbeloved by her god of flower and field, to the kingdom of Elanis’ie, where the sky colors dance and the elderlings dwelt, where she scaled the parapets of ever-ice and sought out her mother, who had been born to the kingdom upon her shield, carried from the great battle of the age to seek healing in those immortal halls”
`The Ziiriad, transcription of oratory performance.
Setup: There are places only spoken of in legend, destinations that can only be reached by heroes after suffering through a long road of trials and proving to both history and the gods above that they are worthy to behold those wonders.
Enlanis’ie was one if those places, a mythical kingdom of the farthest north built off aurora light and glacial ice, which existed only during the depths of polar night. Though it had appeared in innumerable tales over the centuries of its existance, it is most often thought of as a place of healing, where miraculous cures may be sought, or where figures of legend seek their long deserved rest.
Seeking the expertise of an ancient hero, or perhaps an act of healing far beyond the skill of any mortal, the party traveled weeks into the polar expanse following the path of the auroras in the sky till they catch sight of the Enlanis’ie, or atleast it’s imposing glacial walls. Tall as any fortress but barren of any of the ephemeral spires that feature in so many stories of the impossible kingdom, the party will have to find a way through this foreboding ring of ice and explore the place where the kingdom once stood,
Adventure Hooks:
The party’s exploration of these great icy battlements is made no easier by the fact that a blizard has just rolled in, leaving the party no viable shelter besides the surrounding dungeon. Fending off polar beasts and those fey and arcane entities that once fed on the bountiful magic of the eternal aurora.
Bypassing the walls leads the party to a vast exapnse somewhere between a snow covered quarry and a bombed out capital city, with eerie avenues of hollowed out foundations extending maybe two or three stories in the air before simply ending, stiarways projecting out into the open air connecting to nothing. Among these desolate structures the party will encounter loremaster Anisidora, a venerable elven hermit who wanders the remnants of her home with nothing but a lantern full of captured aurora light to guide her way. Immortal in the way of the most ancient elves, Anisidora is frostbitten and half feral from hunger, but an offer of food and a place by the fire might allow the party to discover the story of what exactly happened.
To hear the loremaster tell it, this disastrous disappearance is the fault of one Siretiil Glassbinder, A covetous historian who grew tired of living in a technicolor dreamscape and endeavored to preserve the kingdom’s most magical sights in a medium that could not be distorted by the vagaries of the fey magic that gifted the city with all its miraculous properties . Driven by a love of her home that left no room for the opinions of others, Siretiil moved from simply recording and reproducing the wonders of Elanis’ie to outright catching them in prisms, eventually trapping the entire kingdom in a fractal gem that she still carries with her in a jealous madness. If the party presses, Anisidora will confess that Siretiil was her daughter and onetime apprentice, who broke with her mother over the same ideology that drove her to begin glassing sections of the city. Apparently Anisidora was the one thing about Enlanis’ie that she didn’t want to take with her. Glassbinder could be anywhere in the feywild or material plane by this point, which means that the party will need to add several extra steps to finishing their quest.
wizard hat cowboy brim
Your adventures are awesome, just getting that out of the way. I’ve been thinking a lot lately about spelljammer, due to rewatching treasure planet most likely, and I’m curious how you would handle it
Forgive the break from my usual format for this prompt, but as it deals with past versions of d&d and how I implement some of these ideas in my game, I figured I needed to change up my authorial voice for this one.
For those who might not know, Spelljammer is d&d’s answer to starwars style planetary adventuring, and is both its own setting as well as an “addon” to other campaigns involving a magical means by which adventurers could fly out from their homeworld into an version of space modelled on archaic views of the universe as a way of explaining why their wooden spaceship didn’t have to worry about things like gravity or vacuum pressure.
I was never into Spelljammer myself, as it was primarily a 2nd edition thing and i started playing the game with 3/3.5. While the idea of fantasy spaceships was always intriguing, I felt that Spelljammer itself was a bit silly, with its space hamsters, British hippo gun fetishists, and reliance on “ D&D trope, BUT IN SPACE” to prop up much of its material.
That said, we can all agree Treasure Planet, and the idea of fantasy space pirates is SICK AS SHIT, so I’d be doing a disservice to myself and the campaigns I run if I didn’t have that sort of thing running in the background.
So lets talk first about how I run the astral sea, as I use that as my backdrop for such adventures:
The Astral Sea is an expanse of starry void, filled with glittering mists and nebulae and aurora, as well as the occasional field of crystalline coral. It is the raw canvas of creation upon which the gods ( and other great powers) paint their myriad creations. This morphic quality is also utilized by powerful arcanists to create their own worldlets and mind-palaces, making their dreams into physical domains of impossible wonder. When these arcanists die or otherwise move on, these realms endure, slowly drifting together into ruinous archipelagos that provide habitat for astral denizens.
There is no such thing as distance in the astral plane, more of a notional geography of one landmark in relation to another. Part of the reason this great expanse is referred to as a "sea" is that navigation in such a realm requires either the following of particular " currents" that follow predictable routes through the expanse, or by the charting the relative position of various landmarks in relation to one's desired destination. One could also make use of the vast network of portals to get about, trace the boughs of the cosmic trees, or take a walk on the infinite staircase.
Its bad to be out in the astral sea for too long, as that primordial chaos can either unweave one's being or make some unwanted "Creative additions". This necessitates an astral ship for a long journey, or sheltering in a crystalline reef or other structure.
The Shallows of the astral sea reside in the realms of mortal dreams, and the phantasms of imagination and flotsam of fantasy spill over into the starry expanse.
Running Astral Adventures:
Since the Astral plane is by definition so far removed from the "grounded" state of traditional fantasy adventuring, I like to think of it as a sort of secret/background/bonus lore that's never touched on in most games, until the party starts having dealings with high level wizards and the like. A wonderous thing they get to discover when they cross over the threshold from practical heroics into the realm of the fantastical. That threshold is likely an unintentional one, as an unknown portal or teleportation mishap sends the party hurtling into the unknown, only for them to have to struggle through a strange world and find their way back to reality.
The construction, reclamation, or chartering of an astral ship is then a later benchmark where the party has taken control over their destiny, allowing them to travel between the realms by their own agency.
Adventure Hooks:
The diaspora of innumerable dead worlds spread out through the astral cosmos, survivors of realities that collapsed under their own weight or the mismanagement of their gods. These Starry pilgrims can find new homes among the reefs, or travel from world to world as astral nomads. Such an existence is a hard one, and it's not unusual for some of these peoples to turn to interdimensional raiding and piracy as a means of survival. Often the loot of these raids ends up in the markets of Leng, where the treasure of a thousand worlds flows through wicked hands of that world's miasmic masters.
In the most twisted and surreal expanses of the dreamscape, the Quori hold sway, formless tyrants incapable of creation themselves and so desperate to claim the minds of mortals to give shape and order to their nightmare realm.
The ruins of civilizations beyond count float in the astral sea, just waiting to be explored. Expeditions to these dream palaces can be great undertakings, but can provide campaigns without frequent dungeon crawls a chance to get their delve on without having to leave an important central location of a campaign.
Art 1
Art 2
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.)
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!