I've had to boymode a few times in public lately. Fucking hate it. I've felt so safe being myself in my home town for the last few months but now if I wanna go outside in Toronto I need to boymode if want to feel even kind of safe. It makes me feel so gross and angry. Even putting on my tall boots and my trans pin make people look at me weird here. I fucking hate it.
by the way i fell in love with the little map marker drawings when I saw them at their biggest size because look at them they're adorable, and I don't think I've ever seen anyone share them before so here they all are in their original size. The first two images are from the base game, the last one from SotE.
I bought my first 2 bras today šš all by myself!!!! Ive only tried one on so far but I like it so much!!! I'm sure this enjoyment will end at some point. All my femme friends say they haven't worn bras like their entire adult lives. So I'm sure they won't spark joy forever. But for now they do!
leave your laundry on the floor for them
Progress continues!
Nothing too new here, but I finished some more Mark III marines from the Burning of Prospero box for my pre-Heresy Emperorās Children. I did magnetize all of these ones except for the legionary with the vexillum. I figured I would keep the vexilla for marines that will only be carrying bolt guns to give some of them a little more interest.
I think the custom Emperorās Children pieces still work alright for the sergeant in Mark III armour even though the torso and helmet are technically Mark IV variants. the left shoulder, however is still a custom Mark III piece so no problem there.
You may also notice that I added a sculptedĀ āIIIā to the sergeantās right pauldron. I picked some of these up 3D printed from Shapeways. Thereās a lot of things on that site that you can use to customize an army. This was a nice way for me to avoid a little more freehanding and instead use something that looks a little nicer :). Unfortunately I could have used one for the Mark IV sergeant I already painted but all well. That oneās done now! I figure Iāll save them for special characters anyways rather than use them on everyone. That way characters stand out more if they donāt already have a custom shoulder piece.
I also painted and magnetized a bunch of weapon options for the sergeant including a thunder hammer, but I didnāt add all those pictures to this post. All those weapons are compatible with the other sergeant as well which is really cool! The only difference between the Mark III and Mark IV hands is a couple tiny rivets anyway so it doesnāt really look like they donāt belong together.
With these 5 finished I now have an even number of Mark IV and Mark III tactical marines painted at 10 each. Thatās 20 of an overall 60 marines to paint. Not too bad but still a long ways to go! I might switch focus now to the Betrayal at Calth box exclusively before doing anything else from the Burning of Prospero Box. Weāll see if I can keep my stamina up for painting purple :).
I think next however will be the Contemptor dreadnought from Betrayal at Calth since it will be a little different and it means I would have finished all the Emperorās Children I need to in order to use as proxies for the Word Bearers and be able to finally give the game a try!
Iāll probably post a teaser picture of that relatively soon, but until then I just wanted to add one more picture of the power sword I painted for the sergeant in this photo set because I think the lightning effect came out a little better than last time.
In the past I have made master list posts whenever I added a large brew to my portfolio⦠but that got to be a huge hassle. People would reblog it, and then things wouldnāt get updated evenly.
So, after some work, Iāve made a spreadsheet. This sheet will have a static link that I can update on the sheet side so that when something new gets added the link will be the same and people can find it relatively easily. Iāll still post things here when I complete them, but itās nice to have a little treasure trove of just my things.
HERE IS THE LINK TO ALL MY BREWS
And Iām talkinā classes, sub-classes, spells, items, creatures, books, and everything else too. Just click the link above.
An added bonus is that I (and I guess you, if you trust me flat out to balance things well for your games) can just pin this link to a discord channel and my players can reference it super easy if they are using any of my homebrew content.
You know these by now, weāll go color by color, mixing main set and commander set. Reprints can be included if they brought the price down under our bar or are otherwise notable. All the cards presented here are under $2 at time of writing. Cards will be evaluated as part of the 99, not as commanders.
Let's start with three cards for the price of one, three one-drops to keep your curve lean and clean, with useful effects in some decks. Helping Hand is solid recursive value but will need specific decks that are running a toolbox of cheap creatures.
The reliquary is a very serviceable removal if your deck will reliably have stuff to throw away to cast it, adding Ward to an O-Ring makes it a bit less likely for it to be removed. Being a one-mana artifact also means you can find it, a removal for any creature or artifact, off of a Trinket Mage if you need to, which could be clutch.
The Gnome will basically shield you from early aggression then be cashed in as a cantrip later, particularly in decks that can sac it themself. With a reliquary, for example!
I don't know how long this will stay in the budget, but Karnstructs are strong. This represents two artifacts by itself, can be blinked or reused, and even without a board it's not hard to flip it with a few equipments or artifacts lying around and start pumping out more Karnstructs every turn. Consider it in token decks, in artifact decks, in artifact token decks...
Abuelo's Awakening is not great reanimation in any form, but four mana to bring back any powerful enchantment or artifact is pretty much the cheapest we've seen this effect... Just don't be banking on that artifact or enchantment surviving too long. And you need to know what you want to be doing to be playing this, it won't just go in any deck.
A sun titan for 4 is an interesting offer, and one that will do work in pretty much any deck. We're not replacing Sun Titan here (nor Guardian Scalelord) though, Coven requires you to have at least three creatures around, which makes this significantly worse at redeploying after a board wipe and will be much more of a feels bad when you just don't have coven when you need it, and attacking with a 3/3 on the ground can be tricky to trigger it later. I'll stick to my existing options for the time being, but if I ever run a deck that wants 4 different Sun Titan effects and has plenty of creatures, this likely would make the cut.
This is a good removal. White has a plethora of good options for removal, but have another here that's both versatile and efficient, your middle-point between a Swords to Plowshares and a Generous Gift on versatility vs cost.
Grasp of Fate on a body for just one more mana! Of course, that means it'll die much more easily, but that's why the activated ability is there to munch on things... Which will end up costing you a lot more than four mana to get rid of stuff permanently. If your pod can expect a creature to survive a turn cycle though, might still have some places to play this, particularly if you can hold up mana and threaten munching on stuff at instant speed if they point something in your foragers' direction.
This is a two-mana mana rock for artifact decks, that also happens to loop artifacts once or twice. Play it in all your artifact decks with white. Exiling your own stuff means you're less likely to go infinite with it than the average artifact, but if it merely brings back your other infinite pieces while also being a rock, it's good enough.
If you want your board wipes to be artifacts, you now have one more option in white. With a lot of artifact support pieces being creatures with low power (did you know all the Urzas have power 2 or less?), and you picking for all players, this should allow you to keep your best cheap enabler while leaving the opponents with hopefully less impactful dorks. Beyond that, the flip side is a pretty great windborn muse: who would skip their turn of casting spells just to attack you? And you get a 5/3 flier, which isn't too shabby either.
It's a new flying Pridemate, and one with quite an upside when your opponent finally removes her or wipes the board. Beyond the classic souls' attendant style decks, she will also make her way into aristocrat decks, where every blood artist turns every creature sacrificed before her into more creatures when you run out, allowing relatively easy aristocrat combo wins.
Reanimating every turn is nice when you start on the first turn, though the six mana are pretty steep here, you'll want to make sure what you're reanimating is impactful every turn. A card for angels, dragons, demons and such, but in those decks, the top of your curve tends to be filled with creatures of that type, so you might not find room for this.
I have likely not added many that I've reblogged to this list. Please feel free to roam my blog and/or ask/message me to add something you'd like to see on this list!
Look by @writers-potion
Voices by @saraswritingtipps
Show, Don't Tell by @lyralit
5 Tips for Creating Intimidating Antagonists by @writingwithfolklore
How To (Realistically) Make a Habit of Writing by @byoldervine
Let's Talk About Misdirection by @deception-united
Tips to Improve Character Voice by @tanaor
Stephen King's Top 20 Rules for Writers posted by @toocoolformedschool
Fun Things to Add to a Fight Scene (Hand to Hand Edition) by @illarian-rambling
Questions I Ask My Beta Readers by @burntoutdaydreamer
Skip Google for Research by @s-n-arly
Breaking Writing Rules Right: Don't Write Direct Dialogue by @septemberercfawkes
International Clothing
Too Ashamed of Writing To Write by @writingquestionsanswered
"Said" is Beautiful by @blue-eyed-author
Very fun to think about the few mutants allowed to live in the Imperium, and the even fewer who may be considered for the Astartes in the first place. And the even fewer who choose to forsake it all...
Commission for Orcspit
āAnd so did she travel into the north, to the lands unbeloved by her god of flower and field, to the kingdom of Elanisāie, where the sky colors dance and the elderlings dwelt, where she scaled the parapets of ever-ice and soughtĀ 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 hallsā
`The Ziiriad, transcription of oratoryĀ performance.Ā
Setup:Ā 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.
Enlanisāie 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.Ā
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 Enlanisāie, or atleast itās 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,Ā
Adventure Hooks:Ā
The partyās 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.Ā
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.Ā
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 kingdomās 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 Elanisāie 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 Enlanisāie that she didnāt want to take with her.Ā 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.Ā
She/Her - 21 - documenting my transition & reblogging nerd shit
170 posts