itsalburton:

doktorpeace:

realmfighter:

venndigo:

k8thescout:

can someone explain the alignment chart for me but in like, the simplest wording possible lmao

lawful good: i want to do the right thing, and following society’s rules is the best way to do that

neutral good: i want to do what’s right, and i’m willing to bend or break the rules as long as no one gets hurt

chaotic good: i’m willing to do whatever it takes as long as it’s to do the right thing

lawful neutral: following the rules of society is the most important thing, and that matters more to me than doing what’s right

true neutral: i just want myself and the people i care about to be happy

chaotic neutral: i want my freedom, and i don’t care what i have to do to keep it

lawful evil: to impede the protagonists (in whatever evil way) is my primary goal, but i follow my own code of morals even when it’s inconvenient

neutral evil: to impede the protagonists (in whatever evil way) is the my primary goal, and while i’ll do what it takes to achieve it, i also won’t go out of my way to do unnecessary damage

chaotic evil: i relish in destruction and want to do as much damage as possible while i try to achieve my primary goal

Kinkshaming this DnD Alignment Chart

the-problematic-blender:

e-l-s-a-b-a:

stalinistqueens:

wingedbyday:

//Absurdly helpful for people writing royal characters and/or characters who interact with royalty and members of the nobility.

[x]

Citizen is simpler and more beautiful~ but just in case anyone needs this.

DUDE BUT THIS IS WHAT I’VE BEEN TRYING TO TELL PEOPLE

in medieval times you ONLY addressed a king/queen with “Your Majesty”, NEVER “Your Highness”.  To address a king/queen with “Your Highness” was considered an insult.

Here’s a more extensive list of titles and what you would call a person/their wife/their mother/their children

Monster tropes!

pitviperofdoom:

  • A deadly monster with a terrifying appearance bonds with a small child and protects the small child with its life.
  • An injured hero comes upon a monster, or a hero comes upon an injured monster, and they have a Moment where they understand each other.
  • Giant vicious-looking monsters that answer to names you would give a pet dog.
  • A character rescues or spares the life of a wounded or infant monster; later, the fully-grown/recovered creature returns the favor.
  • A monster is only behaving aggressively to defend its young; the heroes realize this and make piece with the creature before leaving it be.
  • Similarly, a monster is only behaving aggressively because it is displaced and frightened; the heroes realize this, and help it to return home.
  • The horrifying eldritch creature that has been stalking the heroes turns out to be wholly benevolent, and its previously menacing behavior is revealed to be its attempts to protect them from something far deadlier.

BENEVOLENT MONSTERS!!!! BENIGN MONSTERS!!!! MONSTERS YOU DON’T HAVE TO FIGHT!!!

Synonyms For Very

writing-masterlists:

This masterlist is a masterlist of words that you may use alongside the word very, very being one of the most common words that are used when writing. I hope this helps you as much as it helps me in our writing seem more sophisticated and unique. 

A:

Very accurate – exact
Very afraid – fearful
Very angry – furious
Very annoying – exasperating

B:

Very bad – atrocious
Very beautiful – exquisite
Very big – immense
Very boring – dull
Very bright – luminous
Very busy – swamped

C:

Very calm – serene
Very careful – cautious
Very cheap – stingy
Very clean – spotless
Very clear – obvious
Very clever – intelligent
Very cold – freezing
Very colourful – vibrant
Very competitive – cutthroat
Very complete – comprehensive
Very confused – perplexed
Very conventional – conservative
Very creative – innovative
Very crowded – bustling
Very cute – adorable

D:

Very dangerous – perilous
Very dear – cherished
Very deep – profound
Very depressed – despondent
Very detailed – meticulous
Very different – disparate
Very difficult – arduous
Very dirty – filthy
Very dry – arid
Very dull – tedious

E:

Very eager – keen
Very easy – effortless
Very empty – desolate
Very excited – thrilled
Very exciting – exhilarating
Very expensive – costly

F:

Very fancy – lavish
Very fast – swift
Very fat – obese
Very friendly – amiable
Very frightened – alarmed
Very frightening – terrifying
Very funny – hilarious

G:

Very glad – overjoyed
Very good – excellent
Very great – terrific

H:

Very happy – ecstatic
Very hard – difficult
Very hard-to-find – rare
Very heavy – leaden
Very high – soaring
Very hot – sweltering
Very huge – colossal
Very hungry – ravenous
Very hurt – battered

I:

Very important – crucial
Very intelligent – brilliant
Very interesting – captivating

J:

K:

L:

Very large – huge
Very lazy – indolent
Very little – tiny
Very lively – vivacious
Very long – extensive
Very long-term – enduring
Very loose – slack
Very loud – thunderous
Very loved – adored

M:

Very mean – cruel
Very messy – slovenly

N:

Very neat – immaculate
Very necessary – essential
Very nervous – apprehensive
Very nice – kind
Very noisy – deafening

O:

Very often – frequently
Very old – ancient
Very old-fashioned – archaic
Very open – transparent

P:

Very painful – excruciating
Very pale – ashen
Very perfect – flawless
Very poor – destitute
Very powerful – compelling
Very pretty – beautiful

Q:

Very quick – rapid
Very quiet – hushed

R:

Very rainy – pouring
Very rich – wealthy

S:

Very sad – sorrowful
Very scared – petrified
Very scary – chilling
Very serious – grave
Very sharp – keen
Very shiny – gleaming
Very short – brief
Very shy – timid
Very simple – basic
Very skinny – skeletal
Very slow – sluggish
Very small – petite
Very smart – intelligent
Very smelly – pungent
Very smooth – sleek
Very soft – downy
Very sorry – apologetic
Very special – exceptional
Very strong – forceful
Very stupid – idiotic
Very sure – certain
Very sweet – thoughtful

T:

Very talented – gifted
Very tall – towering
Very tasty – delicious
Very thirsty – parched
Very tight – constricting
Very tiny minuscule
Very tired – exhausted

U:

Very ugly – hideous
Very unhappy – miserable
Very upset – distraught

V:

W:

Very warm – hot
Very weak – frail
Very well-to-do – wealthy
Very wet – soaked
Very wide – expansive
Very willing – eager
Very windy – blustery
Very wise – sage
Very worried – distressed

X:

Y:

Z:

A/N: If you know of anymore words I can add please message me.

Humans are adorable.

theishtar-sivacollective:

teaboot:

Supporting evidence:

1. Humans say ‘ow’, even if they haven’t actually been hurt. It’s just a thing they say when they think they might have been hurt, but aren’t sure yet.

2. Humans collect shiny things and decorate their bodies and nests with them. The shinier the better, although each individual has a unique taste for style and colouring

3. Humans are not an aquatic or even amphibious species, but they flock to bodies of water simply to play in it. They can’t even hold their breath all that long; they just love to splash!

4. When night falls and the sky goes dark, humans become drowsy and begin to cocoon themselves in soft, fluffy bedding.

5. Some humans spend time in each other’s nests! Just for fun! It’s not their nest; they’re just visiting each other.

6. Some humans use pigments and dyes to make their bodies flashy and colourful! They even attach shiny dangly bits to their cartalidgous membranes!

7. Humans are very clever, and sometimes adopt creatures from other species into their family units. They don’t seem to notice the obvious differences, and often raise them alongside their own young!

8. If a human sees another creature in distress, they can commonly be observed trying to help! Even at their own risk, most humans are deeply compassionate creatures!

9. If a human hears a particularity catchy sound or tune, it will often mimic it, even to the point of annoying themselves!

10. Sneezes are entirely involuntary, and completely adorable. Especially when the human in question becomes frustrated

11. Humans love treats!!! Some more than others. Many humans will save these treats specifically for a later date when they are in need of comfort or reassurance. IE, pickles, pop tarts, Popsicles, etc

12. They’re learning to travel in space!!! They can’t get very far, but they’re trying!!! So far, they’ve made it to the end of their yard, and have found rocks

why do I feel like OP is an alien

Region Generator

adungeonaday:

“What, my homeland? Oh, don’t get me started! Where should I begin?”
Follow the directions below to generate the outline of a marvellous, far-away land, and interpret as you see fit.

Geography and Climate (Roll 1d12):
1. A layer of earth and moss scraped across bedrock
2. Dry soil heaped in ever shifting dunes
3. Rocky shores and chilly wind
4. Towering mountains
5. Great climbing hills and sloping valleys
6. Plains stretching beyond the horizon
7. Lowlands pocked with lakes and rivers
8. Fire spewing fissures
9. Deep canyons and deeper caves
10. Dripping forests
11. Scrubby tundra
12. Rugged, tangled evergreens

History (Roll 2d6):
2 -4. Passed from warlord to warlord
5 – 6. Total isolation
7. A slow cultural takeover
8 – 10. Unwavering religious dogmatism
11-12. An unending tug-of-war between factions

Noteworthy Animal (Roll 2d6; if either die shows 1 the creatures are especially large; a 6 means they are prolific; doubles means they are magical in some way):
2 -4. Slinking carnivores
5 – 6. Soaring creatures
7. Stampeding herds
8 – 10. Chattering, dexterous beasts
11-12. Glittering insects

Current Events (Roll 2d6; doubles means there is active conflict):
2. A very valuable natural resource has been found there recently
3-4. A new religion has taken root
5-6. Natural disasters have been common in recent years
7. A benevolent leader has united the people
8-9. A contagious disease is ravaging the population
10-11. Industry has increased recently
12. A religious crusade is beginning

Local Cultures (Roll 1d12 1d4 times):
1. A large people
2. A posh people
3. A nature loving people
4. A diminutive people
5. A warlike people
6. An industrious people
7. A water-dwelling people
8. A reclusive people
9. A festive people
10. A socialist people
11. An oppressed people
12. An ancient people

Sights Worth Seeing (roll 1d12)
1. Vampire falls
2. The Sinkhole
3. The Dead Kahn’s Temple
4. The Stepping Stones
5. The Giant’s Teapot
6. The Green Vortex
7. The Harvest Festival
8. March of the Dead
9. Sunrise Pass
10. Mushroom Hole
11. The Church Below the Earth
12. The Crimson Rain Ceremony

Things I Try to Remember When I’m Nervous About Writing

lunamanar:

1. Write what you want to read. 

2. There is no problem with a story so great that it cannot be fixed in revision. Keep going.

3. If your story is as uncreative as you think it is, you wouldn’t want to write it so badly. You want to write it because there’s a unique spin on it you have never seen, and want to express. Many people may write similar stories, but it’s the details that make it personal. You may not know it now, but there is someone who is looking for exactly what you’re writing. If you don’t finish it, they’ll never see it. 

4. You can write something amazing and still be met with silence. There are myriad reasons for this that have nothing to do with the quality of what you produce. 

4.1 It’s okay to repeat post your work if no one has seen it. 

4.2 It’s okay to post your work in multiple places.

5. You don’t have to agree with every criticism (but take it gracefully anyway). 

6. Most writers are scared of the same things you are.

7. Don’t judge your works in progress against the archives of finished, polished stories other writers have put together. Archives are Internet portfolios and generally don’t show all the multitude of failures, incomplete, and draft-form works those writers are also struggling with. They aren’t perfect and you don’t have to be, either. Keep working and you will have a portfolio of your own. 

8. Don’t be afraid to share your ideas with other writers. It’s not annoying as long as you’re not self-important about it. Be humble and gracious, and others will reciprocate.

8.1 You can’t write as well in a vacuum; the more people know that you are working on something, and what, the more support you will get for that work. Starting a dialogue before you post something will make it more likely people will read it when you do post it. 

9. It’s okay to take breaks. If the ideas just aren’t coming, go do something else for a while. 

10. Be kind to yourself. Don’t call yourself names. You are not stupid, or uncreative, or boring. You wouldn’t call other people those things, so don’t do it to yourself. 

I don’t know if these are helpful to other people, but they are helpful to me, so just in case, here they are!

flightyfinch:

my FAVORITE tropes compiled thanks to some suggestions from others

  • a character gets a sick burn and doesn’t realize it immediately, at some point later there’s just “HEY WAIT A MINUTE”
  • the double take. this one’s an oldie but a goodie
  • the injured character makes the killing shot that saves everyone else in a dangerous situation
  • a character who isn’t speaking is doing something weird in the background, it’s subtle and never acknowledged it’s just there for those who notice it (pulling another character out of something they got stuck in, making a huge sandwich, etc)
  • the beleaguered assistant inches away from smacking their boss
  • “quick act natural”
  • in that vein, the leader character was just in a shouting match with someone and when they come back the rest of the team scrambles to look like they weren’t listening at the door
  • never forget: “he’s standing right behind me isn’t he”

hopelesslehane:

ladyeternal178:

saladmander:

ok but like when did self-sacrifice become synonymous with death? writers seem to have forgotten that people can make personal sacrifices for the greater good without giving their lives. plots about self-sacrifice and selflessness don’t always have to end in death. suffering doesn’t have to be mourning. you can create drama and emotional depth on your show without killing everyone. learn to explore the meaning of living rather than dying

Death. Is. NOT. The. Only. Way. To. Advance. The. Narrative.

Fun things to sacrifice for your loved ones in your free time that don’t include death and actually set up for a whole new season of high level drama:

– humanity (mostly applicable to sci-fi/supernatural genre)
– memories (mostly applicable to sci-fi/supernatural genre)
– love for that special someone (mostly applicable to sci-fi/supernatural genre)
– emotions (mostly applicable to sci-fi/supernatural genre)
– rank/position/
– yourself/your brain/your skills (give yourself over to bad guys and become their brainwashed agent so your loved ones live)
– years of bloody ruthless traditions to make way for peace (hi lexa and fuck jroth tbh)
– freedom (includes that of speech/mind/will)
– your grandpa’s fortune
– hell even material possessions have that girl sacrifice her goddamn house so they can pay off her gf’s student loans or whatever juST STOP KILLING CHARACTERS TO FURTHER YOUR PLOT

Helpful things for action writers to remember

ave-aria:

starforgedsteel:

berrybird:

  • Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll. 
  • Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast. 
  • Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention. 
  • Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them. 
  • Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently. 
  • ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy – meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face. 
  • Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
  • Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone. 
    • A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way. 
  • If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword. 
  • ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters.  (CLICK ME)
    • If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability. 
  • People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot. 
    • Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME
    • If you want a more in-depth medical chart, try this one. (CLICK ME)

Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here. 

How to apply Writing techniques for action scenes:

– Short sentences. Choppy. One action, then another. When there’s a lull in the fight, take a moment, using longer phrases to analyze the situation–then dive back in. Snap, snap, snap.
– Same thing with words – short, simple, and strong in the thick of battle. Save the longer syllables for elsewhere.
– Characters do not dwell on things when they are in the heat of the moment. They will get punched in the face. Focus on actions, not thoughts.
– Go back and cut out as many adverbs as possible.
– No seriously, if there’s ever a time to use the strongest verbs in your vocabulary – Bellow, thrash, heave, shriek, snarl, splinter, bolt, hurtle, crumble, shatter, charge, raze – it’s now.
– Don’t forget your other senses. People might not even be sure what they saw during a fight, but they always know how they felt.
– Taste: Dry mouth, salt from sweat, copper tang from blood, etc
– Smell: OP nailed it
– Touch: Headache, sore muscles, tense muscles, exhaustion, blood pounding. Bruised knuckles/bowstring fingers. Injuries that ache and pulse, sting and flare white hot with pain.
– Pain will stay with a character. Even if it’s minor.
– Sound and sight might blur or sharpen depending on the character and their experience/exhaustion. Colors and quick movements will catch the eye. Loud sounds or noises from behind may serve as a fighter’s only alert before an attack.
– If something unexpected happens, shifting the character’s whole attention to that thing will shift the Audience’s attention, too.
– Aftermath. This is where the details resurface, the characters pick up things they cast aside during the fight, both literally and metaphorically. Fights are chaotic, fast paced, and self-centered. Characters know only their self, their goals, what’s in their way, and the quickest way around those threats. The aftermath is when people can regain their emotions, their relationships, their rationality/introspection, and anything else they couldn’t afford to think or feel while their lives were on the line.

Do everything you can to keep the fight here and now. Maximize the physical, minimize the theoretical. Keep things immediate no theories or what ifs.

If writing a strategist, who needs to think ahead, try this: keep strategy to before-and-after fights. Lay out plans in calm periods, try to guess what enemies are thinking or what they will do. During combat, however, the character should think about his options, enemies, and terrain in immediate terms; that is, in shapes and direction.
(Large enemy rushing me; dive left, circle around / Scaffolding on fire, pool below me / two foes helping each other, separate them.)

Lastly, after writing, read it aloud. Anyplace your tongue catches up on a fast moving scene, edit. Smooth action scenes rarely come on the first try.