academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower
You've mentioned how one thing GRRM could have done in terms of world-building to add distinctiveness to each of the 7K would have been to come up with different cuisine for each region. Could you elaborate on that? After reading your amazing posts on military doctrines and burial customs I'm interested in your take on that. Thanks.
When it comes to designing regional cuisine, the things you have to think of are, what foods are available in that region? What vegetables grow in the soil, what game are in its wilderness, and whether or not the area is suited for pasture. Anybody who’s a grower, a farmer, or just likes old school au naturel foods feel free to add anything, I’m a rank amateur when it comes to this stuff.
The North: The North is cold, so sheep would be the primary animal crop instead of cattle, and oats and barley would take the place of wheat. I’d imagine the commoner would typically eat boiled roots, herbs, wild onion, and other hardy winter vegetables in a pottage. Meat would be rare except when the herd needs slaughtering during long winters, and the bones would be left to flavor the soup as stock. Blood sausages and hearty roasts of mutton, venison (elk if you can get it), and cold weather birds like grouse. Meals would be filling, so they stay with you longer when rations are tight. The crannogmen would be eating swamp vegetables and frogs, primarily, with a lizard-lion if you could catch one.
The Vale: You’ve got rich black soil for tasty, hardy vegetables, and mountain valleys for cereal grains and pasture, so I’d imagine a healthy mix. The Vale would probably produce fine sheep and goats. Space is a premium, so more ‘efficient’ animals are desired. The soil is rich and dark (probably peaty), so legumes, mushrooms, root vegetables, and some dark leafy greens that can handle a chill. All of that makes a fine hearty, brown stew. I’d imagine the Vale, snooty learned and cultured that they are, would produce exceptional cheese, as well as whiskey.
The Riverlands: Given how large the Riverlands is, there’d be a lot of variety between different regions. The colder climate of the Twins would be different from the warmer climate of the Blackwater Rush, after all. But given the plentiful water resources. There’s plenty of food and forage for a wide variety of meats, so you’d expect different places to have beef, pork, venison, and boar, with a nice variety of ducks, geese, and chickens for poultry. Fish would be salmon, trout, pike, carp and perch. In lands with little in the way of arable land, you’d have fish and wild game, while flatter, richer lands that can support large-scale irrigation works would have fine wheat. Anything that doesn’t require the hot climate of Dorne can be grown in the Riverlands. Viva variety.
The Iron Islands: Since space is a premium, most of the bounty comes from the sea. Saltwater fish is the primary delicacy, caught fresh and poached with a light sprinkling of salt, or salt-cured, even fermented like rakfisk. Other sea creatures would find their way to Iron Islander tables, too, I can’t imagine the Greyjoys worship krakens so much that they wouldn’t pass up good octopus, and who doesn’t like a good dish of clams and oysters? Hardy, shaggy sheep call some of the smaller islands their home, and they’d form a place to, in warm stews and meatcakes.
The Westerlands: The soil of the Westerlands is probably has chalk and/or clay in it, but that wouldn’t stop the early First Men from growing fruit trees and summer vegetables like cucumbers, squash, and eggplant that thrive in that good clay. Good grains like millet, rye, and wheat, cooked into porridges and baked into breads would be the common fare. Nobles would eat warm roasts and sauteed vegetables. Some of the more southern Westerlander houses probably have a fair hand at making crisp cider.
The Reach: The verdant fields of the Reach mean a wide variety of crops, and a wide variety of flavor. More than any other region, the Reach would turn cooking into an art form, with prized chefs being valued and well-compensated servants. Crisp fruits are simmered and stewed, vegetables are chopped and arranged, and seasonings are bountiful. A Reachmen might think other regions as frightfully bland (except Dorne and their love of spice), even their breads would baked with herbs to give it a unique regional taste. Wheat is the primary cereal crop, so lighter breads than the darker North. Once you go to the Reach, you might never want to leave.
The Stormlands: As we might expect, the Stormlands is rainy and heavily forested, so primary meats would be game: boar and red deer. The heavy rains means that farmers need to worry about drainage, but that also means that a wide variety of crops can grow in the Stormlands. You’d probably have dishes made of meat, spinach, onions, and bread, served in a dark broth, which keeps you warm on those wet, windy days. Commoners probably make do without meat, eating hard bread and milk.
Dorne: Lucky for us, Dorne has been well-developed already in terms of foods, with olives, citrus fruits, and spicy peppers for a fine Mediterranean diet. Lighter fare is essential in the arid deserts of Dorne, and those on the Greenblood would probably prefer fish to meat. Foods fried with the native olive oil and spiced with peppers, tart red wines on the side, and blood oranges as a midday snack, Dorne’s palate jumps from one flavor to the next.
Thanks for the question, Anon.
SomethingLikeALawyer, Hand of the King
Okay guys… I PROMISE this is the last Haunt/Hunt fanart (for now)
Mainly Nell +Robb (also some Dana and Lysara) for @dwellordream
“Why does Nell look so different now? Didn’t she have bangs before?” Uhhhh
10 plants for your character's medicinal herb garden
PLANT — When to Plant — Conditions & Care — Medicinal Uses
ALOE VERA — spring/autumn — sunny site indoors; pot up as needed; do not overwater — fresh plant gel for minor burns and wounds
CALENDULA — spring/autumn — well-drained soil; full sun; remove dead flower heads — cream for cuts, scrapes, inflamed skin; infusion for fungal infections
COMFREY — spring/autumn — warm sunny site; moist soil — ointment or poultice for sprains and bruises (use the leaf only)
FEVERFEW — autumn/spring — well-drained or dry, stony soil in sun — fresh leaf or tincture for headaches and migraines
LEMON BALM — spring/autumn — moist soil in sun; cut back after flowering — infusion for anxiety, poor sleep, and nervous indigestion; lotion for cold sores
PEPPERMINT — spring/autumn — sunny but moist site; do not allow to dry out — infusion for indigestion and headaches; lotion for itchy skin
ROSEMARY — spring/autumn — sunny sheltered site; protect with burlap in winter — infusion as a stimulating nerve tonic and to aid weak digestion
SAGE — autumn/spring — well-drained or dry, sunny, sheltered site — infusion for sore throats, mouth ulcers, and diarrhea
ST. JOHN'S WORT — spring/autumn — well-drained to dry soil with sun or partial shade — tincture for depression and menopause; infused oil is antiseptic and heals wounds
THYME — spring/summer — well-drained soil, may need a layer of gravel; sunny site — infusion for coughs, colds, and chest infections; lotion for fungal infections
Source ⚜ More: Notes & References
body language descriptions please?
(eg: she cocked her head)
thank you 💗💗💗
Body Language Descriptions
-> feel free to edit and adjust pronouns as you see fit.
She fidgeted with the hem of her shirt, her fingers tugging nervously at the fabric as she struggled to find the right words.
They bit their lower lip.
He looked away, unable to meet her gaze, a clear indication of his guilt.
She absentmindedly rubbed her neck.
He chewed his nails, a nervous habit that he couldn't seem to quit.
They rubbed their hands together nervously.
He tightened his jaw.
She felt beads of sweat forming on her brow, betraying her calm facade as her heart raced.
Their fists clenched at their sides.
He tapped his fingers rhythmically against the table, a clear sign of impatience as he waited for her to finish.
He rolled his eyes, the gesture full of exasperation as he dismissed her words.
She let out a heavy sigh, the sound heavy with resignation as she faced the inevitable.
He threw his hands up in defeat.
He leaned forward in his chair, eager to hear more, his eyes sparkling with curiosity.
She raised an eyebrow, her expression skeptical as she questioned his intentions.
She tilted her head slightly.
He watched intently, his eyes wide with wonder as he took in every detail of her story.
He stood tall with his shoulders back, projecting confidence even in the face of uncertainty.
They sat on the edge of their seat.
She gestured wildly, her hands moving animatedly as she tried to express her excitement.
He stood with his hands on his hips, exuding an air of authority and control over the situation.
They held their chin up high, projecting self-assurance even in the face of adversity.
He crossed his arms over his chest, a defensive posture that spoke volumes about his discomfort.
He braced himself against the wall, a protective stance.
She folded her hands in her lap, a sign of restraint as she fought the urge to speak.
They shrank back slightly, their shoulders hunching as if trying to make themselves smaller in the face of criticism.
He held his breath momentarily, steeling himself for the inevitable conflict he sensed was coming.
She covered her face with her hands, overwhelmed by the situation as she tried to block out the world.
She furrowed her brow in concentration, her mind clearly racing as she tried to solve the problem at hand.
She nodded slowly, processing the information, her expression thoughtful and contemplative.
He stared blankly into space, lost in thought as he processed what had just been revealed.
He drummed his fingers on the table, the rhythmic sound a sign of his deep contemplation.
She tapped her foot lightly, her mind racing.
He paced back and forth, his restless energy manifesting in the constant movement as he considered his options.
She bent forward, her elbows resting on her knees, a sign of intimacy and engagement in the conversation.
She swayed slightly from side to side, a subconscious display of her nervous energy as she waited for the verdict.
He bounced on his toes, his excitement palpable.
She jumped up and down, a spontaneous display of her joy that couldn’t be contained.
I am a huge high cloud quintet enjoyer so it may surprise you to learn that I absolutely hate the quest “Clouds Leave No Trace”.
let me explain. I will admit that a lot of it stems from my issues with Jingliu as a character. I appreciate that she’s meant to be cold and detached, but what bothers me is that although she says considers herself to be a sinner alongside Yingxing and Dan Feng, she constantly acts like she’s better than them, criticising them, acting as if their choice was an easy one while hers wasn’t. Her humility feels incredibly insincere, and she becomes very difficult to empathise with as a result.
then there’s the quest itself. I split it into three parts.
one: redundant infodumping
For the first part of the quest, Jingliu, Dan Heng and Yanqing travel to different parts of the Luofu so Jingliu can bid farewell to her past home. It’s basically a plot device for her to drop some lore about Yingxing and Baiheng, which is fine on its own, but the problem is, none of the information she gives is new. All of it was stuff we could already figure out from character stories and other in-game text.
the second issue with this part of the quest is Dan Heng’s presence, or rather, lack of it. Considering he’s the main character tying the quintet subplot into the main story, you’d think he’d be important to the quest focussed on them. But he’s just… there. He says and does pretty much nothing. You could cut him from the whole quest and it wouldn’t be any different.
In fact, Dan Heng also suffers greatly from the timing of the quest. If we look at the voice lines for IL, it’s obvious that he’s a snapshot of Dan Heng shortly after this quest, since he knows Blade is the one who made Cloudpiercer. Ichor Of Two Dragons also seems to take place at the end of this quest. This is an issue because both release in version 1.3, making the quest which takes place in version 1.4 feel like a regression in his character development when actually the story was for some reason out of order.
part 2: Dan Feng gets mischaracterised to hell and back
This is the worst part of the quest by far. Jingliu does her self-righteous monologue and nails the coffin shut by giving the most biased description possible of the Sedition.
she first says that Dan Feng was trying to revive Baiheng. Dan Heng’s and Jingliu’s character stories reveal that this is probably not the case, and that his actual goal was to create another high elder,
she also says that the reason Dan Feng did what he did was selfishness and an inability to accept Baiheng’s death. She fails to mention the fact that the Xianzhou treated him like a convenient weapon instead of an actual person, that he hated how many innocent people died in the war between Aeons, that his people were going extinct because of said war, that he hated how he gave the Xianzhou the power to cause so much death, that he had probably attempted less dramatic rebellions in his past lives to no avail, that the high elder succession was incredibly screwed up and he didn’t want to have to pass that burden on to his next incarnation (granted that lasts part’s only implicit). Not to mention that she didn’t actually bear witness to any of the events she described, only the aftermath.
part 3: Blade monologue
This is the only redeeming quality of the entire quest
he acknowledges that Dan Feng and Yingxing weren’t simply upset with Baiheng’s death, but with the unfairness of everything in general
he expresses genuine regret
and the way he looks up to Jingliu after she tortured him is the only time where that story genuinely presents her as someone who’s done terrible things, showing how she managed to break Blade so badly that he feels thankful for it
in conclusion, do not play this quest if you want to actually understand Dan Feng as a character
TELEMACHUS☺️
saw a post that headcannoned telemachus having heart-shaped bangs and thought it was cute so here😌🤲
Did a small sketch of my fav asoiaf oc xdd @dwellordream
Disclaimer: Though I have been using a cane for 6 years, I am not a doctor, nor am I by any means an expert. This guide is true to my experience, but there are as many ways to use a cane as there are cane users!
This guide will not include: White canes for blindness, crutches, walkers, or wheelchairs as I have no personal experience with these.
This is meant to be a general guide to get you started and avoid some common mishaps/misconceptions in your writing, but you absolutely should continue to do your own research outside of this guide!
This is NOT a medical resource!!! And never tell a real person you think they're using a cane wrong!
The biggest recurring problem I've seen is using the cane on the wrong side. The cane goes on the opposite side of the pain! If your character has even-sided pain or needs it for balance/weakness, then use the cane in the non-dominant hand to keep the dominant hand free. Some cane users also switch sides to give their arm a rest!
A cane takes about 20% of your weight off the opposite leg. It should fit within your natural gait and become something of an extension of your body. If you need more weight off than 20%, then crutches, a walker, or a wheelchair is needed.
Putting more pressure on the cane, using it on the wrong side, or having it at the wrong height can make it less effective, and can cause long term damage to your body from improper pressure and posture. (Hugh Laurie genuinely hurt his body from years of using a cane wrong on House!)
(some people elect to use a cane wrong for their personal situation despite this, everyone is different!)
(an animated GIF of a cane matching the natural walking gait. It turns red when pressure is placed on it.)
When going up and down stairs, there is an ideal standard: You want to use the handrail and the cane at the same time, or prioritize the handrail if it's only on one side. When going up stairs you lead with your good leg and follow with the cane and hurt leg together. When going down stairs you lead with the cane and the bad leg and follow with the good leg!
Realistically though, many people don't move out of the way for cane users to access the railing, many stairs don't have railings, and many are wet, rusty, or generally not ideal to grip.
In these cases, if you have a friend nearby, holding on to them is a good idea. Or, take it one step at a time carefully if you're alone.
Now we come to a very common mistake I see... Using fashion canes for medical use!
(These are 4 broad shapes, but there is INCREDIBLE variation in cane handles. Research heavily what will be best for your character's specific needs!)
The handle is the contact point for all the weight you're putting on your cane, and that pressure is being put onto your hand, wrist, and shoulder. So the shape is very important for long term use!
Knob handles (and very decorative handles) are not used for medical use for this reason. It adds extra stress to the body and can damage your hand to put constant pressure onto these painful shapes.
The weight of a cane is also incredibly important, as a heavier cane will cause wear on your body much faster. When you're using it all day, it gets heavy fast! If your character struggles with weakness, then they won't want a heavy cane if they can help it!
This is also part of why sword canes aren't usually very viable for medical use (along with them usually being knob handles) is that swords are extra weight!
However, a small knife or perhaps a retractable blade hidden within the base might be viable even for weak characters.
Bases have a lot of variability as well, and the modern standard is generally adjustable bases. Adjustable canes are very handy if your character regularly changes shoe height, for instance (gotta keep the height at your hip!)
Canes help on most terrain with their standard base and structure. But for some terrain, you might want a different base, or to forego the cane entirely! This article covers it pretty well.
Many cane users decorate their canes! Stickers are incredibly common, and painting canes is relatively common as well! You'll also see people replacing the standard wrist strap with a personalized one, or even adding a small charm to the ring the strap connects to. (nothing too large, or it gets annoying as the cane is swinging around everywhere)
(my canes, for reference)
If your character uses a cane full time, then they might also have multiple canes that look different aesthetically to match their outfits!
When it comes to practical things outside of the cane, you reasonably only have one hand available while it's being used. Many people will hook their cane onto their arm or let it dangle on the strap (if they have one) while using their cane arm, but it's often significantly less convenient than 2 hands. But, if you need 2 hands, then it's either setting the cane down or letting it hang!
For this reason, optimizing one handed use is ideal! Keeping bags/items on the side of your free hand helps keep your items accessible.
When sitting, the cane either leans against a wall or table, goes under the chair, or hooks onto the back of the chair. (It often falls when hanging off of a chair, in my experience)
When getting up, the user will either use their cane to help them balance/support as they stand, or get up and then grab their cane. This depends on what it's being used for (balance vs pain when walking, for instance!)
That's everything I can think of for now. Thank you for reading my long-but-absolutely-not-comprehensive list of things to keep in mind when writing or drawing a cane user!
Happy disability pride month! Go forth and make more characters use canes!!!
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower