i thought i can draw something else, but it seems i was terribly wrong

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i thought i can draw something else, but it seems i was terribly wrong

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A Look At Some Thedosian Titles
Title Resources
Tier One: Monthly Income 400-800 Silver/25-50 Troops/Minor Influence
Tier Two: Monthly Income 1000-2000 Silver/ 100-200 Troops/ Moderate Influence
Tier Three: Monthly Income 2500 Silver/ 500+Troops/ Major Influence
Please note that these resources are basically a guide.
Orlesian Noble
Whether by newly-discovered proof of pedigree, exemplary service to the Empire, or most commonly inheritance, one can be counted among the nobility of Orlais. While all Orlesian nobles are officially of equal rank, the Grand Game of Orlesian politics shows greater favor to some. This title is only available to native Orlesians or those foreigners who have given the crown ample reason to favor them.
FIRST TIER: (LORD/LADY)
A minor noble, and likely unknown or not well liked. They are granted a small plot of land and the right to collect taxes from their meager holdings. At this level, troops are limited to several dozen guards and whatever followers the noble can attract with personal charisma or promises of money.
SECOND TIER: (FAVORED LORD/LADY)
The noble is in favor in court, and thus has been granted more land in the countryside, as well as an estate in Val Royeaux. Their income from their holdings is enough to support a luxurious lifestyle, and they likely command a detachment of armed men up to 100 strong, not to mention a veritable army of servants. New blood entering the Grand Game at this level is likely to attract the attention of jealous nobility, all equally eager to make alliances or silence an upstart.
THIRD TIER: (POWERFUL LORD/LADY)
The noble holds the highest favor in court, and may be related to the Imperial family by marriage or blood. They have multiple estates and their income allows for a lavish lifestyle. In times of conflict, they can call on hundreds of troops and the Empress will look favorably on reasonable requests for more assistance. Nobility operating at this level have considerable influence and many seek their attention, but just as many seek to replace them as the court’s most favored.
Fereldan Noble
The Fereldan nobility are tasked with defending the country’s freeholders. If not inherited, such positions are usually awarded by the king or a teyrn after the previous title holder proved extremely unfit, but it is possible that new territories could be created via new settlements in the south, near the Korcari Wilds. This title is only available to native Fereldans or those foreigners who have given the crown ample reason to favor them.
FIRST TIER: (BANN/LORD)
The character is a lord or one of the minor banns, and has been granted a small keep and the right to petition freeholders for support in the Landsmeet. They are expected to levy a tax on their freeholders to pay for 25-50 troops, but freeholders are known to withdraw their support when taxed too heavily.
SECOND TIER: (ARL/POWERFUL BANN)
If given command over a strategically important location, the character may be considered an arl, else they are a very powerful (and wealthy) bann. This level of influence brings with it a castle and roughly 100 regular troops, though several hundred more can be called up from the surrounding peasantry. Other banns do not (usually) owe direct allegiance to an arl, but they may look to them for guidance.
THIRD TIER: (TEYRN/POWERFUL ARL)
This tier represents the highest position in Ferelden outside of the king—that of a teyrn. Teyrns are warlords with multiple banns sworn to them, and thus command hundreds of regular troops. There are only a handful of teyrns in Ferelden at any given time, (currently two) but they have access to resources to rival the king.
Tevinter Magister
A Tevinter mage who becomes influential and powerful enough may be appointed to the Magisterium, either by the archon, their home Circle, or through inheritance. Though this position does not automatically grant access to land or money, there are plenty of interests willing to compensate a friendly magister for their vote. This title is only available to mages of Tevinter origins, though given the Imperium’s respect for magical abilities, it may be possible for a powerful foreign-born mage to prove loyal enough to earn a seat in the lower tiers.
FIRST TIER: (MAGISTER)
The character’s position in the Magisterium is an unfavorable one, with little influence outside the area they represent. A house and/or country estate are possible, but income is restricted to whatever the character can produce on their own—or what bribes they can secure. Troops are likewise restricted, likely to personal bodyguards.
SECOND TIER: (INFLUENTIAL MAGISTER)
As a magister of note, the character’s voice and vote carry great weight. Many individuals and groups are eager for their support, but other magisters are sure to have conflicting desires. Magisters of this authority may command a legion, head a magical academy or oversee large portions of the Imperium’s commerce,whatever their interest.
Chantry Priest
Devout followers of the Chant of Light who prove themselves able administrators may be selected by the Chantry to run a particular division. Note that positions in the Chantry focus on power and influence over wealth and command of troops.
FIRST TIER: (BROTHER/SISTER)
The character is a brother or sister of the Chantry, likely tasked with the oversight of several dozen of the faithful. This position may be focused on any number of the Chantry’s areas of interest, from missionary work, to curating religious artifacts, to rooting out heresy. Characters in these positions have few personal resources, but may call upon the vast resources of the Chantry within their narrow purview.
SECOND TIER: (MOTHER/FATHER)
As a mother, the character is primarily responsible for the spiritual well being of their community and rooting out heresy, but many mothers end up amassing secular political power due to the influence they have over their congregation. Due to the tenets of the Chantry, this title is only available to women, except in the Tevinter Imperium, where the title of father is only available to men.
THIRD TIER: (GRAND CLERIC)
Characters at this level become one of the Grand Clerics, overseeing the Chantry’s operations in a whole nation or major region. Again, women are selected for this position in honor of Andraste’s gender, while the opposite is true for men in Tevinter. Grand Clerics oversee numerous followers and lower Chantry officials and many are tasked with special projects or allowed to pursue certain personal interests by the Divine. Operating at this tier provides incredible power within the Chantry but the responsibilities are exceptionally high and duties constant.
Antivan Merchant
Thanks to shrewd business sense (and possibly judicious use of the Antivan Crows) an individual controls significant trade within Antiva, and has earned the title of merchant prince or merchant queen. These titles are first and foremost concerned with wealth over the loyalty of underlings, so any troops a character commands are likely mercenaries.
FIRST TIER: (MERCHANT PRINCE/QUEEN)
The character is the head of a small trading firm or the trusted lieutenant of a more powerful prince or queen. They have access to a lifestyle far above most Antivan citizens, but are not quite respected enough to be much involved in the country’s affairs.
SECOND TIER: (WEALTHY MERCHANT PRINCE/QUEEN)
This tier can only be claimed after amassing large amounts of personal wealth and influence, roughly double the normal amount for this tier. However, it brings with it access to the inner circles of Antivan politics and a certain grudging respect from the other titans of commerce. It may also make the character an even larger target for assassins.
Dwarven Noble
Nobility is largely a matter of birth within dwarven society, and thus this title is rarely bestowed upon a character later in life. Should a dwarf achieve this, though, they can expect to be granted an estate in Orzammar and a vote in the Assembly. Surface dwarves are not allowed to return to Orzammar except in the rarest of cases and are stripped of any caste connections, though their prior standing may persist among other surface dwarves.
FIRST TIER: (MINOR NOBLE)
The noble is the head of a minor noble house in good standing with the Assembly. The easiest method of achieving this title is to be born into it and assume power after the death of a parent, but isn’t unheard of for some low-born dwarves to rise to the nobility after finding old genealogical records proving their rank in the lost thaigs.
SECOND TIER: (MAJOR NOBLE)
The noble is the head of a major noble house and commands a small personal army of warrior caste dwarves. They also have considerable standing within the Assembly, allowing them to influence the legislative process of Orzammar to their own ends.
THIRD TIER: (PARAGON)
Through some great deed that benefits all dwarves, the Dwarf is declared a Paragon of dwarven society— a living Ancestor. They are made the head of a noble house (if they are not one already) and their words are considered all but law. A Paragon has access to nearly all the resources Orzammar can bring to bear. Note that this title is so rarely bestowed that a Paragon only appears once every few generations.
Circle Enchanter
The Circle of Magi is composed of numerous philosophical fraternities tied together in a web of temporary alliances and rivalries. Though by no means as cutthroat as the Orlesian court, the politics of the Circle can still be vicious. However, there is one thing all members respect, and that is knowledge. This title offers little access to money or soldiers, but it makes up for thatwith access to a cadre of loyal mages.
FIRST TIER: (CIRCLE INSTRUCTOR)
The mage is considered to be a respected instructor within the Circle. Though they command little official power, their status means other members look up to them and value their opinions.
SECOND TIER: (SENIOR ENCHANTER)
The mage is a Senior Enchanter, one of the Circle’s dedicated leaders. This position allows them access to the Circle’s trove of artifacts, as well as greater freedom to operate independently in the larger world. It is also likely they are considered a philosophical trendsetter, and thus looked to by the other mages in their faction.
THIRD TIER: (FIRST ENCHANTER)
As First Enchanter, the mage is responsible for an entire nation’s Circle of Magi. They may set the tone for how their mages are educated and just how harshly to deal with apostates. They also have access to extremely powerful artifacts that are handed over to the Circle for safekeeping, though it is assumed they possess the wisdom to know not to use such dangerous tools. They may also be elected the leader of their fraternity.
Nevarran Dragon Hunter
Nevarra is ruled over by the Pentaghast clan, who maintain control chiefly through their highly trained military. Among the most dangerous and devoted of these warriors are the Nevarran dragon hunters. These men and women study, track, and learn to destroy dragons. They are less an organization and more of a profession, but a very elite and dangerous one. There are no formal rankings or titles within the dragon hunters, and no official orders. Instead, status and reputation based on successful hunts determine how esteemed and valuable this title is.
FIRST TIER: (FLEDGLING HUNTER)
One has begun their career as a dragon hunter. At this stage they are largely unproven, but have access to the lore and wisdom of experienced dragon hunters, who know more about the creatures they fight than perhaps anyone in Thedas.
SECOND TIER: (BLOODED HUNTER)
Once one has actually killed a dragon, they are considered a respected member of the profession. They can more readily get aid or insight from fellow hunters, apprentices may seek them out, and they have a good enough reputation that they may be able to organize especially prestigious or dangerous hunts with multiple hunters. In addition, these warriors are respected and feared throughout Nevarra and often can gain influence and favor with nobles whose lands they help protect from dragonkind.
THIRD TIER: (LEGENDARY HUNTER)
Only those who defeat a high dragon or multiple lesserdragons achieve this lofty reputation. Widely recognizedas among the greatest dragon hunters in the world, legendary dragon hunters are highly sought after and their peers will volunteer in large numbers to aid them on hunts, due to their record of success. Many Nevarran nobles and other wealthy or influential citizens will offer to provide resources to these hunters in order to share in the fame generated by their success.
Elven Elder
The Dalish have their Keepers and under them the First, with one of each for each clan. These elders command great respect, but their resources are limited by those of the clan; in some cases very limited. City elves have similar elders they respect and honor. It is very rare, but not unheard of, for elves of the alienage to advance among the Dalish and vice versa.
FIRST TIER: (FIRST/ALIENAGE ELDER)
The Elf is an elder within an elven alienage or a First under a Dalish Keeper. “Elder” is rarely a codified position, but it carries with it great social weight. Such standing is usually reserved for the aged, but some younger elves of great wisdom or renown may be accorded equal respect. Elven elders lack the hard power of most titled characters, but they wield a great deal of soft power among their close-knit people, who look to them for guidance in running all aspects of their community. By comparison the Dalish have a stricter hierarchy. There is one First per clan, and they serve immediately under the Keeper. Firsts are respected and their clan will usually heed their advice and aid them, though the practical nature of the Dalish and limited resources make unreasonable requests or aid that comes with a high cost hard to come by.
SECOND TIER: (KEEPER/HONORED ELDER)
The Elf is an honored elder of an alienage or a Dalish Keeper, one of the wise mages looked to by the Dalish clans to help them regain their lost culture. In both cases, they are responsible for guiding and protecting their people, which may include anywhere from several dozen to several hundred elves. Because of this burden and their formal titles, most Keepers are wholly dedicated to their responsibilities, adventuring only when it is necessary for their clan’s well being. By contrast, honored elders of an alienage have more freedom, but their authority is less codified, which makes organizing large efforts and resources more difficult.
Carta Leader
One has achieved the highest stature available to a casteless dwarf—that of a criminal leader. Through a combination of theft, smuggling, and potentially even murder, they have taken command of enough casteless to wield true clout in the lawless vacuum hidden beneath Orzammar’s regimented society.
FIRST TIER: LIEUTENANT
As a lieutenant of the Carta, the dwarf oversees operation of one area of the syndicate’s shady business. They likely command some amount of fearful respect among casteless and surface dwarves, but are despised by any “respectable” members of dwarven society.
SECOND TIER: (BOSS)
The character is considered a Carta boss, and commands the loyalty of up to 100 thugs and thieves. They also personally control numerous illicit and front businesses, funneling a percentage of the profits directly to their personal coffers. The constant threat of arrest and assassination makes this a dangerous title to hold, but the money to be found providing the illicit goods that keep the upper castes running make it a lucrative position.
Mercenary Leader
The nature of warfare in Thedas makes the existence of mercenary companies a fact of life. Though fighting for coin will never be seen as noble work, many companies have earned a measure of respect for their competence and bravery.
FIRST TIER: (CAPTAIN)
the captain of a group of soldiers within a larger mercenary force. Such companies usually number up to 100 fighting men and women, and may operate with limited independence in order to secure smaller contracts on behalf of the larger force. Captains may have great freedom to handle their soldiers as they see fit, but most mercenary commanders will check in from time to time to make sure their organization is being well represented.
SECOND TIER: (COMPANY COMMANDER)
Whether they were promoted through the ranks of an existing company or founded their own, the commander of a company controls a fighting force of 400+ soldiers as a mercenary commander. The men and women under their command are unlikely to display any great loyalty, though, unless the deal is fair and the money is good. Representatives of various governments may seek the company’s services, but they are unlikely to treat the character with anything more than the barest respect due a competent servant.
Templar Knight
As the martial wing of the Chantry, the templars wield great influence within the realms of Thedas. Whether they are guarding a Chantry or rooting out heresy, the people see the templars as stalwart defenders of the faith, if sometimes a bit overzealous. Officially, the templars only have access to the resources they need to perform their duties; however, some unscrupulous members of the order are not above soliciting “donations” from those under their protection.
FIRST TIER: (KNIGHT-CAPTAIN)
A knight-captain is one of the field leaders of the templars, overseeing actual operations of the Chantry’s martial division. Propelled by a strong faith and a talent for leading men in battle, one can rise to this rank. They are granted command over several dozen templars, and likely tasked with overseeing the defense of an area considered important to the Chantry, though some detachments are sent into the countryside to hunt apostates and demons.
SECOND TIER: (KNIGHT-COMMANDER)
The Templar is a templar knight-commander in charge of an area of Chantry interest. Such areas may be geographic, such as bannorns, or administrative, such as each country’s Circle of Magi. They are able to direct a force of several hundred well-trained Templars as they see fit in order to carry out the wishes of their superiors within the Chantry. A knight-commander answers directly to the revered mother of their jurisdiction.
THIRD TIER: (KNIGHT-VIGILANT)
Commanding a whole nation’s templars, the Knight-Vigilant is at the top of their order’s hierarchy. The Knight-Vigilant has immense power over others in their order, able to field large forces of templars for various operations. The Knight-Vigilant answers to the Chantry’s Grand Cleric in the nation where they have their command.
Seeker of Truth
Members of the Andrastian order the Seekers of Truth traditionally answer only to the Divine of the Chantry. A small order tasked with investigation and elimination of threats both inside and outside the Chantry, it also roots out corruption within the templars and Chantry. The Seekers hold authority over the templars, especially in matters pertaining to the investigation of improper conduct and corruption. Most Seekers were once templars themselves, recruited for their loyalty, skill, and devotion to duty. A Seeker may also serve the Chantry as a Knight-Divine, but that is not necessary to belong to the order.
FIRST TIER: (SEEKER)
A Seeker is an agent of the Chantry and answers only to the Lord Seeker and the Divine. The seeker has overwhelming authority in their investigations, able to command templars and other Chantry officials in the course of their work. A Seeker can be sent on numerous missions to investigate or eliminate threats to the Chantry. As the order is small, a Seeker has limited manpower at their direct disposal, but can co-opt other Chantry forces if the need is great.
SECOND TIER: (LORD SEEKER)
There is only one Lord Seeker, who runs the organization and traditionally reports directly to the Divine. Given the small size of the Seekers of Truth, the Lord Seeker often takes a more active role in operations than leaders in larger organizations, but they will still have important duties which might hinder opportunities for certain types of adventure.
Extracted and compiled from the Dragon Age Tabletop RPG by bloodypenofferelden More to come!
TRAVEL TIMES IN THEDAS
i am a terrible perfectionist so i have spent all evening working out distances and travel times in thedas
(above map is super big & hd so click here to zoom)
one box = 35 miles
35 miles ON AVERAGE, in fair conditions/flat ground =
2 days walking
1 day on horseback
¾ day in a carriage
½ day by ship (or less)
reasoning & mathsy bits under the cut
Keep reading
travel times DIY
bc apparently this is all i’m thinking about right now
fair weather, flat terrain, roads
foot: 20 m/day
forced march: 30 m/day (unsustainable for long periods)
horse: 40 m/day
fast carriage: 60 m/day
horse relay: 80 m/day (changing horses at each town)
fair weather, hilly terrain, roads (or flat terrain, bad weather)
foot: 14 m/day
forced march: 20 m/day
horse: 25 m/day
fast carriage: 30 m/day
horse relay: 70 m/day
fair weather, mountainous terrain, roads (or hilly terrain, bad weather)
foot: 9 m/day
forced march: 15 m/day
horse: 20 m/day
fast carriage: 40 m/day
horse relay: 60 m/day
fair weather, wooded terrain, off road
foot: 8 m/day
forced march: not here you’re not
horse: 20 m/day
fast carriage: see forced march
horse relay: ditto
fair weather, mountainous terrain, off road
foot: 6 m/day
forced march: don’t do it
horse: 10 m/day
fast carriage: ur not getting a carriage up here m8
horse relay: there’s nowhere to relay ur horse up here
fair weather, experienced sailors
decent-sized merchant ship: 80 m/day (brig/carrack/cog type)
fast/unladen ship: 100 m/day (caravel/clipper/corvette type)
in peak conditions, you could comfortably get up to 150 m/day
these boat speeds include some margin for days when little progress is made vs days when lots of progress is made
for bad weather, just add on a day or two i guess
other modes of transport
horse & cart: 10 m/day
fully laden soldier: 15 m/day
rowing: 3 m/hour (quite fast, 1 mile can be covered in anything from 15 to 45 mins depending on how experienced you are/what type of boat you’re using)
things to note
walking speed: 3-5 m/hour (on average)
walking for 7-8 hours a day
riding speed: 25 m/hour gallop ; 13 m/hour canter ; 9 m/hour trot ; 4 m/hour walk
obviously it’s unsustainable to ride at a flat gallop all day, unless you’re changing horses at each town
riding for 10 hours a day
1 knot = 1.15 m/hour
ORIGINS TRAVEL TIMES
distances taken from this
denerim to lothering : orange
230 miles on roads 11 days on foot | 7 ½ days forced march | 6 days on horseback | 4 days fast carriage | 3 days horse relay
lothering to ostagar : red
80 miles on the imperial hwy 4 days on foot | 2 ½ days forced march | 2 days on horseback | 1 day horse relay
lothering to redcliffe : purple
105 miles on roads 5 days on foot | 3 ½ days forced march | 2 ½ days on horseback | 2 days fast carriage | 1 ½ days horse relay
lothering to kinloch hold : light blue
195 miles on roads 10 days on foot | 6 ½ days forced march | 5 days on horseback | 3 days fast carriage | 2 ½ days horse relay + 11 miles in a boat 3 hours rowing
redcliffe to gherlen’s pass : dark green
160 miles on mountainous roads 16 days on foot | 8 days on horseback | 6 days fast carriage | 4 days horse relay
denerim to soldier’s peak : light green
100 miles on the pilgrim’s path 5 days on foot | 3 ½ days forced march | 2 ½ days on horseback | 1 ½ days fast carriage | 1 day horse relay + 20 miles on mountainous roads 2 days on foot | 1 day on horseback | ½ day horse relay
lothering to the dalish camp : orange + dark blue
80 miles on roads 4 days on foot | 2 ½ days forced march | 2 days on horseback | 1 ½ days fast carriage | 1 day horse relay + 40 miles off road 5 days on foot | 2 days on horseback
redcliffe to honnleath : yellow
35 miles on hilly roads 2 ½ days on foot | 1 ½ days forced march | 1 day on horseback | ½ day horse relay
redcliffe to haven : dark green + pink
100 miles on mountainous roads 11 days on foot | 5 days on horseback | 2 ½ days horse relay + 20 miles off road 3 days on foot | 2 days on horseback

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AWAKENING TRAVEL TIMES
distances taken from this, transport speeds from here
origins travel times here
vigil’s keep to amaranthine : red
45 miles on the pilgrim’s path 2 days on foot | 1 ½ days forced march | 1 day on horseback | ¾ day fast carriage | ½ day horse relay
vigil’s keep to the wending wood : dark green
30 miles on the pilgrim’s path (to the edge of the wood only) 1 ½ days on foot | 1 day forced march | ¾ day on horseback | ½ day fast carriage | ¼ day horse relay
vigil’s keep to the black marsh : dark green + orange
50 miles on the roads 2 ½ days on foot | 1 ½ days forced march | 1 ¼ days on horseback | ¾ day fast carriage | ½ day horse relay + 5 miles on marshy trails ½ day on foot | ¼ day on horseback
vigil’s keep to knotwood hills : light blue
50 miles on the north road 2 ½ days on foot | 1 ½ days forced march | 1 ¼ days on horseback | ¾ day fast carriage | ½ day horse relay + 20 miles on hilly roads 1 ½ days on foot | 1 day forced march | ¾ days on horseback | ½ day fast carriage | ¼ day horse relay
amaranthine to the dragonbone wastes : dark blue
55 miles on roads 2 ¾ days on foot | 2 days forced march | 1 ¼ days on horseback | 1 day fast carriage | ½ day horse relay
BONUS: amaranthine to denerim (not pictured)
140 miles on the pilgrim’s path 1 week on foot | 4 ½ days forced march | 3 ½ days on horseback | 2 ¼ days fast carriage | 1 ¾ days horse relay
THEDAS-WIDE TRAVEL TIMES
assorted routes
distances taken from this, transport speeds from this
origins travel times here, awakening ones here
skyhold to val royeux : red
total distance: 320 miles | horseback time: 6 days 40 miles on mountainous trails 1 week on foot | 4 days on horseback + 35 miles on roads (to jader) 1 ¾ days on foot | 1 day forced march | ¾ day on horseback | ½ day fast carriage | ½ day horse relay + 245 miles at sea 3 days merchant ship | 2 ½ days fast ship | 1 ½ days fast ship peak weather
antiva city to denerim : light green
540 miles at sea 6 ¾ days merchant ship | 5 ½ days fast ship | 3 ½ days fast ship peak weather
minrathous to kirkwall, route a : purple
1820 miles at sea 3 weeks merchant ship | 2 ½ weeks fast ship | 2 weeks fast ship peak weather
minrathous to kirkwall, route b : dark green
total distance: 765 miles | horseback time: 10 days 190 miles at sea (to vyrantium) 2 ¼ days merchant ship | 2 days fast ship | 1 day fast ship peak weather + 365 miles on the imperial hwy (to cumberland) 2 ½ weeks on foot | 2 weeks forced march | 1 week horseback | 6 days fast carriage | 4 ½ days horse relay + 210 miles at sea 2 ½ days merchant ship | 2 days fast ship | 1 ½ days fast ship peak weather
adamant fortress to weisshaupt : blue
910 miles on roads 6 ½ weeks on foot | 4 weeks forced march | 3 weeks on horseback | 2 weeks fast carriage | 11 days horse relay
if anyone has requests for other routes, let me know!
Dragon Mean Age
Choose your Law
Wtf these took so long to make. Y’all blame @sam-vangell they inspired me this game. I’m not a Law specialist so I’m sorry these are JUST for entertainment purposes. Who’s your favourite Law ? (Pick carefully !)
For all my Law stans mutuals with love. I’ll tag you just for fun but I hope that you don’t mind ;) @kiriechanx @basilisa-scorpii @tsunderedoctor @vemuabhi @schizosstuff
dressrosa fits you will always be famous

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my mom warned me about these kinds of internet users
All right, there's a lot of new knight owners out there so y'all listen up. Whitsunday is coming up and that's a major socializing event for knights so you need to start making plans so your knight has a good time. Typical Whitsunday events include:
Feasting: This is the big one. Knights love Whitsunday feasts and it's usually not a problem if they overindulge themselves a little bit. It's always a good idea to consult an apothecary if your knight gets indigestion. The big issue is quaffing ale. In typical quaffing more ale ends up on the floor than inside the knight but some knights get too much ale and can end up violent. It's important to break up any drunken brawls before they get out of control.
Jousting: Not all Whitsunday events have jousts so check with your local king. If they are having jousts make sure your knight's equipment is in good order. This is a good time to buy a new helm or cloak for your knight as well. Also make sure to have a good speech prepared for when you give your knight your favor, that's a key part of bonding with your knight. If your knight wants to enter as a mystery knight then pretend not to recognize them and then be super shocked when they're revealed. They eat that up.
Boasting: Boasting about their quests for the year is a big part of Whitsunday celebrations. If your knight hasn't accomplished a quest this year now is a good time to give them a small, simple quest so they at least can make a small boast early. If your knight gets nervous with public speaking, encourage them to practice their boast with you ahead of time.
Questing: With boasting, knights also announce their quests for the year at Whitsunday as well. With all the quests being declared a knight can get carried away and declare a quest which they aren't suited for and they'll have to deal with the embarrassment of a failed quest next year. Now's a good time to talk with your knight to identify a good, accomplishable quest for them in the coming year.
Whatever your knight decides to do for Whitsunday, having their liege take an interest goes a long way to ensuring they have a good time.
Follow me for more tips on keeping your knight happy and healthy.
The Unfortunate RC AI Post
My disclaimer: please go into this post with an open mind and know that as of this point I am not accusing RC of anything, I am merely bringing up concerns, specifically concerns about their new book Waterlily.
I would like to mention that I am against AI being used in a creative writing way on an app that is specifically for visual novels, if that isn’t something that concerns you that’s fine and you may not find anything in this post to be of note. You may also just find my evidence to not be compelling, that is completely fine.
Second Disclaimer: This was put together by @cordonia; she has worked very hard to go through much of this and is working on a more in depth document citing as much as she can.
Kimetsu no Yaiba + Colors [insp.]
he's better than all of us, and he's not sharing 🥛
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12 | Part 13 | Part 14 | Part 15 | Part 16 | Part 17 | Part 18 | Part 19 | Part 20 | Part 21 | Part 22 | Part 23 | Part 24 | Part 25 | Part 26 | Part 27 | Part 28 | Part 29 | Part 30 | Part 31 | Part 32 | Part 33 | Part 34 | Part 35 | Part 36 | Part 37 | Part 38 | Part 39 | Part 40 | Part 41 | Part 42 | Part 43 | Part 44 | Part 45 | Part 46 | Part 47 | Part 48 |
Part 49 | Part 50 | Part 51 | Part 52 | Part 53 | Part 54 | Part 55 | Part 56 | Part 57 | Part 58

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