Red-and-blue Opadometa (Leucauge sarawakensis)
Observed by liuye, CC BY-NC

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Red-and-blue Opadometa (Leucauge sarawakensis)
Observed by liuye, CC BY-NC

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everyone is so mean 2 me💔
under some rocks
lil creeture peek
Eliza Bennett embroiders a self-inflicted sculpture into her flesh
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Georg Wilson (British, 1998) - Strange Pastoral (2025)
“Saint George” Johan Egerkrans 2021
hey. hey you. do you want to play an online horse breeding game, but you're tired of games with boring static images? are you tired of online horse games that all play the same? do you want to see the horses you breed grow as they age? do you want to see your training shape your horses right before your eyes?
if you answered "yes" to any of those questions, you should check out Horse World Online! on HWO, every single horse is fully rendered using an advanced conformation and aging system that takes into account weight and fitness. foals grow realistically and coats will gray out over time, resulting in a game where your horses truly feel alive!
as you train your horses their muscles will become more pronounced, and if you leave them in a pasture to graze for months at a time, they become chubby. no two horses will ever look the same, and with over 30 points of conformation to selectively breed for, you can create the horse of your dreams! conformation also affects performance in 22 different disciplines, so the way your horse is built has a direct impact on how well your horse competes, just like in real life!
this gif shows all the different points of conformation you can influence through breeding!
this robust system also means that crossbreeding is not only possible but encouraged to unlock new breeds. you can also play at your own pace; time only passes when you decide to take a turn instead of the site forcing rollovers, so you don't have to worry about your horses getting hungry or dying while you're away.
but that's not all. unlock your creativity and customize your farm using over 100 decor items. take a look at mine, Silver Future Acres!
and of course, if you have a favorite horse, why not dress it up a little? with dozens of tack items and costumes, you can customize your horse as much as you like! here are two examples from my stables, Aphrodite (North African Barb) and Sincere Legacy (Belgian Draft.)
if any of these selling points appeal to you, you can use my referral link to join! and if you decide to make an account, send me an ask, and i'll send you a little welcome gift! :)
yes i named my farm after silver the hedgehog let me live
There's a book that we had in our house growing up that I was obsessed with as a kid. It was just called "PAKISTAN: PAINTINGS BY LIN YONG AND SU HUA" and it was an art book of 100+ paintings/sketches by two Chinese artists who travelled thru Pakistan in 1978 and 1981, a sort of travelogue of their trip, and to little-kid me, it was some of the most beautiful things I'd ever seen. I have no idea why we had that book, but I would stare at it for hours, and it made me wish I could draw/paint/do whatever it was that these artists had managed to do.
Anyway, we've moved house a bunch of times and I lost track of the book and haven't seen it for probably two decades now. But I think about it now and again, and had struggled to find it over the years, but I finally, finally got my hands on a copy of my own and i want to cry haha
I was afraid that maybe the art isn't as good as I remembered, being just a kid and all, but I cracked it open and nope, it hits me just the way it used to. Maybe even more now. It's so fucking pretty. Have some random pages:
Sure! Have some more portraits from the book

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Onager or Asiatic wild ass (Equus hemionus), endangered species, evening light, Little Rann of Kutch, Gujarat, India, Asia
Matthias Graben
the last five minutes of sleep before the horrors of the narrative destroy him :3
|tg жукожуй|
I've reached the point where cynicism is a major turn-off for me. You're not smarter than idealists, and you're not helping.
Funny that the stereotypical cynic is an idealist who aged out of it. In my experience, the reverse is true. I was an extreme cynic as a teenager and then I noticed how profoundly limiting it was, and also that "cynics are cool and smart" was a message that was being constantly reinforced by corporate media for some reason.
Imagine if sometimes some fucking Ț̷̡͂̀̎͠h̸̜̅͐̄ì̸̩̮̃̃̆n̸̗̰̟͉͐̑͋͆͜g̸̮̻͔̼̬͌ could just crash through the shimmering veil of reality with a trail of fragments from the suffocating void enveloping it, grab whoever's unlucky enough to be closest, and swoop back out like it was nothing. And this was just one of your everyday hazards to worry about. Incredible cosmic horror concept
I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense – even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't – your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons is not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (And again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible – a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GM™, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.

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I'm thinking of Symphony of the Sixth Blast Furnace by Evgeny Sedukhin again...
hmm okay i'm trying to dig up a source on this painting, to see if i could find it in any higher quality
but i can't find any evidence of its existence from before 2018 lmao
and searching the artist's name only gets me like 6 pages of results on google
and a little artist showcase page on arthive for this guy with exactly 1 painting listed
and a biography that spells this guy's name like 5 different ways
which i'm pretty sure is because it's machine translated from something
very mysterious
oh doing his name in russian gives me some actually useful results, why didn't i think to do that
Солнечный город "Sunny City" - No date given.
Мир "World" - No date given.
Чусовские просторы. "Chusovskie expanses." Canvas, oil, 1997. Exhibited at the Nizhny Tagil Museum of Nature.
Осень "Autumn"
ooooh this one is really nice
Огни трудового Тагила, "The Lights of Labor Tagil" acquired by the Tretyakov Gallery in 1986.
октябрь "October" 2009 cardboard, oil, 29.5x39.5 cm
Осень на Чусовой, "Autumn on Chusovaya" 1999, canvas, oil, 79x100 cm
Чугун идет "Cast Iron is Coming" 1976
okay that's all the art this article had, i'm really glad i could find some this artist's other works!!!!
You know what? It's the year of the horse and I've hoarded these long enough 🐎
I wanted to illustrate the steeds of some of my Llehian characters. These are a bit outdated now; I referenced multiple real horse breeds for these (even though they are mostly based on vibes), but now I have fleshed out more what kind of culture and environment the characters and their horses come from -> what kind of horse breed or landrace would they have.