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Major Arcana Legacy Challenge
I made a 22 generation legacy challenge based on the major arcana and the in game tarot art added in the Life and Death update. I originally was making it for myself only but decided to share it.
It is under the read more and the official document with formatting and art is the google doc link below.
LINK HERE
MAJOR ARCANALEGACY CHALLENGE
This is the Major Arcana Legacy Challenge and yes it is a whopping 22 generations long. I tried my best to keep it varied and have each generation distinct from the other but there is going to be some duplicate skill building among generations and some reused traits in the later ones. While each generation is based on the traditional major arcana they are named after the Sims 4 equivalent added in the Life and Death update. I also tried to include some of the elements of the in game art for each tarot card to the generation.
Some ideas if you’re going to try this. For each generation try to match the aesthetic of the vibe of the card and the official Sims 4 art for it. Feature said corresponding art in your home for that generation and base your home decoration roughly on it.
I kept the required skill to max to just a few, that doesn’t mean that’s the only one you can focus on. If you think it makes sense for your generation to also work towards other skills feel free to do so. And if you want to complete other aspirations other than the one listed feel free to do so. Actually I encourage completing more than one aspiration and skills/hobbies if you’re able and that you think fits your unique sim. Again I made this for me, and I prefer legacy challenges that leave space and free time for you to add your own twist to each generation of the legacy. So if you want your Fool to also be mischievous and complete the Joke Star aspiration feel free to do so. These are just the baselines for you to grow your sim on.
IMPORTANT: Try to make one significant and different heirloom for each generation, and a picture of each heir and pass them down to the next. You can also keep these items and displays on a separate lot if preferred to make it easier. This is important for the end game of the legacy challenge, specifically the Evil (Devil) and the Judgement generations. Also I recommend making a cemetery for your legacy family, just for fun and for retrospection.
Like with any Legacy Challenge feel free to modify, add, or remove anything of any of the generations to your preference. I made this for myself to play, so I only included things I am interested in completing. I am in no way an expert on the Sim 4 and what’s available in each expansion, pack, and kit. Also, 22 generations is a little insane. Though I tried to implement a natural flow between each generation to create a true feeling of a legacy, feel free to pick and choose your favorite major arcana and/or the generations you find the most interesting to play.
This is not playtested and I have never created a legacy challenge before.
Generation 1: The Fool
“You step off the cliff not knowing whether you’ll fly or fall—and that’s exactly the point.”
The fool is young and vulnerable and the start of the major arcana journey. You have not yet experienced the ups and downs of life, leaving you unaware of the magnitude of life’s challenges along with your own potential. You have an energy to you and embrace all that lies ahead without worry, sometimes to your detriment.
Traits: Childish, Clumsy, Adventurous
Aspiration: Friend of the World
Career: A career? No thank you, earn money via Odd Jobs or selling photos
Additional Rules:
Start with 0 money and an empty lot
Max Charisma and Photography skills
Never hold a traditional job
Form a tight-knit friend group, at least 5 Sims with full friendship
Always say yes to invites and social events
Take a selfie in every world
Any children must be a surprise and unplanned
Vacation or travel weekly (at least one non-home day per week)
Generation 2: The Magician
“As above, so below.”
You watched your parent stumble through life, swept up in emotion and chance. Not you. You believe in intention - that life bends to will, not luck. You are unique and gifted. Driven, clever, and ready to mold your reality into something magnificent. There’s magic in skill, and you plan to master it.
Traits: Ambitious, Genius, Perfectionist
Aspiration: Renaissance Sim
Career: Scientist
Additional Rules:
Max the Robotics skills
Graduate high school as a grade A student
Make a personal study filled with items from every mastered skill, your careers, and other accomplishments
Read all skill books for the skills you’re maxing
Earn at least two degrees from university
Join the Secret Society
Once completing Renaissance Sim write 3 helpful manuals
Have no more than two children, you are devoted to your studies
Build a Servo who will be the primary caregiver
Generation 3: The High Spellcaster
“She holds the knowledge not meant for all.”
You were never loud. You never needed to be. You saw what others missed - the unspoken tensions, the dreams others forgot. You seek understanding, not glory. While others chase power in the open, yours lies in silence, in study, and in secrets. Unlike your parent who seeked logic and mastery, you’re drawn to magic, dreams, and the liminal spaces between.
Traits: Loner, Bookworm, Gloomy
Aspiration: Spellcraft & Sorcery
Career: Own a small business themed towards the mystical (your choice)
Additional Rules:
Max the Medium and Herbalism skills
Become a spellcaster and reach Master rank
Live in a quiet or secluded lot
Never marry - your calling is bigger than romance
Have at least one personal secret (hidden room, etc)
Build a ritual space
Get a familiar of your choice
Brew all potions and have the collection displayed
Have only one child by surprise
Generation 4: The Empress
“She nurtures the world, and it blooms in return.”
You were raised among secrets, silence and shadows. But you were born to thrive in the sun. You crave touch, taste, color, and connection. You are a lover of beauty and a creator of comfort - not because you’re frivolous, but because you believe love and beauty matter. You are a caretaker, a romantic, and a sensual soul but who knows what you cultivate will grow.
Traits: Romantic, Green Fiend, Creative
Aspiration: Big Happy Family
Career: No formal career, you may earn money through gardening, painting and other farm activities.
Additional Rules:
Max the Gardening, and Parenting skills
Live on a large lot and grow and expand it into a full garden and farm
Have lot trait Simple Living
Befriend rabbits and wild birds
When unlocked put a Wild Rabbit Home and Flock of Wild Birds on your lot
Build a greenhouse
Decorate your home with your creations
Have and raise at least 3 children
Give only handmade or harvested gifts to sims you’re close to
Take a portrait photo or paint a portrait of each child for every life stage up to young adulthood and display them
Generation 5: The Emperor
“He builds what others only dream of.”
You were raised among roses and honey - a home filled with love, color, and chaos. But you crave control and structure. You believe in legacy, in building something that lasts beyond you. You are principled, determined, and unyielding. You take the wild beauty of what came before and give it walls, name, and power.
Traits: Self-Assured, Family-Oriented, Perfectionist
Aspiration: Successful Lineage
Career: Create a Nectar-Making Empire, no formal career
Additional Rules:
Max the Nectar-Making and Entrepreneur skills
On your parent’s lot convert and build upon it into an estate with a vineyard (you can also start on a new lot if preferred)
Build a room or cellar to store heirlooms and your best nectar bottles
Never hold a salaried job, all wealth comes from your self-made venture
Reach 100,000 net worth
Host a large family dinner event every week with you at the head of the table
Write a will and choose heirlooms, must have 5 of your best nectar bottles in storage included in this will
Generation 6: The Advocate
“He speaks the words passed down through time.”
You were raised the shadow of an empire. Wealth, legacy, rules - all carved into stone. But you seek meaning, not just inheritance. You’re drawn to tradition, spirituality, and structure. You are a guide and a reformer. People look to you for the answers.
Traits: Proper, Good, Foodie
Aspiration: Master Mentor
Career: Education or start a small business to tutor/lecture sims
Additional Rules:
Max the Research & Debate skill
Max one skill or your choice that you can mentor someone in
Have a mentee as a teenager in chosen skill
Attend university and earn a Distinguished Degree in any field
Mentor at least 3 sims
Maintain one or more of these spaces in your home: a study, classroom, library
Always help any children with their homework
Become a respected figure - gain a good reputation
Be Good Friends with 5 sims
Decorate and complete every tradition for each holiday
Generation 7: The Lovers
“We are shaped by the choices we make - and the people we make them for.”
You grew up in a world of certainty. There were rules, expectations, and tradition. But you’re not sure where you begin in all of it. You long for love - the consuming kind - and freedom. You are romantic, impulsive, torn between desire and duty. You fall in love deeply, maybe more than once. Maybe with the wrong people too, but you loved.
Traits: Romantic, Lovebug, Music Lover
Aspiration: Serial Romantic or Soulmate (how does love unfold for you)
Career: Entertainer (Musician Branch)
Additional Rules:
Max the Romance and Singing skills
Max a skill in an instrument of your choice
Have at least 3 meaningful romantic relationships
Choose one great love - marry or let them go
Always keep a photo or painting of your great love
Attend every romance festival
Love Day is your favorite holiday, go all out
Write a song for each romantic partner
You are an avid user of the Cupid’s Corner app
Establish a weekly date night once married
Generation 8: The Chariot
“The person who holds the reins chooses the road.”
You grew up watching hearts collide, promises break, and feelings spill out. You decided early on that your life would be different - cleaner, sharper, aimed. You are driven, competitive, and focused. You strive for control, victory, and independence. Unlike your parent you don’t need to define yourself by someone else. Whether you’re racing horses or mastering your body and mind, you’re always moving forward. Slowing down is not an option.
Traits: Active, High Maintenance, Animal Enthusiast
Aspiration: Championship Rider
Career: No formal career, earn money through horse competitions, livestock/ranching
Additional Rules:
Max Horse Riding and Rock Climbing skills
Max Skiing or Snowboarding skill
Start a ranch
Own and train at least 2 horses
Have a signature mount and continue it’s line
Keep and care for two llamas
Win 5 competitions
Successfully climb Mt. Komorebi
Do not have children until you win at least 1 competition and climb Mt. Komorebi
Generation 9: Strength
“She does not conqueror with force - she endures with grace.”
You come from a legacy of action, movement, and ambition. But you feel no need to race. You carry a quiet strength - the kind that listens and survives. You believe in care over conquest, healing over winning. You are patient, compassionate, and emotionally wise. You take care of others - not because it’s expected, but because you can.
Traits: Loyal, Generous, Idealist
Aspiration: Friend of the Animals
Career: Veterinarian
Additional Rules:
Max the Veterinarian and Pet Training skills
Own and run a vet clinic
Always have at least three pets, all must be adopted
Build a small animal cemetery or memorial garden on your lot for lost pets
Stay loyal to your romantic partners
Have at least three children, at least two must be adopted
Take pictures of all your pets and display them
Make a gnome sanctuary and house your gnomes
Generation 10: The Hermit
“Sometimes you must leave the world to understand your place in it.”
You were raised in a house of care and warmth and many voices. Between the pets and your siblings there was never a quiet moment. Now you yearn for it. You are a seeker, a listener, someone who follows a path other’s can’t see. You find meaning in solitude. You tried the normal life for a while, but grew tired of it. Now you find peace in solitude.
Traits: Loner, Socially Awkward, Green Fiend
Aspiration: Inner Peace
Career: No formal career, sell your woodworks
Additional Rules:
Max the Handiness skills
After highschool go to University or start a career, either way you must drop out or quit before completing it
Move to a secluded lot with the Off the Grid trait
Live in a tiny home
Have one pet you inherited from your parent after they passed
Build a relaxation space outside and a workshop to display your woodworks
Try to decorate and furnish your home with mostly flea market finds
Have one child
Have Bonehilda as your best friend
Other than your pet and heir live alone for the rest of your life
Generation 11: Wheel of Fortune
“The wheel turns, and so must you.”
You were raised in solitude surrounded by stillness. The moment you decided to step out of that world everything changed. Yours is a life of constant motion. You are adaptable, spontaneous, and a little reckless. You chase what feels right, even if it doesn’t always make sense. You fall hard, lose fast, get back up and try again. Some say you’re lucky. Some say you’re cursed. But life is always turning.
Traits: Erratic, Outgoing, Cheerful
Aspiration: Party Animal
Career: Your choice
Additional Rules:
Max Mischief and 2 other random skills (use a generator or roll)
Randomize one major life decision every 7 days (job, partner, move, etc), but before making it perform a seance
Drastically change your appearance every 14 days
Get expelled from high school
Have at least 3 different careers
Live in 3 different worlds
Wherever you live have a seance room
Throw one large party with everyone you know once per season
At some point lose everything, sell your lot or be evicted and empty your inventory
Generation 12: Justice
“When the scales are broken, someone has to set them right.”
You grew up in chaos. Your parent let life happen to them - wild, loud, and untethered. You were the one picking up the pieces afterwards. Early on, you learned that fairness isn’t guaranteed. You are precise, principled, and a little judgemental. You believe in doing the right thing, even when it’s hard. Even when it’s lonely. Maybe especially then. You want a better world - or at least one that makes sense.
Traits: Mean, Snob, Overachiever
Aspiration: Leader of the Pack
Career: Law
Additional Rules:
Max the Research & Debate, Logic, and Charisma skills
Reach max positive values for Manners and Responsibility as a child
Have a part time job as a teenager
Vote in every neighbourhood action plan
Make and lead a club that focuses on bettering your community
Make enemies with any sims you meet with the Evil trait
Every week hold a “family meeting” event with your children
Have a strict dynamic with any and all children
Build one community space lot of your choice, name it after yourself
Generation 13: Suspension
“What you cling to defines you until you let it go”
Your parent believed in structure, status, and order - and they meant well. But their certainty never felt like the truth to you. You’ve always been drawn to questions over answers. Eventually, you find something deeper, something eternal. Not quite dead. Not quite alive. You do not rise - you hang.
Traits: Unflirty, Chased by Death, Skeptical
Aspiration: Bestselling Author
Career: No formal career, start a bookstore (small business)
Additional Rules:
Max the Writing and Vampire Lore skill
Complete your bucket list
Become a vampire in young adulthood
Reach Grandmaster rank of vampire tree
Open a bookstore that’s only open at night
Grow your own plasma fruit orchard
Write a book series of at least 6 books
Display your series in your home
Write and sell your series in your store
No limit on children, but your heir must be human
Time to let go, cure yourself of vampirism
Generation 14: Death
“Something must die for something to live.”
You were born under a shadow. Your parent lived forever, until they didn’t. You saw what hanging on to the past can do, and you’ve sworn to not be the same. You are change incarnate. You don’t fear endings - you cause them. Death haunts you, yes. But you learn to carry it and make something new.
Traits: Hot-headed, Recycle Disciple, Macabre
Aspiration: Master Maker
Career: Reaper
Additional Rules:
Max the Fabrication and Thanatology skill
Live in a Haunted House residential lot
Have lot traits On Hallowed Grounds and Spooky
Buy and care for an Undead Cowplant from the Mysterious Merchant
Allow your undead Cowplant to consume at least 2 sims
Hold a funeral for any family members or friends who pass
Craft and display a candle for every death you witness
Build a shrine area for remembrance
Make soul soup when able
Generation 15: Temperance
“You are the stillness between wave and shore.”
You were born of contradiction. Of salt and soil and silence and song. Your family came from fire, rituals, and graves. But you’re drawn to water. You are fluid, patient, persistent. You are not secrets or spectacle, you are balance. You find peace where others find pressure. Where your parent represented the moment of change you are the moments before, the stability.
Traits: Lactose Intolerant, Child of the Ocean, Loves Outdoors
Aspiration: Beach Life
Career: Conservationist
Additional Rules:
Max the Fishing skill
Become a mermaid
Befriend and name a dolphin
Complete and display the seashell collection
Live in Sulani on a lot with the Island Spirits trait
Catch all endangered fish and release them
Build a private fishing pond on your lot
Do not eat meat except fish
Clean up Sulani
Generation 16: Evil
“If they’re going to watch, you might as well give them a show.”
Your parent was peace. Still water and careful healing. But you? You chafe under calm. You want more. You crave power, pleasure, attention and freedom and you’re willing to play dirty to get it. You’re magnetic and a little dangerous. You lie, cheat, and still win. You’re not just tempted - you’re tempting.
Traits: Evil, Insider, Self-Absorbed
Aspiration: Villainous Valentine
Career: Actor
Additional Rules:
Max the Acting skill
Have at least 5 romantic partners you cheat on
Appear at every party or festival, you don’t miss a chance to be seen
Become enemies with at least 5 sims
Never marry, get engaged once and call it off
Create and lead a club dedicated to your image
Become a global superstar
Fill your home with images of yourself and mirrors
Live a life of luxury
Any heirlooms from past generations and pictures of past heirs should be stored in a secret area on a different lot than your home. This will come up again in a later generation.
The only heirlooms you pass along are your own
Generation 17: The Tower
“You mistook the walls for safety. Now you live without them.”
You didn’t choose to fall. You were pushed. Your parent built an empire based on lies and deception and you grew up in its shadow - or rather spotlight. Maybe you believed it once but one day the tower cracks. You don’t trust easily. You lose something - maybe everything. But destruction is a kind of freedom, and maybe you needed a clean slate anyway. You rebuild.
Traits: Jealous, Paranoid, Slob
Aspiration: Super Parent
Career: Open a tattoo studio
Additional Rules:
Max the Tattooing skill
When moving out of parent’s home start with 0 money on lot
For young adult stage live in a rental with the Maintenance Troubles lot trait
When your parent passes bulldoze their lot
Any heirlooms inherited from parent should be sold/destroyed, do not profit
Any money earned through bulldozing should be donated
After every memorable/special event gain a tattoo
Design and display your tattoo designs
Raise first child as single parent until they reach teenhood, you can have more kids
Generation 18: The Star
“You are not here to burn, you are here to glow.”
You were raised in the aftermath of collapse, but somehow you find the will to soften. You feel deeply and you don’t run. You dream. You take the start your parent gives you and build upon it, trying to remake the legacy left to you. Healing is also a kind of rebellion. You are a light that will not burn out even after you’re gone.
Traits: Cat Lover, Squeamish, Good
Aspiration: Crystal Crafter
Career: No formal career
Additional Rules:
Max the Gemology skill
Buy a Wishing Well and make a wishing garden
Grow crystal trees in your wishing garden
Complete the gemstone collection
Complete the metals collection
Create and charge 8 unique pieces
If you propose do it with a ring you’ve made
Display some of your creations in your home
Leave behind your displayed creations as heirlooms
Have at least one werewolf child, your heir must be born a werewolf
Generation 19: The Moon
“You are more than one thing. You always have been.”
You come from clarity, a parent who believed in beauty, healing, and steady hope. But you are made of shadows. You were born with questions you couldn’t ask, instincts you couldn’t name, and fears you couldn’t explain. You see things no one else sees. Feel things too deeply. You don’t trust others - but you barely trust yourself. Some call it madness. Some call it magic. You know it as truth. Hidden, slippery, sacred truth. You are not meant to be easy to understand, not even to yourself.
Traits: Dog Lover, Paranoid, Erratic
Aspiration: Lone Wolf
Career: You decide
Additional Rules:
Max the Juice Fizzing skill
Collect all Moonwood Relics
Join the Wildfangs or Moonwood Collective pack as a teen
In young adulthood leave the pack to become a lone wolf, you decide why
Explore the deep tunnels of Moonwood Mill
Win at least 5 fights
After every fight, win or lose, give yourself a new scar
Live on lot in Moonwood Mill with the Dog Hangout trait
Adopt at least 3 stray dogs who show up on your lot
Create a cure for lycanthropy but never cure yourself
Gift cure to chosen werewolf heir and cure them
Generation 20: The Sun
“You are what survives and chooses to bloom.”
You were raised in moonlight and shadow. But you always craved the sun. When your parent, someone you never understood, gifted you a cure to your lycanthropy you took it gladly without need for explanation. You are not a gentle moonbeam, you are blazing. You are bold, warm, and full-hearted. You celebrate what others would hide. Life is meant to be felt in full color and you refuse to be dimmed.
Traits: Dance Machine, Glutton, Bro
Aspiration: Master Chef
Career: Open a restaurant
Additional Rules:
Max the Cooking and Mixologists skills
Unlock as many milestones as possible
Host every event type possible
Plant a Forbidden Fruit
Become a plant sim
Build a sunroom in your home
Start the Culinary career but do not finish, open your own restaurant before reaching level 5
Complete the Experimental Foods Collection
Create 7 family recipes
Generation 21: Judgement
“The past is not a chain. It’s a compass.”
You were born at the height of light - laughter, color, and celebration. But you always felt something underneath pulling you. A voice in old photographs. A weight in the names no one says and the ones not remembered. You are not content to move forward blindly. You need to know where you’ve come from - and what you’re carrying with you.
Traits: Family Oriented, Geek, Nosy
Aspiration: The Curator
Career: Freelancer (any branch - the path is yours to choose)
Additional Rules:
Max the Archaeology and Pottery skills
Complete the fossil collection
Find the storage of heirlooms and pictures left behind by a previous generation
Build a museum dedicated to those before you, leave a spot for your heir
Incorporate a dead Cowplant skull in your decoration
Create a remembrance day holiday
(Optional) Track down a descendant from each generation possible that is not the part of the main line of inheritance and befriend them
Have a large family reunion in your museum after completing all other rules
Generation 22: The World
“You are the ending. You are the beginning.”
Everything before you led to this. Twenty-one generations of chaos and love and scars. You were born into a story already told and you don’t reject it, you complete it. You are integration, unity, wholeness. The World is not about perfection. It’s about presence. You know who you are because you carry every version that came before you. You go through the world with open hands.
Traits: Your choice
Aspiration: Your choice
Career: Your choice
Additional Rules:
This is the end and the joining of all before
Do not forget but also let go
Live life however you seem fit, every aspect is entirely up to you and what you think truly represents all your hard work
Die peacefully
#ts4#sims 4#ts4 legacy#legacy challenge#sims 4 legacy challenge#ts4 legacy challenge#ts4 challenge#ts4 life and death#tarot#tarot cards#major arcana#the sims 4
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Edward Robert Hughes (1851-1914)
John William Waterhouse (1849-1917)
Walter Crane (1845-1915)
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This is a long shot but if someone could help me find this one Jason todd fic on Ao3. I’ve been looking on and off for a few days. In it some things happen and basically Past Bruce and Past Jason end up in the present. I remember a moment where they’re having dinner and Past Jason yells at Past Bruce cause present Bruce hadn’t even looked at Jason throughout the dinner I think. Past Jason runs away and Present Jason finds him at his mothers home I think. There was a moment where Past Bruce straight up reprimands Present Bruce for his coldness and “letting Jason die”. I CANT FIND IT. If you know what it is please tell me I I’ve gone through like 200 pages of my 500 page history on Ao3 and can’t find it in the time travel tag.
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The curtains were blue because everything in the room was carefully colour coordinated, reinforcing the character’s stylish and controlled characterisation. The curtains were blue because everything in the room was a different colour, reinforcing the character’s eclectic and globe-trotting personality. The curtains were blue because the character is elsewhere established to hate the colour blue, subtextually implying that their deceased spouse was responsible for that decoration choice.
The curtains were blue because throughout their filmography the director consistently uses cool tones to mark moments of distance between characters. The curtains were blue to tie the events in that room into the broader oceanic motif of this particular novel. The curtains were blue because the assonance evoked a contrast with the following stanza of the poem.
Even the curtains looked expensive: floor to ceiling velvet drapes, in a flawless royal blue. She tucked the saucer up on the windowsill and tied back faded blue curtains with a loop of string. The narrow blinds were the same navy blue as the pinstripe suit of the man who served eviction notice that sent them to this office.
The curtains were blue because the author’s childhood home had blue curtains, which they discussed in their letters related to their feelings of comfort in that place. The curtains were blue because the author’s childhood home had blue curtains, which they discussed in their letters related to their feelings of grief in that place.
The curtains were blue as an allusion to the contemporary joke about literary criticism, an extension of the author’s autocritical approach that will be further discussed in section seven.
The curtains were red, as a pun on;
The curtains were read.
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Fight, run, fight, run. The pattern is always the same for you. Don’t you ever get tired of it?「 DON’T YOU WANT TO ESCAPE? 」
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“it’s kind-of this moral dilemma. a ghost is your companion, and now suddenly, you have one in your hand and you’re about to crush it. the first time this happens, you’re looking at your hand like: i can’t believe what i’ve just done. am i doing this? should i be doing this?”
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“it’s kind-of this moral dilemma. a ghost is your companion, and now suddenly, you have one in your hand and you’re about to crush it. the first time this happens, you’re looking at your hand like: i can’t believe what i’ve just done. am i doing this? should i be doing this?”
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so the fell star consumes even the darkness itself
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