#we're open to improving our image description if needed
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Mirroring (as a Plural Shapeshifter)
Written by Rei Kagura (He/him)
(Crossposted from Dreamwidth)
(Blurb: We noticed polymorph traits that sounds similar to our experiences as shapeshifterkin, and this essay is us comparing the two.)
One polymorph trait that caught our eye when reading some polymorph writings (here and here) is a polymorph’s tendency to mirror those around them. To quote Arethinn, whose writings on polymorphs can be found on the first link:
“The polymorph tends to mirror the forms of those around them, though the exact operation of this phenom/skill hasn't been worked out. Why we would easily mirror some and not so easily others, we don't know.” “(...) There's the additional twist of a tendency to mirror others.. faced with a dragon, I tend to become dragon; faced with a pixy, that is brought out in me, though some "work better" than others. It doesn't take much to make me reflect dragon, but there's not a lot of pixy in me to begin with, so it's never a clear "image".”
While we’re not polymorphic, we notice that we do experience some form of mirroring, though in a much more limited way than what we think a polymorph may experience.
We visualize ourselves as wearing certain outfits in headspace, ones that we have visual references of via official art of our sources. Our abilities to conjure this mental image is not without flaw, and we may be unable to keep it “stuck” in our mind for prolonged amounts of time without having it change in any way, and different members can be more or less easily affected by this. We may end up rapidly cycling between several outfits for some amount of time before slowing down and settling with one. We may also notice that our outfit has changed to match one of the images we’ve seen of ourselves recently (e.g. a fronter saw a picture of X wearing a school uniform, then X in our system would be seen wearing the exact same uniform when they came to see them). In rare cases, we may mix up several details of different outfits (e.g. getting colors wrong, wearing outfit A but using a hat only seen as a part of outfit B) or in even rarer cases, using an outfit their source have never been seen using but is seen being used by someone else’s source instead (e.g. X wearing Y’s outfit because X misremembered who wore that specific outfit).
This also includes costumes of nonhuman entities, though in these cases, we can feel the nonhuman body parts as phantom limbs and we can move those as if it’s part of us. Despite that, this doesn’t always mean that we identify as the beings we dress up as. For example, there is an image of me wearing cat ears, tail, and claws, shown below.

Most of the time, looking at this image would cause me to look like how I was portrayed in that card and feel those aforementioned phantom body parts. I do register these phantom sensations as belonging to me. Despite that, I do not identify as a cat or any other feline beings. To me, this is nothing more than a costume, or rather, a form I can take without needing to identify as such.
Another thing we noticed is that polymorphs not only change their form into multiple beings, they become those beings entirely. This is definitely not the case for us since our shapeshifting noemata is very clear that our minds stay the same despite our form changes. However, what we experienced is a bit similar to that. If we’re being reminded of a certain member in our system by being exposed to images or voices of their source for long enough, said member would be dragged to co-consciousness and/or co-front with varying levels of ease depending on each member. This could help us whenever we want someone to front, but it could also be an annoyance if we have no intention to do so. At first glance, this looks similar to a polymorph mirroring and becoming what they see, except that in our case, the "I" of the two forms belong to different people, the previous fronter does not change into anything, instead the controls are handed over to a different system member.
We haven't seen many writings on shapeshifters and polymorphs, there probably isn't that many, or we just haven't found them yet. Hopefully our writings on our experiences can be helpful for others, possibly by being a jumping-off point for discussions.
#293.rei#293.essays#shapeshifterkin#otherkin#alterhuman#we're open to improving our image description if needed
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how to make a tumblr post (and get notes!)
Have never seen any post discuss these exact things, so i'm sharing my insights with y'all*

Use images. They don't have to be good or spectacular like this extremely coherent thing I just made. They just need to catch the eye break up dashboard monotony.
The gif search feature is an unreliable wild card at best and a NSFW eye gouge at worst, but it gives credit to the op of the gif
If you're an artist your whole post is your images, so skip to the links and tags section of this post because the rest won't help much.
-> Image Descriptions
When making a post that contains images, hover over an image and click the meatballs icon in the lower right corner of the image. Click "update description" to add a description. It isn't always necessary, but it is very courteous for a variety of accessibility reasons.
-> Text
Break up your text. Run-on sentences are standard here, lack of punctuation too, you can really do whatever you want, but avoid massive blocks of text. unless you've got a really incendiary opening line and the entire center of that granite chunk of text is actually comedy gold, hard-hitting tumblr journalism, or one of those zany confessional posts that can be followed up by the drive thru meme
break up
your text.
and go light on the ALL CAPS. save it for emphasis or when you're feeling very unhinged or saRcAStiC y'know how that goes, i don't need to explain it. this site has a very dry tone to its posts so caps are rare. also periods
Bullet points and numbered posts are good and fine. The "Chat" post option is used less often these days, but different groups found uses for it so it sticks around.
Titles Matter
they help break up text and put people at ease. they are best for informative, mature posts but can make you look like a square in more relaxed conversations. sometimes they are also great for emphasis in a comedic sh*tpost (censorship is entirely up to you, btw. you don't have to censor much on tumblr except titties and genitals).
Tumblr automatically shortens long posts now, but etiquette asks that you tag #long post if you want to avoid clogging up someone's dash. It don't matter too much though, this is the "color of the sky" site, so get used to posts being too long
That being said "READ MORE" is a fantastic feature. Use it when you want some level of privacy like "hey, only click below if you want to hear about my problems" or "click below to read my 18+ fanfic." Read more is also great in case you want to delete something forever. If a reblogged post has a read more, but op deleted the og post, that content is gone (readmore has to be on the og post at time of posting for this to work, btw; edits to og post do not span all reblogs)
the other bells and whistles like colored font or italics are helpful in improving text, but we don't really rely on them. every mode of looking at this site alters those aspects somehow so we often ignore them
-> Links
Hint: People don't want to click links. We don't know where they're taking us. Most of us are on our phone and don't want to open another tab or leave the app to go on the browser. We're cozy here on Tumblr and do not wish to be whisked away (unless it's a rickroll)
Don't leave the link thumbnail to do all the work, like so
add a little sneak peak info, maybe your favorite line from the article or a reason why it's important for people to know the info on the other side of that link. Sell it!
When you're adding a link into a list, i.e. no large thumbnail just a line of text leading you to another site, try not to copy/paste the link as is
"https://......"
No one wants to click on that it's gross and scary. It's screams "meh, i'll click later if i feel like it." If the build up to the link is too good to resist ("if you want to save the orphaned puppies here's the link") then that http mess is sufficient.
Otherwise, dress your links up a little by including the title or a description of what the link goes to:
Or, if it's an informal post where you're just popping info in to back up whatever insane thing you just said, just write something like "link here" or "(x)" and hyperlink it.
-> Tags
artists, writers, and other creators: leave a tag on your creative content that makes it easy for blog visitors to see it all at once. e.g. "My work" and we click on that while on your blog and see only your works
You can have up to thirty tags on any post. All will make your post show up in searches and followed tags (it used to be only the first five tags that got you traction). However,
Please. Do not tag everything you can possibly imagine being relevant to your post because
It's called tag spam and it's against TOS
Everyone here hates that
No one is going to check all those tags ever. Someone might search one five years from now and accidentally find your post hanging out in the ether and they'll still ignore it.
Your imagination is wicked tiny because I guarantee the perfect tag is going to be something indecipherable and seemingly niche.
Follow popular tags (or at least be aware of them)
If yours is an off-the-cuff post and you don't have time to find out what a niche group is into then wing it, sure, idc. this is also the shitposting site do whatever you want
Don't put your hate in the fan tags. This is the unapologetically-like-dumb-things site and your negativity is not wanted. You can still complain, just avoid tagging to get the attention of the fans of whatever you're complaining about. That enables pvp and even nonfans will know you deserve the backlash
-> Audio & Video
clickable by nature because we all love noise and moving images so there's no special way to share posts like this. just post them with good tags and maybe a one-liner, and they'll sell themselves
Tip: it's nice to add descriptions to these too but it isn't common
Protip: if the audio is the best part of the video (e.g. a baby burps REALLY loudly and it's hilarious) please caption or tag "Unmute!"
-> mkay bye
that's all i can think of right now. will update later if i remember something
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*this is year eleven of my time on tumbles and i studied marketing in college for like six of those years and have been applying that bupkis to tumblr ever since. every post i see that gets no traction and every lovely artist that goes nowhere on here bothers me so deeply and i sincerely want y'all to succeed <3 <3
+ If you find this helpful and want to support my blog, I have a ko-fi!
+ If you're concerned about my mental health from being on Tumblr so long and want to contribute to my "get better" fund, I have a ko-fi!
#writing#tumblr guide#tumblr etiquette#marketing#writeblr#authorblr#artists of tumblr#og#tongue in cheek#long post
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#13: Doctor Strange [Marvel]
By the Eternal Vishanti, I welcome you back!
Today we're making the Sorcerer Supreme of the Marvel Universe-616, Doctor Strange. This spell-slinging master of the mystic arts has been my favourite superhero for quite some time now, and I'm always excited whenever we get something related to him. Now, just a quick note – this build is going to be based on the comic book version of Strange, not the MCU one. We're having real spells and incantations, not some thinly-veiled Clarke's Third Law. #LetMagicBeMagic.
Next Time: The Gods call for us again. The Dragon King blesses us with his presence.
Now then, let's examine what we need to become the mightiest mystic of the Multiverse:
Arcane Artillery: Doctor Strange holds enough mystic knowledge to give Mind Flayers an indigestion. What he doesn't know, he can look up in his Sanctum Sanctorum's library. We need to be prepared to have a spell for almost any situation.
Mystic Fists of Fury: Before opening his Third Eye fully, Strange spent some time in Kamar-Taj under the tutelage of the Ancient One, practising his combat skills in case he was ever in a situation where magic would fail him.
The Old Favourites: Whatever incarnation of the character we encounter, Doctor Strange is almost always certain to have the following items on him: the Eye of Agamotto, the Cloak of Levitation, and occasionally the Book of the Vishanti. After the Last Days of Magic event, Strange found a likeness for weapons like shortswords, staffs, and axes.
---
Stephen Strange was an ordinary human, but due to the years of exposure to otherworldly mystic forces, his biology changed to not accept regular human food anymore. This sounds like a good excuse to make him Variant Human. We get a +1 to two abilities of our choice (Intelligence and Constitution), we know how to speak Common and one other language of our choice, we get to pick one skill to be proficient in (Investigation), and we get to pick a feat. The Medic feat gives us a +1 to Wisdom, proficiency with the Medicine skill, and the ability to tend to our party members' wounds on short rests (Medicine check [DC 15], if successful - the player can use the maximum value of their Hit Dice to regain Hit Points).
Although he started as a simple physician, the turning point of Strange's life was his training in Kamar-Taj. He gained skills and knowledge, vast enough to call himself a Sage. From this background, we gain proficiency in Arcana and History, we learn two more languages, and we gain the Researcher feature; when we're to recall a piece of lore, and we don't know it, we usually can figure out where to find the information (be it a library, a temple, or somebody's private collection).
ABILITY SCORES
Intelligence is our primary stat, serving as our casting ability and our pride. Next is Constitution, all casters need to keep it high. We follow that up with Wisdom, lessons of the Ancient One granted us both humility and broadened our horizons.
Dexterity is a little low, but we'll take care of that later. Charisma is next, even after his training was complete Stephen can be a bit of a jerk and refusing to hear anyone but himself. Finally, we'll dump Strength.
CLASS
Assigning a D&D class to Doctor Strange was a very (and I mean very) difficult task. Starting off, I had to disregard his Sorcerer Supreme title, because in D&D sorcerers are born with the ability to wield magic. Strange had to study and practice to get his powers, so that makes him a Wizard. Kamar-Taj is also dedicated to studying the teachings of the Vishanti, a trinity of god-like beings who give the Sorcerer Supreme their powers, so that would make Strange a Cleric. Finally, he also draws powers from deals he made with otherworldly entities (such as Cyttorak, the Faltine, Munnopor, Watoomb, sometimes even Dormammu himself), which screams 'Warlock', except there's no way to incorporate multiple patrons without homebrewing. It wasn't easy, but I am satisfied with what I've created. Hopefully, you'll be, too.
Level 1 - Monk: We start just as Strange started, by honing our body first. Monks get the d8 Hit Dice, [8 + Constitution modifier] initial Hit Points, proficiencies with simple weapons and shortswords, and proficiency in one set of artisan's tools or a musical instrument (I'd go with alchemist's supplies). Our saving throws are Strength and Dexterity, and we get to pick two class skills (Insight and Religion).
Monks start with Unarmoured Defence. When we're not wearing armour, or holding a shield, our AC equals [10 + our Dexterity modifier + our Wisdom modifier]. We also get Martial Arts, which gives our unarmed strikes some more power. We can now use Dexterity instead of Strength for our unarmed strikes attack and damage rolls, we replace our Strength modifier with a d4 for damage of our unarmed strikes, and if we use the unarmed strike (or a monk weapon) on our turn as an Attack, we can use a bonus action to make an extra unarmed strike.
Level 2 - Monk: We get more mobile with Unarmoured Movement. Our ground speed increases by 10 feet if we're not wearing armour or holding a shield.
We also get access to the Monk's signature feature, the Ki energy. We start with 2 Ki Points, which we can spend on the following abilities:
Flurry of Blows: Spending 1 Ki Point after making an attack, lets us make two unarmed strikes as a bonus action;
Patient Defence: Spending 1 Ki Point lets us take a Dodge action as a bonus action on our turn;
Step of the Wind: Spending 1 Ki Point doubles our jump distance for the turn, and we can take the Dash or Disengage actions as a bonus action.
Level 3 - Wizard: We finally begin our study of spells and arcane arts.
Unfortunately, multiclassing into Wizard does not give us any additional benefits. We do, however, get Arcane Recovery. Once per day, during a short rest, we can choose a number of expended spell slots and refill them. The number must be equal to half of our Wizard level (rounded up), and the recovered spell slots cannot be 6th-level or higher.
Wizards also start with Spellcasting at their 1st level, and they know both cantrips and ritual spells. Our spellcasting ability is Intelligence, but unlike many other casting classes we do not get a full access to our spell list. Instead, we start with six spells in our spellbook and get two more each time we level up. Then, we can only prepare and use [Our Intelligence modifier + our Wizard level] spells at once. Describing all of those spells we pick would make this post over a mile long, and I've made that mistake with Sypha. To not make this a chore for you guys, I decided that from now on whenever I make a Wizard (or, a build where Wizard is a majority), I will simply list the spells we pick without descriptions. Let's be honest, if not here, you'll certainly find those in a different build. Alright, let's begin! First, we get to pick three cantrips:
Fire Bolt
Mage Hand
Minor Illusion
When it comes to our starting spells, let's take these six. Remember, we can only prepare a certain number, and we start with only two 1st-level spell slots.
Alarm
Detect Magic
Fog Cloud (to represent the Mists of Munnopor from the comics)
Shield (of the Seraphim)
Magic Missile (as a stand-in for the Daggers of Daveroth)
Sleep
Level 4 - Wizard: We get to pick our subclass, our Arcane Tradition. For Strange, who can be any combination of Wizard, Cleric, and Warlock, the best choice is to pick Theurgy from 2017 Unearthed Arcana. Theurgists are religious magic-users, who focus more on the arcane research rather than prayer and worship.
With Divine Inspiration, we get to select a Cleric Domain and a deity we wish to follow. Ask your DM if it's possible for you to worship three gods as a collective, a magical triumvirate. For your own Vishanti I suggest Mystra, Mother of All Magic, Azuth, the Lord of Spells, and Savras, the All-Seeing. For a Wizard, I'd say there's no better choice than Knowledge Domain.
We also get Arcane Initiate, which lets us replace spells we learn as we level up with the cleric spells of our chosen domain. What's cool about that feature is, other wizards cannot copy those spells from our spellbook. If we get all of our chosen domain's spells, we can keep replacing spells we learn with spells from the Cleric spell list.
Finally, we gain the Cleric's unique skill - Channel Divinity - except in our case it becomes Channel Arcana. We start with two effects: Divine Arcana and the effect granted by the chosen domain. Unlike Clerics, we can use the Channel Arcana once per short or long rest.
Divine Arcana lets us use a bonus action to control the flow of magic in the area. The next spell we cast gets a +2 to its attack roll or saving throw DC.
Knowledge of the Ages grants us quick insight into a skill we're not familiar with. For the next 10 minutes, we're proficient with one tool set of our choice or proficient in one skill we choose.
We gain one more 1st-level spell slot, and for this level's two spells let's get Feather Fall, and Command from the domain list.
Level 5 - Wizard: At this level we unlock 2nd-level spell slots, and we can access 2nd-level spells. Let's get Hold Person (for Strange's famous Crimson Bands of Cyttorak) and Icingdeath's Frost from 2021 Unearthed Arcana: Draconic Options (for the Icy Tendrils of Ikthalon).
Level 6 - Wizard: Time for our first Ability Score Improvement! As is the rule of thumb with all Wizards, boosting our Intelligence is a priority. That's what we shall put the 2 points into.
For this level's spells, we get another cantrip (Light), and let's take Locate Object and Mirror Image (to represent the Images of Ikonn).
Level 7 - Wizard: We unlock 3rd-level spell slots. Let's get Dispel Magic, and we can get Fly to finally get a representation for our Cloak of Levitation.
Level 8 - Wizard: We get our first subclass upgrade. Arcane Acolyte grants us the 1st-level benefits of our chosen domain. For Knowledge domain, it's Blessings of Knowledge; we learn two languages of our choice and get proficiency in two skills... which we pretty much are proficient in already. To not waste a feature, ask your DM if you can double your proficiency bonus for those two skills instead. If you get a 'yes', pick Arcana and Insight.
For this level's spells, let's get Counterspell and Magic Circle.
Level 9 - Wizard: From here, we get access to 4th-level spell slots. Banishment and Dimension Door seems like exactly what we need to keep enemies at bay and have fun with portals.
Level 10 - Wizard: Halfway through the build, and we get an ASI. Let's cap our Intelligence at 20, with those two points.
For this level's spells, let's grab Arcane Eye and turn back a little and get Speak with Dead from our domain list, as it is one of few spells not available to Wizards.
Level 11 - Wizard: We get access to 5th-level spells. With Contact Other Plane and Legend Lore, we become an even bigger magical know-it-all to aid our party.
Level 12 - Wizard: For our subclass upgrade, we get Arcane Priest, which grants us the Knowledge Domain's 6th-level benefit - Channel Divinity: Read Thoughts. One creature within 60 feet of us must make a Wisdom saving throw, or grant us access to its surface thoughts (emotions and active thoughts, no deep secrets or hidden motives) for 1 minute. During that time, we can also use our action to cast the Suggestion spell on the target; they fail their saving throw automatically.
We also get our final cantrip for this build (Sword Burst), and we get two more 5th-level spells: Planar Binding and Wall of Force.
Level 13 - Wizard: We unlock 6th-level spells. With Globe of Invulnerability and True Seeing, we upgrade our Shield of the Seraphim and give our Eye of Agamotto even more mystic abilities (as it should have had!)
Level 14 - Wizard: Time for another ASI! Let's put one point into Constitution for better HP chance, and one into Dexterity.
Arcane Gate finally gives us a proper yellow sparkly portal thingy, and let's get Chain Lightning for some much needed offensive capabilities.
Level 15 - Wizard: We're getting into 7th-level spells at this level. Mordenkainen's Magnificent Mansion allows us to recreate our very own Sanctum Sanctorum, and with Project Image we can get Strange's Astral Projection.
Level 16 - Wizard: At this level, we get our final subclass upgrade (and we cross the 100 HP mark, yay!). Arcane High Priest grants us the Knowledge Domain's 17th-level benefits. Visions of the Past lets us spend at least 1 minute of meditation to receive information about a specific object we're holding, or our immediate surroundings:
Object Reading - we learn of the object's previous owner. We know how the person came into contact with the object, how they lost it, and a significant even in their life tied to the object.
Area Reading - we see the events that transpired in the specific location (up to 50-foot cube), going back a number of days equal to our Wisdom modifier.
For this level's spells, let's get Plane Shift and Teleport to double-down on Strange's interdimensional travels.
Level 17 - Wizard: Time for 8th-level spells.
Illusory Dragon is a nice nod to the great "Doctor Strange and the Sorcerers Supreme" series (go check it out, it's awesome!), and Maze is another good banishment-type spell to have. Just don't use it on minotaurs.
Level 18 - Wizard: For our final ASI, let's put two points into Dexterity, leaving us unfortunately with an odd number (hopefully, you'll manage to find some ability-increasing item or benefit in your adventure).
For this level's spells, let's grab Power Word: Stun and Demiplane is a good combo to immobilize a foe and send it to the Shadow Realm Mirror Dimension.
Level 19 - Wizard: We unlock the pinnacle of D&D arcane, the 9th-level spells... that is, unless your DM introduces High Magic, which is... whew, a league of its own.
Time Stop and Foresight give us those Time Stone abilities (for all you MCU degenerates. Yes, I know what I said, but Strange was given the Time Stone in his new run, so I did not lie!)
Level 20 - Wizard: Our capstone is Wizard 18, which gives us the Spell Mastery feature. We get to choose one 1st-level spell and one 2nd-level spell from our spellbook and make them our signature moves; we can now cast them at will, without expending a spell slot. Shield and Hold Person seems like a good choice here.
For our final spells of this build, we cannot go without Astral Projection, and let's get Imprisonment a chance.
---
And there we go! Doctor Strange, Master of the Mystic Arts. Let's see what we've created:
First of all, we're the epitome of Wizard, we're a great utility caster and a pretty good support, with Internet-like capability of finding information. We're don't have a lot of damage-dealing abilities, like Sypha did, but remember - Wizards also get spell by finding them in the world and copying them in their spellbook. This here is only what we get automatically. Go and roam the world in search for that Fireball!
We have AC of 14, but with Shield (and later making it pretty much permanent) it can get up to 19, and we have 130 Hit Points on average. Our speed is also a little better, with 40 feet of movement (plus flying thanks to the Fly spell).
Unfortunately, our Charisma and Wisdom are not great, so those saving throws might be difficult. Our Strength is also not the greatest, so we're pretty much forced to fight with magic.
---
And that is it! Next time, we return to SMITE for a few builds, as I absorbs information about Fire Emblem: Three Heroes. Also, the game devs just released a teaser for Morgana le Fay, and my first reaction was 'Hexblade Warlock'. Do you agree?
Anyway, hope you enjoyed it and your day is going great. I'll see you next time!
- Nerdy out!
#dnd#d&d 5e#dungeons and dragons#character building#marvel#mcu#doctor strange#stephen strange#sorcerer supreme#wizard#theurgy
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