blightbright
blightbright
blightbright
722 posts
AO3: redhandsredribbonsQueer person of color over 35. A fandom blog to indulge my Dragon Age special interest, especially Solas and Solavellan. Spoilers, some 18+ content, and disorganized tagging.
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blightbright · 20 hours ago
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the duality of man
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blightbright · 1 day ago
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adding that for trying to sleep when it's really hot, if you have access to bedsheets, water, and a freezer, try getting a sheet damp, freezing it, then sleeping under it. ideally do it with two so you can rotate them out. doesn't work forever but it can make things more bearable. (i have done this when i lived in the desert when i had electricity but temporarily no A/C.)
For all of the northerners that stood up for Texas during our freeze and said, "Don't make fun of them, they've never dealt with this before. Their infrastructure isn't made for snow and freezing."
This one is for you.
Where I live 108°F with 80% humidity with no wind is normal.
Pacific North West is dealing historic best waves 35-40°C or 95-105°F.
First of all. Don't make fun of them for bitching about the heat. Just like Texas isn't built for a freeze and our pipes burst, Pacific North West isn't built for heat and a lot of their homes don't have AC.
If you live somewhere with a high humidity like 80+ HUMIDITY IS NOT YOUR FRIEND. The "humidity makes it feel cooler" is a lie once it gets beyond a point.
If you live somewhere with a lower humidity, misters are nice to cool off outside.
Once you get over 90°F (32°C) a fan will not help you. It's just pushing around hot air. (I mean if you can't afford a small AC unit because they're expensive as hell, by all means a fan is better than nothing).
If you have pets, those portable AC units aren't safe. If your pets destroy the outtake thing, it'll leak CO2. Window units are safer.
Window AC units will let mosquitoes or other small bugs in. Sucks, but that's life.
Now is not the time to me modest. If you have to cover for religious reasons, by all means. If you don't, I've seen people wear short shorts and a swim top. It's not trashy if it keeps you from getting heat stroke.
If you do have to cover up for religious reasons, look for elephant pants or something similar. They're made with a breathable material.
Shade is better than no shade, but that shit it just diet sun after some point. Don't think shade will save you from heat stroke.
I know the "drink your water" is a fun meme now, but if you're sweating excessively you need electrolytes. Drink Gatorade, Powerade, or Pedialite PLEASE. I don't care if you're fucking sitting in one spot all day. That shit WILL save you from heat stroke.
Most importantly. RESEARCH THE DIFFERENCE BETWEEN HEAT STROKE AND HEAT EXHAUSTION PLEASE!
If you're diabetic and can't drink Gatorade, mix water, fruit juice, and either lite salt or pink salt
If you can afford it, cover windows with thick curtains to insulate the house
If you have tile floors, lay on them with skin to tile contact. If you don't, laying your head on cool counters works too.
If the temperature where you're at is hotter than your body temperature, don't wear heat wicking clothing. Moisture wicking is safe though.
Check your medication labels. Many make you more susceptible to sun and heat
-Room temperature water will get into your body faster. This is something I learned doing marching band in high summer in Georgia, and it saved all of our asses. Sip it, don't gulp it, especially if you're getting into the red; same goes for whatever fluid you're drinking. And just in general drink during the day.
-If you are moving from an air conditioned space to an un-air conditioned space, if at all possible try to make the shift gradual. When my dad and I were working outside and in un-ac houses a few years ago, he'd turn the air down to low in the truck about ten-fifteen minutes before we got where we were going. This way your body doesn't go from low low temps to high temps. S'bad for you.
-If you can, keep your lights off during the day. Light bulbs may not generate a lot of heat, but the difference is noticeable when it gets hot enough. I literally only turn my bedroom light on in the evening when it gets too dark.
Don't be afraid to just like... pour water on yourself if you need to. The evaporation will cool you off.
Put your hand to the cement for 15 seconds. If you can't handle the heat, it'll burn your dog's paws. Don't let them walk on it.
Dogs with flat faces are more prone to heat stroke. Don't leave them out unsupervised.
Frozen fruit is delicious in water.
Wet/Cold hat/handkerchief on your head/neck will help you stay cool.
Pickle juice is great for electrolytes! You can even make pickle juice Popsicles!
Heat exhaustion is more, "drink water and get you cooled off." Heat stroke is more "Oh my god call 911."
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Image Description provided by @loveize
[Image description: an infographic showing the difference between heat exhaustion and heat stroke. The graphic is labeled "Heat Dangers: First Warning." Signs of heat exhaustion: faint or dizzy, excessive sweating, cool, pale, clammy skin, rapid, weak pulse, muscle cramps. If you think you or someone else may be experiencing heat exhaustion, get to a cool, air-conditioned place, drink water if conscious, and take a cool shower or use cold compress. Signs of heat stroke: throbbing headache, no sweating, red, hot, dry skin, rapid, strong pulse, may lose consciousness. If you think you or someone else may be experiencing heat stroke, call 911. End description]
Be safe.
-fae
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blightbright · 2 days ago
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SOLAS + 'OLD ASTRONOMER TO HIS PUPIL'
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blightbright · 3 days ago
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blightbright · 4 days ago
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blightbright · 5 days ago
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and to think 30 years ago their people were at war
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blightbright · 6 days ago
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This coincidentally popped up on my dash at the same time as I stumbled across an old document on my computer with a canon quote from the Les Mis book by Victor Hugo, so I'm just gonna drop this here to spread the gay:
"A benevolent malefactor, merciful, gentle, helpful, clement, a convict, returning good for evil, giving back pardon for hatred, preferring pity to vengeance, preferring to ruin himself rather than to ruin his enemy, saving him who had smitten him, kneeling on the heights of virtue, more nearly akin to an angel than to a man. Javert was constrained to admit to himself that this monster existed. Things could not go on in this manner."
Javert.......... Javert. *grabs him by the shoulders* Javert.
Happy 24-6-01!
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blightbright · 7 days ago
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A+, unsarcastic 10/10 realism, because obviously when you develop trusting reciprocal relationships, of course possession can be fully consensual and at-will. and of course almost nobody would be aware of that in a society dominated by fearful beliefs about spirits.
legit the difference in our world between eeeeevil-themed horror movies featuring violent exorcism, versus the many many cultures that have healthy traditions of inspiration, temporary invocation, consensual ritual possession, etc.
You ever think about how dragon age spends 3 games going “possession can’t be reversed without killing either the spirit or the host” and saying that over and over and then in jaws of hakkon you meet the avvar who are like yeah our mages get possessed as part of their training and when the spirit feels they’ve learned enough it just leaves. and then we never get back to that
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blightbright · 8 days ago
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✿ now kiss  ✿
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blightbright · 9 days ago
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i unironically support this. it's been a billion years since i wrote my DA:O fanfic (ok, since 2014) so idk how it holds up but in my canon universe oghren becomes a midwife to the casteless in dust town and regains self-worth by helping people in dire need of healthcare, and his pottymouth crudeness basically morphs into friendly down-to-earth blunt guidance on a very messy process and pregnant people fucking love it.
he names his kid after the warden (i think that's canon IIRC) and in my solavellan fic i have a tiny reference to solas reading a book by a healer, ru kondrat (oghren's kid, now grown up), who's trying to figure out the impact of lyrium on dwarf health. but anyway ANYWAY A N Y W A Y all i'm trying to say is that i even have a setup where solas could become aware of oghren's existence (OH AND ACTUALLY BECAUSE OGHREN IS MY WARDEN'S FRIENDO AND MY WARDEN IS AN ELF MAGE WHO GETS TRICKED BY THE DREAD WOLF AT ONE POINT, MORE AWARENESS POSSIBILITIES) but here are other reasons outside of my own canon that i can think of re: why this ship is interesting:
contrast makes for an interesting dynamic, and on a surface level, solas/oghren conversations would have a significant amount of contrast/conflict
weird similarities between mythal and branka
extreme similarities between oghren and solas in terms of self-hatred, shame, and the feeling of having made huge mistakes and hurt people
extreme similarities between oghren and solas in terms of both being seen in public opinion as figures worthy of disdain and rejection
oghren literally starts regaining a connection to dreams and the stone after the warden joining ritual which would interest solas GREATLY
oghren is fine hanging out with embodied spirits as his friends
talk about someone solas would start out seeing as crude and with no redeeming characteristics only to realize he was wrong
i'm here for it
expand on your solghren vision PLEASE
i was of course thinking about the ever-iconic solghren progenitor post. however if i can be so serious. about solghren. when oghren is written seriously i think he can genuinely be really perceptive - this banter with shale Is in my head always
Oghren: I think I got it, now. Why you claimed to forget about the murdering bit.
Shale: Oh? Do tell. Does it involve prostitutes and quaint mining references?
Oghren: You're embarrassed.
Shale: I am embarrassed?
Oghren: You're a proud one. If I know anything, it's when someone's too proud for their own damned good. And whatever that mage dug up in you, it made you lose control, didn't it?
Oghren: You go on and on about how humans are weak and they die so easily--and you should know, right? Slip up once and they die, just like that.
Shale: This is its theory?
Oghren: I bet you even liked the guy. Easier to believe you killed someone you hate, though, huh?
Shale: I... It knows nothing. It knows less than nothing.
Oghren: About screwing up, (Laughs) I know lots. More than lots. But you just go on thinking whatever you like, stone-britches.
i honestly think they would be so so funny to play off each other in this particular way. if fucking oghren gets a scarily accurate read on solas, who cannot STAND his behavior but also has to wrestle with the fact he's kind of big-picture at fault for everything that happened to the dwarves and contributed to oghren's particular tragedy. part of the fun is, of course, that solas IS an elf and a mage but not especially effete so i think oghren would struggle to Categorize him easily. and of course i love it when solas is a cunt and oghren canonically is into that insult-flirting thing. solghren endgame
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blightbright · 10 days ago
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wait ok contemplating the implications of a world with a FULLY intact veil, completely cutting the waking world off from the fade. what would it do to thedas if there were suddenly there was no more magic, all gone overnight?
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blightbright · 10 days ago
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If you have achieved something, please remember to observe a mandatory period of basking in the warm glow of your achievement like a lizard on a stone, lest you teach your brain that effort is futile, actually, because it didn't get to enjoy its happy chemicals, so, naturally, nothing good ever comes of trying. (And no, avoiding punishment is not a reward!)
I recommend, like, 5% of basking time in relation to whatever time you invested into achieving the thing minimum. And if you can't make your own bask, friend-brought is fine (= tell your friends!).
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blightbright · 11 days ago
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"i didnt need to try very hard to do a bad french accent" - GDL
anyways this definitely direct quote from tevinter nights features in the latest chapter of the joplin-inspired fic i'm co-writing with @cursedhaglette: nothing beside remains so. go read it hehe :)
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blightbright · 11 days ago
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Oh no, you got isekaied into the last media you read/watch. You are now a background character dead center in the plot. Are you surviving.
Yes
No
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blightbright · 11 days ago
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Jason Schreier for Bloomberg reports: 'Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studio'
The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil
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Jason Schreier: "NEW: What went wrong with Dragon Age: The Veilguard? Why was the writing so tonally inconsistent? Why did it feel so shallow? Why were there so few choices? Really, after ten years of turbulence, it was a miracle that anything came out at all. This is the story [link]:" [source]
Rest of post under cut due to length.
"In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in. But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video-game publisher Electronic Arts Inc. had been under intense pressure. The studio’s previous two games, Mass Effect: Andromeda and Anthem, had flopped, and there were rumors that if Dragon Age underperformed, BioWare might become another of EA’s many casualties. Not long after Christmas, the bad news surfaced. EA announced in January that the new Dragon Age had only reached 1.5 million players, missing the company’s expectations by 50%. The holiday performance of another recently released title, EA Sports FC 2025, was also subpar, compounding the problem."
"As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson explained, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA’s share price promptly plunged 18%. “Dragon Age had a high-quality launch and was well-reviewed by critics and those who played,” Wilson later said on an earnings call. “However, it did not resonate with a broad enough audience in this highly competitive market.” Days after the sales revision, EA laid off a chunk of BioWare’s staff at the studio’s headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio. According to interviews with nearly two dozen people who worked on Dragon Age: The Veilguard, there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switcheroo that muddled development and inflated the title’s budget, they say, ultimately setting the stage for EA’s potentially unrealistic sales expectations. A spokesperson for EA declined to comment."
"The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, like Madden NFL, and light in the kind of adventure and role-playing games that BioWare was known for. Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released Dragon Age: Inquisition, the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title went on to win the much-coveted Game of the Year Award and sell 12 million copies, according to its executive producer Mark Darrah — a major validation of EA’s diversification strategy. Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next Dragon Age installment — code name: Joplin — aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio’s focus to more pressing titles coming down the pike. In 2017, BioWare released Mass Effect: Andromeda, the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft Inc.’s Casey Hudson, an alumni of BioWare’s early, formative years."
"Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as Destiny and Overwatch, in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into Anthem, a live-service shooter game that checked all the right boxes. One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whisky. The next Dragon Age sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved. “I wish that pivot had never occurred,” Darrah would later recount on YouTube. “EA said, ‘Make this a live service.’ We said, ‘We don’t know how to do that. We should basically start the project over.’” Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of Dragon Age — code name: Morrison — while everyone else helped to finish Anthem, which was struggling to coalesce. Goldman pushed for a “pulpy,” more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series."
"In February 2019, BioWare released Anthem. Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative. In the wake of BioWare’s second consecutive flop, the multiplayer version of Dragon Age continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would only experience once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn’t die because they had to persist for multiple players across never-ending gameplay. As the game evolved over the next two years, the failure of Anthem hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building “Anthem with dragons.” Throughout 2020, the pandemic disrupted the game’s already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare’s new studio head, revealed yet another shift in strategy. Moving forward, the next Dragon Age would no longer be multiplayer."
"“We were thinking, ‘Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?’” McKay later told Bloomberg News. “No, we need to get back to what we’re really great at.” In theory, the reversion back to Dragon Age’s tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game’s fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible. This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they’d be stuck with those old decisions with no chance to stop and reevaluate what was working. At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an “alpha” build of Dragon Age to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game’s biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games."
"But Dragon Age’s multiplayer roots limited such choices, according to people familiar with the development. BioWare delayed the game’s release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream. In 2023, to help finish Dragon Age, BioWare brought in a second, internal team, which was working on the next Mass Effect game. For decades there’d been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the Dragon Age crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the Mass Effect group was called the USS Enterprise, after the Star Trek ship, because commands were issued straight down from the top and executed zealously. As the Mass Effect directors took control, they scoffed that the Dragon Age squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the Mass Effect team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating Dragon Age leaders who had been told they didn’t have the budget for such big, ambitious swings."
"“It always seemed that, when the Mass Effect team made its demands in meetings with EA regarding the resources it needed, it got its way,” said David Gaider, a former lead writer on the Dragon Age franchise who left before development of the new game started. “But Dragon Age always had to fight against headwinds.” Early testers and Mass Effect leads complained about the game’s snarky tone — a style of video-game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman’s vision for the multiplayer game. Worried that Dragon Age could face the same outcome as Forspoken — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game’s dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game’s poor reception with fans.) A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors strike limited the writers’ ability to revise the dialogue and create new scenes. An initial trailer made the next Dragon Age seem more like Fortnite than a dark fantasy role-playing game, triggering concerns that EA didn’t know how to market the game. When Dragon Age: The Veilguard finally premiered on Halloween 2024 after many internal delays, some staff members thought there was a lot to like, including the game’s new combat system. But players were less impressed, and sales sputtered."
"“The reactions of the fan base are mixed, to put it gently,” said Caitie, a popular Dragon Age YouTuber. “Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.” Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is now working on the next Mass Effect. After three high-profile failures in a row, questions linger about EA’s commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area. Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA’s annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co. Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits like Cyberpunk 2077, Elden Ring and Baldur’s Gate 3. In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new. “That said, if they shuttered the doors tomorrow I wouldn’t be totally surprised,” Creutz added. “It has been over a decade since they produced a hit.”"
Article by Jason Schreier. [source]
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blightbright · 11 days ago
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Vincent Price hosts The Horror Hall of Fame (1974)
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blightbright · 12 days ago
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Trickster
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