Can we take a second just to admire cc!Joel Smallishbeans. Like my guy is currently on two smp's, he keeps up with Hermitcraft, he is somewhat present on SOS. Also his base is incredibly detailed, its large, and he has gotten really good at armor stands out of nowhere. He updates an average of once a week, he took a vacation to Japan and still managed to keep up with Hermitcraft.
He can follow the bit and has an uncanny ability to stop himself from being the butt of the joke. Like for example the neck kisses thing was at first a kind of 'ha ha that's really weird Joel' then he leaned into it so hard that now Etho is the one obsessed with Joel's neck kisses and both of them are obsessed with each other and its not just Joel.
And the whole ieseki harem bit too?? Like he has half of the server around his finger cause of a bit.
Also he is actually kind of good at tricking people? Like bro convinced three (I think) people that Etho built the statues not him.
Hes funny as hell and also he is like really bold? Like my guy posted himself singing a Minecraft parody to 'Money Money Money' he makes Hollywood level intros in Minecraft. His intros are the best by the way always have been. They're more elaborate now and they are really funny but there was a charm to when his intros were him standing in front of a horse hilling machine with no acknowledgment of it.
Joel appreciation post completed
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Season 9 Hermits as DND heroes and villains... (Mostly villains)...
The Dungeon Master... The Warden Wrangler... The Frost Warlock... TangoTek...
The Gorgon King... The Statues Sourseress... The Undead Sculptress... ZombieCleo...
The Immortal King... The Forgotten Ruler... The Wealth Hoarder... Ren the King...
The Bone Mage... Axe of The Screaming Void Wielder... The Musical Necromancer... XisumaVoid...
The Vampire Lord... The Treacherous Backstabber... The Keeper of Vaults... Mumbo Killsalot Jumbo...
The Cursed Knight... The Honourable Hero... And His Inner Demon... WelsKnight...
The Elven Archer... The Magical Baker... The Mattress Store Owner... GoodTimesWithScar...
The Dwarven Warrior... The Realm Liberator... The King Slayer... ImpulseSV...
The Forest Protector... The King Maker... The Leshy... BdoubleO100...
This whole project started long ago with an ask by @theshadiertwin two months ago... Shockingly, the Idea of using a DND-character creator for creating actual DND-characters instead of little vignettes never occured to me... But I really wanted to model every Hermit first... If you have any ideas of what class each hermit can be, please tell! And I will be making a part 2 someday...
Bdubs one has a little bit of a backstory... It's conceptually based on this model of Inscription-Leshy Bdubs by my good friend @randomtotallyrealgirl... But made more akin to slavic view of Leshy as a Forest Guardian... It's not a cultural appropriation, if it's my culture...
Rens also from slavic folklore, he was inspired by Koschey the Immortal who conquered death, hoarded enormous amounts of wealth and spent his forever life by withering over it...
You can use them freely, play as them, put them as npcs in your homebrew, come up with stats and character builds, go nuts! And there are some nice secrets, if you view them in 3D...
I just need to add them to the growing google doc of my models... And actually post said doc on my blog... Yeah... Soon...
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Shinomori is cute. Here's a post.
He is so baby-faced. He hasn't changed at all since he was 22, to when he died of "old age" at 40
(Old age? With a face like that? 40 years old?? Gimme that kind of youth and hotness Shinomori-)
He has tiny eyebrows. Like a puppy's (rottweiler's, for example). So cute and tiny and fuffy
He naturally frowns. Look at him and his mouth and his lil nose
He has a thing about keeping his arms near his chest. He sits with his arms crossed, introduces himself with his hands over his torso, and even walks with his arms crossed toward Midoriya
He has such clear skin for someone who lived the rest of his life in a forest??? Why do Hikage and Yoichi have such nice skin despite living in terrible environments? (forest and vault + abandoned streets respectively)
Is easily scared
They knew their Quirks could be used, but Shinomori got scared of it when it happened. Even though he gave Midoriya his support and access to his Quirk beforehand. Depending on the translation; "it startled me", "you scared me", "it surprised me"
I'm not going to hold running from AFO against him because he knew he was running for his life. Who wouldn't run for their life when it's in danger? Shinomori was being chased by the strongest person in the country (and likely the world)
His sense of self-preservation is probably heightened by the nature of his Quirk to keep him out of danger too. Which makes him all the more sensitive and jumpy to danger and anything that startles him, especially when he has no warning
He's actually extremely tall, but is so socially inept and jumpy it's adorable. He's taller than Bruce.
Bruce is as tall as a vault door that the 2m AFO used.
(Meanwhile Kudo is down there-)
He has such a bad sense of humor that it's cute (his puns off Danger Sense)
It's also adorable how Shinomori just doesn't understand social conventions sometimes. He lived in a forest, so it made sense, but also— Midoriya shows up in the void to the vestige platform for the first time. He has no mouth, no clothes—and Shinomori's first idea is to stand in front of him menacingly and go: "I shall explain. I am Shinomori Hikage." SIRRRR
This.
His Ability is basically like glorified anxiety. What if something is coming to hurt him? If something can hurt him? What if that tree falls while he's under it? And the ideas come so hard they hurt (although yes, it does detect ill intent and that's what sets it off)
He talks weirdly. Formal? Old-fashioned? Listening to him speak Japanese compared to others, it just sounds a bit different. (Translated subs don't show it very well, it's the voice itself methinks)
"This too, is destiny." *about Midoriya having OFA*
Kinda wise or sage-y. He did spend his life in solitude in the forests so he definitely spent a lot of time with his own thoughts. Maybe he found the meaning of life in a centipede or something one day
For someone so cute, he is also such. A fine. Specimen???
Look at those back muscles, dang.
LOOK AT HIS CALVES AND ARMS DANG.
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Mawkin children undergo several maturity rites before they're granted full tribal citizenship. The first occurs around eight years old, involving a basic academic evaluation and the child's choice between a physical fitness test or a dream-walk.
The evals are simple: how much has the child learned, what do they know, where can we supplement their education, etc. How can we stimulate their curiosity and foster a lifelong love of learning? Have they displayed any skills or passion for any particular subject? How can we encourage their hobbies and interests? Those are the kinds of questions the adults involved in carrying out the evaluation are asking themselves.
The evaluations help parents figure out (or reaffirm what they already know) ways to engage their childrens' interests in a fun or productive way, and how to help their child along the path to success, academic or otherwise. Every child is different: they have their own needs, and while 8 years old isn't old enough for anyone to ascertain exactly what they wanna be when they grow up, the evaluation is a good starting point for the rest of their academic track until their next formative rites.
The next part of the rites is a branching path. The fitness test is typically favored by more outdoorsy or athletic types, as well as children who are afraid of specters or arent very interested in the old ways. That's fine: old people stuff can be boring! The priests go on and on about the ancestors during holidays, but you're eight years-old and you've never seen the ancestors show up before, so big whoop. You've got toys to play and things to learn.
Another general assumption is that children who are likely to grow into steadfast warriors or athletes may pick the fitness test enthusiastically and without thinking about it, but again, this is an evaluation, and the kids are like, eight. Nothing is set in stone. Eight year olds also typically love playing outside.
A number of kids, hearing about all the cool things their elders know and are capable of, or just being curious about what their ancestors might have to teach them, opt for the dream-walk.
The dream-walk involves exposure to psychoactive fumes, but is nonetheless completely safe: the kid is monitored and made as comfortable as possible.
The dream-walk is overseen by priests and doctors. The burners are lit and the trial-goer falls asleep, entering a state similar to lucid dreaming.
Everyone's experience is different. Some kids have profound surreal experiences: others spend the entire time sitting at a table with a long-dead ancestor having a meal. Some kids are shown events from the past by an old ghost: some even experience said event from the perspective of someone who was there when it happened.
For others, the dream is of an old-fashioned hunt, typically guided by a departed grandparent or neighbor. It's not unusual for Mawkin kids to have experienced the act of hunting for food or sport by this point in their lives: many who hunt take their babies out with them on their backs. The quarry during the dream-walk, however, is typically more than your mundane game beast.
Tribal scholars and doctors of psychology have posited that the dream walk largely reflects the experiences of those involved. Formative memories and strong feelings, they believe, greatly affect the appearance of conjured apparitions in the dream. If a kid is fighting any demons at eight years old or harbor any powerful fears, they may very well be forced to face them head-on during this trial.
Therein lies the value of the dream-walk: it's not just a curiosity to get the kids to engage with cultural practices of yore, it has utility in teaching children valuable lessons through experience without actually making them fight the six-eyed serpent of a hundred and seventeen mouths. And they're usually not facing it alone: the ancestors quite literally walk with plenty of kids during these trials.
There are some truths a given child must face alone, and plenty do. But when they wake, they will find themselves among familiar company, the sweet smell of wood smoke permeating the air and a feast awaiting back home to celebrate their first milestone towards becoming an adult.
Some kids don't fight any major bosses or experience the heat death of the universe through the eyes of a slug, instead deriving value from the dream-walk in the form of sensory-guided introspection. The lesson they learn may not even be apparent to them until six years down the line. It doesn't have to be deep: it can just be an experience that gives then a new perspective on the world.
The senses are heightened supremely during the dream-walk, allowing the dreamer to experience the world in a whole new way. Tasting color, feeling the vibration of every sound beneath one's skin, perceiving the shape of every smell. Even if the kid walks away thinking "huh, I've never experienced the world that way before", the trial will have been a success. In the very least, a child should come out of that dark room with a unique memory for them to examine later on.
Several minor rituals and evaluations occur around twelve and fifteen years, but the foremost citizenship rites occur around seventeen, when an individual's stomach is strong enough to handle sap wine in greater quantities without suffering catastrophic liver failure. The dream-walk is a requirement this time around, as well as a combat test. The combat test is the actual rite that determines one's status as an adult: the mandatory dream-walk occurs beforehand as a way to shed all doubts about the strength of one's resolve if they have any insecurities, and perhaps gain some personal insight in the process. Introspection assisted by psychoactive substances.
You may be wondering how those with varying degrees of disability come of age if they can't engage in the rite of combat. There are alternatives to the combat test if the participant doesn't feel able enough to fight, or otherwise can't exert themselves without experiencing undue pain and discomfort.
There are alternative rites for individuals of every combination of physical and cognitive impairment, and all are treated with the same gravity and dignity afforded to the typical rites. Poetry recitals, music, research projects, an oath of maturity: these are a few examples of things disabled Mawkin have done to establish their claim to adulthood in place of the rite of combat. An individual doesn't have to be "good" at something: they just have to show that they accept the responsibility that comes with being an adult, or are otherwise committed to their community and the tribe at large.
For some people, that commitment comes in the form of thriving to the best of their ability. Surviving to the next day, striving for tomorrow to hurt a little less than yesterday. It doesn't matter whether they can "contribute" or be a "productive member of society": all are one, and one serves all. The Mawkin take community very seriously. There's an age-old adage that says something to the effect of "if one is suffering, all are injured", and "when one is deprived of dignity, we are all cast naked face-down into the mud".
Anyways, that's how juvenile Mawkin are granted all the rights, responsibilities and privileges that come saddled with being an adult. It's worth noting that most of these rites line up with a typical Chozo's molting cycle, with the final rites occurring just as young warriors are shaking off the last loose feathers of their old coat and displaying their first (clear) adult patterns.
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okay i need to share an au idea but the art sucked so im just telling it rn.
the au is about a small seaside town named (INSERT NAME, maybe like Hermit cove or smt) , which is perfectly normal thank you. The residents have formed a small yet tight-knit community. the town sees basically no tourists despite the wonderful location, and again it is perfectly normal except one thing. There's a small office in the local government building reserved for the Bureau of Strange Happenings, where residents have to report anything strange they claimed to see. It was set up in the 90s, when a lot of tourists came to the town and claimed to have spotted cryptids, and wouldnt stop bothering local law enforcement about it. And reports have been coming in consistently for the past few years. tree bark that writhes and breathes, veins spread through the soil, the lakes turning red. Still these reports are all readily dismissed by the one who writes up all the incident reports, Grian. in his hermit permit esque glory, he is just as disinterested and would rather be fishing.
there's a lot of other residents. Local fisherwoman Gem, who seemingly just appeared two years ago and runs a small shop. Pearl, who does oddjobs around town and helps out anyone she can (shes recently taken up the job as mailman). Scar, one of the more paranoid residents who sees like something "weird" every other day (grian is so done with him). Recently the town has two new residents, joel and skizz, and through sheer bad luck they uncover more than they wanted about the idyllic little town.
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