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#Park City Activities
highstarranch · 2 years
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Discover the Magic of Snowshoeing in High Star Ranch!
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Have you ever wanted to experience the beauty of winter but are afraid that cold temperatures will keep you indoors? If so, snowshoeing at High Star Ranch is the perfect activity for you! Located near Park City Activities, Utah, this ranch is great for exploring the snowy landscape and taking in some stunning views. Here's what you need to know about snowshoeing at High Star Ranch.
The Perfect Winter Activity
High Star Ranch offers miles of trails that are perfect for snowshoeing. Whether you're an experienced snowshoer or a beginner, there's something here for everyone. Trails range from easy routes suitable for families with small children to challenging paths sure to test your endurance. And if you're looking for something a bit more extreme, there's even a terrain park specifically designed for snowshoeing!
The terrain park is equipped with jumps and other obstacles for those who want an adrenaline rush. Of course, these obstacles are only recommended for experienced snowshoers as they can be dangerous, and safety must always come first in extreme sports like this one.
A Fun Activity For All Ages
Snowshoeing isn't just restricted to adults; kids can have fun too! The trails at High Star Ranch offer plenty of Park City Activities for kids to explore the beautiful winter scenery while they get some exercise and fresh air. Plus, since it's a low-impact activity, it won't take too much out of them! And don't worry if your family doesn't own any snowshoes; rentals are available on-site, so everyone can join in on the fun without having to buy their gear.
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Snowshoeing at High Star Ranch is an activity suitable for all ages. Kids as young as four can join in the fun with specially designed snowshoes and trails that are just right for their size and skill level. Even adults can enjoy the experience of exploring the snowy landscape on two feet!
The terrain park at High Star Ranch is an exciting and thrilling way to explore the beautiful winter landscape. It features a variety of jumps, stunts, and obstacles that are sure to test your skill level and stamina. With these challenging trails and obstacles, experienced snowshoers can have an adrenaline-pumping experience.
Conclusion:
Snowshoeing at High Star Ranch is the perfect way to experience winter in all its glory! With trails ranging from easy walks around the ranch to extreme terrain parks filled with jumps and obstacles, there's something here for everyone, regardless of age or skill level. So grab your friends and family and head to High Star Ranch this winter—you won't regret it!
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nando161mando · 1 month
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📣 FREE THE PRISONERS FREE THEM ALL! BREAK THE CHAINS, LET THEM FALL! 📣
This upcoming Saturday August 17th the NYC Revolutionary Youth alongside organizations like For Our Liberation, Samidoun, and Saor Eire Anois, will be hosting a community gathering and fundraising event for political prisoners. Join us for good food, to strategize amongst comrades, to learn more about poltical prisoners, and to build a real presence of revolutionary forces amongst the community of West Harlem.
🗓️ Saturday August 17th
⏱️ 4pm
📍St Nicolas Park (130th St and St Nicolas Terrace)
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charliextea · 2 months
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if it floods here i will simply drown. no amount of phone calls from loved ones is going to convince me to leave behind my cool stuff. i’ll just die 😔
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snapbackslide · 16 days
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ramen dinner with the girls tonight 🤩❤️‍🔥
#i'm so excited !!#and also nervous bc we haven't hung out in forever 🥹#which means yay lots to catch up on & that's always fun#but also means they might bring up -certain- things that 😭 i do not wanna talk about ever again lol#that's the problem with not seeing each other as often is having to discuss things that happened months ago..#but what are ya gonna do 🤷‍♀️ it's hard to hang out regularly since we all got full time jobs#+ we live and work far away from each other & the weather always sucks & eating out gets expensive 😫#our vacations are on different times too#and now it's getting darker earlier so... yeah#it's getting less and less safe to hang out at night here and even in broad daylight too man 🙃#we gotta find more activities to do lol but usually i'll see one of them for coffee and walks & those are my fav#man i just wish i lived closer to my friends it sucks#cause even if it's easier now than it was years ago bc i can drive to them#there's alwayssssss construction and traffic the city is horrible#like we mostly just hang out in the suburbs now bc of that. sure there's less options here but at least we can drive peacefully and PARK#that's also another major issue in the city ugh#and it's not even like public transit is a solid option there's always problems there too 🙃#get ur shit together montreal !!!! i wanna love you but you're so hard to love sometimes !!!!!!!!#anyway. i do miss the city i can't even lie. i never go downtown anymore 😢#and i miss my friends !!!!!!!! 😭😭#i'm so excited we're hanging out i hope we can do it more and more often#**#update: ok they didn’t ask about any of the things i was worried about so we good 😇
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caoimhe-from-hoenn · 2 months
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IM GETTING NORMAL PROBLEMS AGAIN
I had to shoo a Gyarados out of the public pool
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bookpdf · 7 months
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the state of city infrastructure in the US outside of like a handful of cities is so scary. why are there so many cars and so few sidewalks. why does a park take <10 mins to drive to and over an hour to take transit to. how is this even habitable for like. human beings.
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lucydacusgirl · 1 year
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Btw if you’re weird about cyclists I will block with abandon unless it’s funny enough. In places with the infrastructure to support cycling and places with decent public transport there need to be less cars on the road. I’m not even saying no cars but dramatically less. For the climate and for air quality and for safety. It’s cars that make roads dangerous for everyone not cyclists.
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luulapants · 1 year
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@mock-speed is so funny and smart and correct ❤️
Reminder that word 👏 policing 👏 is 👏 not 👏 activism 👏
Things that are not actual threats to people with mobility issues:
Words that used to be medical terms and are now insults used in ways completely divorced in meaning from their origins to the point that most people haven't even made the connection between the old meaning and the new one
Things that are threats to people with mobility issues:
Lack of ADA compliance in buildings
Rental scooters/bikes left on sidewalks
Inadequate snow clearing on sidewalks
Paternalism
The glue factory
Lack of public transit
Hills
A liberal virtue culture which prioritizes virtue signaling over practical activism
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cybercity-sunrise · 9 months
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aw guys today was so wonderful. i signed up for this guided hike with a naturalist a while ago and of course, it fell on one of arizona's like three annual rainy days. it wasn't cancelled but there were only two of us that came, so i was able to chat with the naturalist after. as soon as i mentioned i was in school for environmental engineering, she rushed me back to her office and gave me all of these book recs and her business card and even offered me a job lol. i love outdoorsy people! i love the outdoors!
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neverendingford · 1 year
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#tag talk#storytime sexcapades#sadness is canceled. met a really cute cool dude visiting town for work and stayed up all night talking and uhhh. other things.#I really am so ready to move. I wanna be in a college town with community music groups and a larger visible queer population ugh.#anyway. the more I experiment the more I realize I'm actually definitely trans and I would like certain bits lopped off 😕#I will literally never shut up about the connection between sex and gender. I'm sure there's some shortsightedness to it#because I'm speaking largely from my own experience with it. so obviously there's an implicit perspective bias there#but like. turns out when you're dissociated from your body it can be hard to enjoy certain body activities.#I'm mostly over showers now. it's way easier to see myself the way I want to be. still things I want fixed. but things are livable.#but yeh. sex is difficult when you're at war with your skin.#also. why do people do poppers. your head spin for a minute and you smell organic solvent for a while. my head spins all the time#like. “it's just like sniffing glue” bro why do people sniff glue I don't get that either“.#“it's like being drunk for a short time” I don't get why people do that either.#throwback to that time someone said I needed to not become an alcoholic and I just pointed to my four month old vodka bottle in the fridge.#idk. there's a use for it. alcohol is a CNS depressant and I love it for that. but only sometimes is that necessary.#anyway. I'm curious to try other substances but I fully expect to walk away going “eh. I don't get what the deal is with that”.#but we keep doing new things. for science. to learn about the world. and to become a more understanding person. understanding is everything#anyway. cool people do exist. I literally said that thing about not meeting people I like and the universe decided to be a joker about it#did I already say that we stayed up all night? sitting on the trunk of you car watching the stars on a warm desert night is a good vibe.#I like getting out of the city and finding a patch of desert to park in and just bathe in the night air. and it's better with company#the end. bye. I have an age of empires game to finish cause I paused it to go meet up with him. and now I have to finish it#ALSO. yeah I know.. vodka in the fridge. I've started putting it in the freezer just cause there's not as much room in the fridge
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victorluvsalice · 1 year
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AU Friday: Valicer In The Dark -- Character Playbooks
My Valicer In The Dark AU (where I put Victor, Alice, Smiler, and related characters into the setting of Duskwall from Blades In The Dark) also features in my upcoming Valicer PolyShip Week shenanigans, so I figured now was a good time to remind you of its existence and give you some more details on it -- specifically, a look at what I’ve come up with for the various “playbooks” (the BitD equivalent of a character sheet), both individually for Alice, Victor, and Smiler, and communally for their crew! Here is how my little gang is all statted out --
Alice:
Playbook Type: Cutter (the hard hitters and melee fighters)
Heritage: Akoros, born in Duskwall – daughter of the late Dean Arthur Liddell of Doskvol Academy (College of Immortal Studies)
Background: Labor – former dogsbody of the Houndsditch Home for Wayward Youth
Point Spread:
Insight: Hunt, 1 Study, Survey, Tinker
Prowess: Finesse, 1 Prowl, 2 Skirmish, 1 Wreck
Resolve: 1 Attune, 1 Command, Consort, Sway
Cutters automatically start with 2 Skirmish and 1 Command -- Alice is decently good in close-quarters combat (a combination of all the mental practice in Wonderland and genuinely having to scuffle with some overly-forward folks in Charhollow) and has a little experience in getting people to listen to her (we’ll say it’s from wrangling the kids in Houndsditch). She got four dots on top of that to assign in other places -- I gave her a bit of Study to reflect her background as the daughter of a respected college dean; a bit of Prowl because she’s learned the value of moving quickly, quietly, and skillfully; a bit of Wreck because she can really smash things up when given enough provocation; and a bit of Attune because I suspect Wonderland actually makes her a little more sensitive to the arcane forces within the city (her hallucinations sense things before she does).
Starting Special Ability: Not To Be Trifled With – can push herself to perform near-superhuman feats of physical force or take on up to six people without penalty (like fighting off a bunch of Bluecoats trying to wrongfully arrest her and her new friends for murder).
As for future special abilities, from the Cutter playbook I already have in mind Vigorous, which allows her to heal faster and better (since I already have her healing surprisingly well as a headcanon in general), and Bodyguard, which gives her +1 die to resist any consequences while protecting a teammate, and +1 effect to any rolls regarding gathering information about potential threats (Alice takes protecting those she cares about VERY SERIOUSLY). I’m also going to borrow one from the Lurk playbook (the sneaky-sneak ones), The Devil’s Footsteps, which would allow her to push herself to perform superhuman feats of athleticism or dart around in such a way as to get her enemies to attack each other (which would handily cover her quad-jump in Wonderland!).
Friend and Rival:
Friend: Nan Sharpe, the madam of the Mangled Mermaid brothel in Silkshore – practical, a bit hot-headed, and with a low opinion of most people, she encourages Alice to keep her head in the real world
Rival: Pris Witless, former nurse at Rutledge and current drunk in Charhollow – nasty, servile, and a slave to the bottle, she has extorted Alice for money in the past by threatening to spread rumors that Alice herself was responsible for her family’s death
Vice: Obligation – to her former Houndsditch charges in Charhollow, and to Nan Sharpe; Alice indulges by checking in on them and helping them out when she can.
Special items:
Fine hand weapon: One load – at the very start, this is a good-quality kitchen knife that Alice took to carrying around for protection; shortly after they form their crew and get his stuff back, Victor commissions a more exact replica of her Wonderland Vorpal Blade for her, which she cherishes dearly
Fine heavy weapon: Two load – I’m still figuring it out, but this HAS to be a Duskwall-appropriate version of her Hobby Horse from A:MR
Scary weapon or tool: One load – this should probably be a variant on the Jabberwock’s Eye Staff?
Manacles and chain: Zero load – Alice maybe steals these off one of the Bluecoats who tries to arrest her, Victor, and Smiler for the murder of Barkis? (Or I might change it out for the nice lockpicks the Lurk gets. Either one!)
Rage essence vial: Zero load – Ragebox/Hysteria mode in a bottle! Just stay out of her way
Spiritbane charm: Zero load – she probably had this from the start, as all smart citizens of Duskwall have one
Victor:
Playbook Type: Whisper (the ones most able to deal with the ghosts and arcane threats)
Heritage: Akoros, born in Duskwall – son of William Van Dort, owner of Van Dort Fish
Background: Trade/Noble – son of VERY RICH cannery owner from Nightmarket
Point Spread:
Insight: Hunt, 1 Study, Survey, 1 Tinker
Prowess: 2 Finesse, 1 Prowl, Skirmish, Wreck
Resolve: 2 Attune, Command, Consort, Sway
Whispers start with 2 Attune and 1 Study -- Victor is quite sensitive to the arcane and the ghostly thanks to his experience with Emily, and he’s a bookish sort. For his other four points, I gave him a bit of Tinker (to go with my headcanon that Victor does like to fool around with mechanisms and such from time to time); a bit of Prowl because he can be quite sneaky and slippery when he wants to be (he kept out of sight of Emily for a good while in the Land of the Dead in canon); and a good amount of Finesse because that seemed to be the action that went best with his canonical skills of being an accomplished pianist and artist (”dexterous manipulation” and all that).
Starting Special Ability: Ghost Mind – always aware of supernatural entities in his presence, +1d to gather information on the supernatural (Victor got this from being yanked into the ghost field by Emily and forced to stay there for an entire day and a bit; he finds it both helpful and worrying).
As for future special abilities, from the Whisper playbook I know I want Strange Methods, which gives him better results when inventing or crafting anything with arcane features and gives him a free special formula (I’m using this to cover him figuring out how to infuse insects, in particular moths, with electroplasm so as to create glowing versions that can help grow crops), and Warded, which allows him to expend the “special armor” box on his sheet to resist a supernatural consequence or help push himself when fighting against or using arcane forces (I’m picturing this as a special coat he makes with Elder Gutknecht, with all sorts of strange glyphs and symbols on it). And once again, I’m also tempted by something on the Lurk playbook, Ghost Veil, which would allow him to push himself to partially shift himself into the ghost field for a few moments, becoming shadowy and insubstantial (and able to increase the effect -- like become invisible, float through the air, and make it last longer -- if he takes more stress -- because come on, that’s just COOL, and does cover him being part of both the real world and the ghostly one well).
Friend and Rival:
Friend: Samuel “Bonejangles” Thatcher, an entertainer who also makes a living as a Whisper removing spirits from houses – showy, friendly, but with the ability to hold a grudge, he actually knew Emily in life, and when he learns Victor helped her get revenge on her killer (even at the cost of her ghostly “life”), he is only too happy to give Victor a hand with Whisper-related stuff
Rival: Nell and William Van Dort, Victor’s parents – conceited, determined, and less socially adept than they think they are, they are furious with Victor for “ruining a good marriage” and “running off with some strangers from the wrong side of the tracks” and determined to drag him back home and bring him to heel
Vice: Weird – Victor studies the strange and unusual now under the tutelage of Elder Gutknecht, the Reconciled spirit whose former house they are now using as a lair in Six Towers; he indulges by having lessons with Gutknecht and doing meditation exercises and the like.
Special items:
Fine lightning hook (collapsible): Two load – Victor gets this strange collapsible rod with an electroplasmic loop on the end from Bonejangles as he’s trained in the ways of capturing spirits
Fine spirit mask: One load – Victor makes this himself, using the wings of dead moths and an old masquerade domino mask; the wings twitch and his eyes glow with ghostly pale light whenever he’s using it
Electroplasm vials: Zero load – Victor gets a LOT of these from just picking up after the ghosts in Six Towers, and he mostly uses them in his experiments to infuse insects with the stuff
Spirit bottles (2): One load – also from Bonejangles, to go with the hook and hold captured ghosts
Ghost key: Zero load – a gift from Elder Gutknecht, to open ghostly doors around the city?
Demonbane charm: Zero load – either from Bonejangles or Gutknecht, to help keep him out of sight of even more dangerous supernatural entities
Smiler:
Playbook Type: Sleech (Leech (tinkerer and chemist) with some Slide (smooth-talking manipulator) elements)
Heritage: Akoros, born in Duskwall – child of Dr. Kellard Kelman of The Sanctuary
Background: Underworld – good little cultist, relatively-newly-established drug dealer
Point Spread:
Insight: Hunt, Study, 1 Survey, 2 Tinker
Prowess: Finesse, Prowl, Skirmish, 1 Wreck
Resolve: Attune, Command, 1 Consort, 2 Sway
Smiler ended up being a little hard to stat out for me because of their combined status as a Slide and a Leech -- I wanted them to be the “tech person” of the group, while also being the most charismatic one. I ended up solving the issue by simply combining the starting stats of a Leech -- 2 Tinker, 1 Wreck -- with the starting stats of a Slide -- 1 Consort, 2 Sway. The remaining point I put into Survey as that’s the one that felt appropriate for “reading a room” and figuring out what people might want -- plus it wasn’t a stat Victor or Alice had, so it helped fill in a little hole in their skill set there!
Starting Special Ability: Alchemist – when inventing or crafting anything alchemical, they get +1 to the result level, and they start with one special formula already known (this is what pushed me to fully commit to combining the Leech and Slide playbooks, as I really wanted this for them -- it went well with their “drug dealer” backstory for this verse, and allowed me to start with them knowing how to make, what else, Joy Serum! XD)
As for future special abilities, I already know that I want Physicker from the Leech playbook, which would allow Smiler to act as the team doctor, tinkering with bodies to treat wounds and study maladies (allowing everyone to get +1d to healing rolls -- and healing is TOUGH in this game, so you want as many as possible!). And from the Slide playbook, I have in mind A Little Something On The Side, which gives them extra stash (personal cash) at the end of each downtime phase, to represent their continued sales of Joy Serum when they’re not doing jobs with Victor and Alice, and Mesmerism, which allows Smiler to Sway someone and then make them forget it happened until the next time they interact, which -- well. Part of The Smiler’s whole deal is hypnotism and controlling people, is it not? So yes, appropriate.
Friend and Rival:
Friend: Matthew and Carol Alton, their parents in the Advocates cult – cheerful, helpful, and totally devoted to their god, they are only too happy to lend a hand to their adopted child and their new friends (even if sometimes that hand is in the form of trying to get said friends to become Advocates and worship Mar-Mal)
Rival: Robert “Big Bob” Wickerman, a rival cultist – stern, hot-tempered, and charismatic, Robert leads the up-and-coming Beornen cult, which worships him as the mortal shell of their god and considers modern technology (in particular the use of electroplasm to create electricity) to be the source of the world’s ills. Bob and Smiler in particular hate each other because Smiler successfully hooked a few of his Beornen on Joy Serum, and Bob responded by trying to set the Advocates’ headquarters on fire
Vice: Pleasure – to seek happiness is worship unto Mar-Mal, and Smiler is a master at finding something to enjoy no matter where they are; they typically indulge in Six Towers by visiting Chef Roselle’s Golden Plum restaurant, where they regularly dine (and treat Victor and Alice) using the profits of their Joy Serum trade
Special items:
Fine tinkering tools: One load – a gift from their parents to help them with their crafting; contains tools appropriate to work on most spark-craft devices, and some basic chemistry kit stuff (vials, tubing, test strips for different substances)
Bandolier: One load – a strap of leather with pouches for three alchemical concoctions, which Smiler uses to store useful potions and such
Blowgun and darts, syringes: Zero load – Smiler had the syringes already for people to use to inject Joy Serum; the blowgun and darts come later for sneakier druggings
Gadgets: Up to three load – Smiler starts off with two they’ve made/adjusted, each at one load: a collapsible black-white-and-yellow spiral disc that spins when you activate its electroplasmic “battery” (Smiler uses this as a hypnotic focus for anyone they feel could benefit from a bit of trance), and a suitcase with fold-up legs and pull-out displays (Smiler uses this to carry their samples of Joy Serum and syringes and hawk them to the masses – it’s basically a traveling salesperson’s case)
Fine clothes and jewelry: Zero load/two load (if carried as a separate outfit) – this is actually a result of them stealing Victor’s stuff back; Smiler admires some of his clothes, and Victor promptly says “take what you want and have it redone to fit you.” So Smiler does and gets some fancy suits for fancy times
Spiritbane charm: Zero load – again, just standard issue in Duskwall
Crew:
Playbook Type: Shadows (the saboteurs, spies, and thieves), with maybe a bit of Hawker (the sellers of things) on the side
Name: The Three Pillars (I think Victor literally just blurts this out when asked by another gang, inspired by the fact their lair is in Six Towers and there’s three of them, and they roll with it)
Reputation: Tier 0, Rep 0, seen as Strange (they are a bit of an odd bunch)
Lair: “Gutknecht Bend” in Six Towers, the old home of one Elder Gutknecht, a former Whisper who, near the end of his life, found the secret to leaving his mortal shell to travel like a ghost. . .only for his physical body to die while he was out wandering and be taken away by the Spirit Wardens. On the plus side, his out-of-body experience seems to have helped him keep his sanity and become a “Reconciled” spirit instead of falling to the madness for life essence. The lair consists of an old boxy building with a right-triangle roof that served as Gutknecht’s living quarters, and a slightly-crumbling tower attached to said building with his library, workshop, and pet ravens at the top.
Hunting Grounds: AKA where the gang do most of their crimes...which is still being determined! Their first scores would take them to Charhallow to find a way to kill Bumby without leaving a ghost (or possibly just get evidence of his crimes to one of the famously incorruptible Inspectors in the Bluecoats; everyone WANTS to kill him, though), and to Nightmarket to steal Victor’s stuff from his house. Given I want them to be kind of heroes of the little people, though, I suspect they’d end up doing a lot of stuff in Coalridge, the industrial neighborhood, aiding the factory workers in fighting against cruel foremen and union busters.
Starting Crew Special Ability: I had a tough time deciding on this one at first, but after some consideration (done while writing this up, ironically), I’ve decided to go with Pack Rats, which turns the lair into a jumble of (possibly stolen) items and makes it easier to acquire an asset outside of scores (you get +1d on the roll) -- that feels appropriate for Gutknecht’s mess of a library in the movie!
As for future upgrades, Ghost Echoes is definitely on the list -- Victor learning a ritual to allow them all to see and interact with the ghost field of the city just feels like a natural progression of his Whisper training under Gutknecht! I also like the idea of them becoming Synchronized, which allows them to do a group action together and count multiple sixes from multiple people (like, both Smiler and Alice get a six) as a critical success, meaning they do even better when they work together. :) And from the Hawkers sheet, I’m tempted by Ghost Market for Smiler’s Joy Serum at some point -- figuring out how to prepare it so ghosts and demons can use it seems like an interesting project!
Starting Crew Upgrades:
Hidden – Elder Gutknecht’s house is not easy to find in the tangle of abandoned buildings in Six Towers, despite being relatively distinctive – Gutknecht kept it well-warded in life, and in death his presence has kept out the squatters, who tell people to avoid it (ironically, they’re warning people away from the one building in town that has a guaranteed friendly ghost in it). It’s a good hiding spot for three people accused of a very serious murder!
Training: Prowess – Upon being informed of their situation, Matthew and Carol Alton and their fellow Advocates were only too happy to help Smiler, Victor, and Alice hone some of the skills necessary to be a successful crew, such as how to handle things dexterously, how to move unseen when necessary, how to defend themselves in a fight, and how to destroy what should be destroyed. (In mechanical terms, the gang earns 2 XP instead of 1 when they train the “Prowess” XP track, related to these skills: Finesse, Prowl, Skirmish, and Wreck)
Cohort: Expert – Elder Gutknecht himself, who serves as their arcane expert and a teacher for Victor. He is an Occultist (being the ghost of a Whisper), is Tier 1 in quality, has the edge Independent (can be trusted to make good decisions on his own), and the flaw Principled (he has a personal code of ethics he won’t betray).
Workshop – Elder Gutknecht’s old lab and library – contains a number of interesting books on the occult, a well-appointed chemistry set, and a gadget-making bench. (And many many ravens.)
As for future upgrades, the first one on the list is Quarters, which...okay, technically the gang lives in the house before they get this upgrade, but it is far from comfortable. Getting the Quarters upgrade in this instance means they’ve finally cleaned up the house to a more decent state and have gotten themselves nice mattresses and such to sleep on. The Secure upgrade would also be a good idea -- putting actual locks on the door to start, and maybe helping Gutknecht upgrade his old wards once Victor’s skilled enough. And having the crew figure out Thief Rigging to give themselves two free load slots to carry around tools and gear would be handy too!
Favorite Contact: Ms. Plum, owner and cook at the Ball & Socket Tavern, a drinking establishment on the edge of Six Towers; popular among Whispers (Victor’s friend Bonejangles is the entertainment there). She’s a friendly sort and willing to pass along information she may hear, or direct them to people who may need their help.
Faction Relationships: I haven’t fully figured this one out yet, but I know the main relationship that they would have -- 
The Advocates: +1, Friendly – The Advocates are the worshipers of the forgotten god Mar-Mal, the Unending Smile, and Smiler is a member in good standing among their ranks (as is to be expected, given they were adopted by two members after running away from Kelman). They are only too happy to give a bit of aid to them and their new friends, especially if said new friends can be persuaded to join their ranks.
As for others, the Beornen of Wickerman would naturally be unfriendly, as would the Bluecoats. However, there’s a group of disgraced Bluecoats, called the Gray Cloaks, who hang out in Six Towers as well, looking for evidence to clear their names of a crime (burning down a watch house containing important documents in the case against one of the leviathan hunters) -- the Three Pillars might be able to forge some sort of alliance with them in the future! And of course I’m thinking I have to add the other Alton Towers coasters in at some point (preferably all as part of cults and secret societies of their own). It’s something I’m still working on!
Whew -- lot of information there, huh? But I hope you find it helpful for understanding what these versions of Victor, Alice, and Smiler are like. I mean, if nothing else, maybe it’ll inspire someone to take a look at Blades in the Dark...
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highstarranch · 2 years
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Clydesdale Wagon Rides and Photos With Santa at High Star Ranch!
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If you're looking for a festive way to spend an afternoon during the holidays, look no further than High Star Ranch! Hop on a wagon pulled by Clydesdale horses and take in the winter scenery, then get your photo taken with Santa himself. It's the perfect activity for visitors and locals alike.
Come to High Star Ranch for a festive wagon ride pulled by our beautiful Clydesdale horses!
Visiting High Star Ranch is an experience you won't soon forget! This expansive outdoor venue will make your dreams of the perfect country getaway come true. But the best part? A festive wagon ride pulled by the majestic Clydesdale horses! Enjoy the Park City Activities and beauty of nature in a classic old-timey way as you go for a ride around the ranch. And if you feel like it, you can even take horseback lessons there. So what are you waiting for? Visit High Star Ranch today and take in all it offers!
Get your photo taken with Santa Claus himself.
Christmas is close, and it's time to get into the Christmas spirit! What better way to do so than getting your photo taken with Santa Claus himself? Christmas at High Star Ranch offers just that - the opportunity for you and your family to take a photo with Santa and make Christmas even more magical. The ranch also provides Christmas decorations, holiday treats, live music performances, and other fun activities to ensure an enjoyable holiday atmosphere. Christmas at High Star Ranch is an unforgettable experience that would make this holiday season special. So come join us, get your photo taken with Santa Claus, and have a great time! Save the date!
Enjoy some hot cocoa and cookies while you're here, and take in the stunning winter scenes
Feel the winters at High Star Ranch! Whether you're looking for a cozy day in or a refreshing change of scenery, there's something alluring about the snow-covered roads, seemingly endless mountain view, and calming winter wonder that awaits around every corner here. Enjoy some hot cocoa and cookies while you're here to warm up after the chill of a winter day replenishes your soul. You won't forget the stunning winter scenery around High Star Ranch—it's truly one of a kind!
Our Clydesdale
Our incredible horses are sure to make your wagon ride an unforgettable one. Whether you're looking for a guided tour or just want some pictures with these gentle giants – we have it all here. Plus, knowledgeable wranglers will be on hand to answer any questions and help capture those perfect photos that really showcase the splendor of our animals. So don't wait - book your reservation today and come out for this unique adventure with us!
Our wagon rides are the perfect way to get into the holiday spirit - bring your whole family!
Book your seats now for an amazing wagon ride experience. Our holiday rides are guaranteed to get you and your family into the true spirit of Christmas. We have carefully designed tours with fun-filled scenic routes that will leave you awestruck by the fascinating sites along the way. Enjoy the beautiful winter scenery from the comforts of a wagon and make memories that will last a lifetime. Hurry, tickets are about to run out, and we wouldn't want you to miss this opportunity! Book your tickets now and take your time. Our holiday wagon rides are only here for a limited time!
It's going to be a blast - you won't want to miss it! Our Clydesdale horses are getting ready to pull the holiday wagon, and Santa Claus himself will be here for photos. This is definitely a party event venue where the whole family can enjoy. While you're here, make sure to grab some hot cocoa and cookies. Our team can't wait to see you! The ticket sale is live now, so book your spot before it fills up. We'll see you soon!
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lathrine · 2 years
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yall ive been sipping on that good good oc juice lately
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binders-and-beanies · 2 months
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Also I think workplaces should either have parking or compensate you for the time you spend driving around looking for parking + the money you spend on parking for work
#drove around the city for half an hour looking for parking and you bet your ass I’m putting that on my time sheet#bc I arrived to work early. not my fault you’re making me work in an active church#also I think every city should have at least one garage. or more than one street that has more than 2 hour parking#like man im used to parking a 15 min walk from things im not upset abt that#but i am upset abt having to drive around scared not knowing of anywhere im allowed to park#update: walked the 15 mins to work and now there’s parking. I’m so upset actually#wouldn’t make sense to move my car now bc it’s either walk back now or after work. plus I’ve paid for that spot already#and like another thing that grinds my gears about it is#I work at a separate location an hour away one day a week. that gets 0 clients#I’m here just in case someone shows up. which is great in that I get a calm space to do my homework n get paid#it’s like. my job here isn’t clients my job is Drive. my job is Stress About Parking. that’s the trade off#worth it ig as long as I stay safe but on principle it’s frustrating#it’s hard to fully enjoy the secluded space when I have such a hard time getting here. it’s a bad start to my day#idk. it’s my favorite workday of the week bc it isn’t work. I get paid to travel essentially#and to do work that’s unrelated to my job lmao#I just think people should be allowed to park at or near their jobs is all#the emotional labor of like risking my life and car to get to work is almost on par w the emotional labor of when I actually have to work#mine#txt
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equatortravel · 2 months
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Leading Tour and Travel Agency in Dubai | Equator Travel
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Preserving Saskatoon's Urban Forest
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