jordan being nervous abt doing anything with you in fem form at first because they don’t even know if you like girls and you’ve only kissed or hooked up while they’ve been masc as of yet but then one night all it takes is two drinks and a couple puffs off a joint you split with andre at a group outing and suddenly you’re begging them to take you back to their dorm and sit on your face
“you can literally use me however you want, please?”
-🪻
its the one time you manage to make jordan blush, shiver going through them as they swallow, "yeah? gonna let me fuck that pretty mouth?"
they're so eager to get you home after that, barely getting naked, tank still on, jeans haphazardly kicked off and boxers hanging off one of their ankles as they straddle your face and lower thier warm cunt onto your tongue. "fuck." any doubt immediately leaving their body with how you whine into their mound stuffing your face, such a sweet fucking girl for them. letting them use you like this. "you're so fucking pretty like this-" they groan, rocking their hips flared lips of their pussy splitting around your tongue as they rub their wet slit all over your lower face and lips. clit bumping your nose. "-good girl. oh fuck you look so good." they're losing their mind over how hazy your eyes look blinking up at them all innocent as you innocently suck on their pussy. you get them so wet. sticky all between their thighs and cunt all puffy from humping it against you for so long.
when they pull off you tongue, they groan at the string of saliva that connects you to their flushed pussy, thighs jerking when you whine at the loss. they hush you, knee walking down your body a little. "shh sh, s'okay, baby, was gonna cum-" they're by your hips now and they reach back to grip one of your thighs, hitching it around their waist. "-and as much as i wanna squirt all over that pretty fucking face i really need to be inside you."
they shift then, and you swallow at the sight of their hard cock bobbing between their legs, flushed and - oh god - wet. your mouth waters. your thighs coming up to hug their waist.
"okay-" you nod, as if it was ever in question. "okay, yeah. yeah - want it - want it inside, please."
"so good to me." they praise you, shifting until their cock finds your hole and pushing in slowly. groaning at the wet clutch of your cunt immediately squeezing and hugging their dick "so fucking good to me. god, this pussy -" they cup your cheek, fingers parting your lips and slipping inside your mouth as they come down over you, moving inside you at a quicker pace. "- this fucking mouth."
"all yours," you whine around his fingers. "all - all yours."
"yeah." they agree, huffing and grunting as they pump hard into you. already close to coming from your mouth on their cunt, you know it wont take long before they're filling you with their cum. painting your insides with it. "gonna cum inside - gonna fill you up - "
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In regards to my last reblog on the scale of Thedas, latitude and stuff. I’ve been thinking about how much thought I give all this. Especially because this topic is one I’ve been talking with a lot of people about lately. It crops up a lot with people who, like me enjoy natural world building or are fanfic writers. Or really anyone who sits down and reads the lore at length. More times then not the question of Thedas’s scale comes up.
So, I want to establish I am very well aware that I’m likely giving it more thought than the devs. I have that luxury as a fan and consumer of the series. It is extremely relevant for me because I like making maps for the series, plotting out travel paths, and scaling things for da ttrpg campaigns I write.
So because I think about it a lot, I notice all the many different scales of Thedas in terms of travel time. How the scale they gave the ttrpg doesn’t match up with any scale they established in the main games or books. I think if the devs sat down and thought about establishing a standard scale and also considering just basic stuff we also wouldn’t have the Deep Roads be 2-4 miles / 3.21-6.43 km below sea level and display a lack of geothermal qualities. I think they’d consider how they built a world with at least 9.1 million people and tons of mega fauna such as giants and dragons and 14’/4.26 m tall bears that hunt dragons, all squished into roughly 1/4 of Europe and how much that isn’t really sustainable. How there would be much more impact if nature encroachment in civilization and how common things like that would be in places. Which they do consider it to a degree, I’m not saying they don’t. But I think if they thought about it just to make the world something that holds up a little better to idle musings, it wouldn’t be a bad thing. That the world would feel more real and alive and also narratively give them more to work with.
The contradictions and lack of consideration for the natural world has always been one of my critiques of Dragon Age, among other things. The reason why that is, is mostly because of a noticeable trend the lack of natural world building in fantasy. It’s a topic that has been discussed elsewhere and at length by other people, but to summarize nature is slowly having less and less impact in fantasy even in an ambient quality. Obviously this isn’t a universal statement, nor a universally required thing for a story to explore and have. That there are things that do focus on and explore it, but speaking in general terms, it is a trend in the majority of media.
Which for me is a bummer as it is an aspect of writing and world building I enjoy. I really like themes of man vs nature and to have that you need to have a basic level of natural world building. Which BioWare doesn’t really explore in Dragon Age despite having elements of it - such as how regular raw lyrium is explosive, mages get sick around all lyrium unless it is diluted to a safe amount for mages, and raw lyrium straight up kills them if they’re in the same room.
So then you have questions of how do mages go/handle being underground with such a risk? Dwarves have stone sense but would mages be able to tell when they’re getting close to large lyrium deposits because they’re getting sick? Does this impact grey warden mages? Darkspawn mages?
Things that don’t get fully acknowledged or explored despite being mentioned casually in codices most people don’t read. And they don’t for a couple of reasons such as potential coding issues but also all the questions you’d have to ask:
How would you implement that as a mechanic? Would you lock mage players out of entire areas featuring raw lyrium? Would they take environmental damage if you wanted the players to explore it regardless? Would it be a mechanic only applied by in harder difficulty modes? Do you acknowledge it in banter but not in any other way? Create a way to explain why the pc mage and their mage companions aren’t dropping dead?
BioWare’s answer seems to seemingly just ignore it because it would make gameplay too challenging/punishing and likely might not be fun for a player to deal with. But they compromise by keeping the lore active in the canon through codices and low impact additions. Which is a completely okay solutions, not my preferred but I get why they do it.
When I approach this lore, I do so without expecting them to fully flesh out each nation or know which city has the most resources and the geologically rich lands in said country. Dragon Age, and BioWare in general, relies on semi-soft world building. The world was after all designed for a game. They only need to build out what they need and what hopefully won’t paint them into a corner with future installments.
Additionally, the writing style for Dragon Age doesn’t suit the hard world building that I prefer, I’m quite aware of that but also know that when it comes to talk about world building in any media, there is always the issue of people (like me) who world build for fun and consider all these small aspects but ultimately they aren’t always needed and necessary for the story a game like Dragon Age is telling.
Dragon Age is told with the intention of things being given from an unreliable narrator. Built on the concept of: there’s three sides to the truth, what x thinks happens, what y thinks happens, and then what actually happened. Which works and I love the premise.
That said, I think that it also impacts lore that shouldn’t be subjected to the unreliable narrator. Foundation or anchor lore points to be specific. Which, as we know, BioWare has always struggled with consistency in their lore, particularly with Dragon Age.
Distance is one of those foundational points that shouldn’t change, and it’s also one of those points that you don’t have to give exact travel times. You can leave it vague and stick to the official statements like the ones we have of Ferelden being the size of England (or Ireland depending on the source you use). If you’re going to be giving specifics, then I think being consistent with how long it travels to get to point a to b and not changing it multiple times in one game should be a basic expectation that is met.
Other ones the series has and is pretty consistent with is how we know Thedas has 24 hours a day, they have seasons like we expect, and are in the southern hemisphere.
Do they sometimes slip up because editing doesn’t catch they’ve made a reference that applies only to the northern hemisphere? Yeah, and that’s not bad. There are a lot of people working on the project and things slip through.
I know I have the luxury to think about Thedas in a capacity that allows for the hard world building that I like. I also know I focus on and enjoy aspects of lore that are not exactly popular for their main audience and are pretty niche.
I don’t expect BioWare to world build how I do because I’m not world building for a massive and varied audience. Not even when I do world building for my tabletop games, because I’m catering to a smaller and more specific audience.
Still I think it’s valid and worth pondering these little elements of the world building. For fun, appreciation, and to nurture one’s own creativity and understanding of media, the world, and what they think makes a believable world.
Devs might not have time to consider it but we sure do and that’s half the fun of enjoying media I think.
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