imagine playing with your f/os hair while they nap – the texture of it on your fingertips, the scent of their shampoo, or the smell of wherever they'd been that day that sticks to them. the way they nuzzle into your hand because it feels so nice to them, comforted in their rest from your delicate touch.
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Small detail that I loved - at about 1:17 you can hear the door to Crusty’s open again behind Percy and he looks over his shoulder knowingly because our girl Annabeth just walked in invisible
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7. Lincolnshire Posy: II. — Composed by Percy Grainger, Performed by the Dallas Wind Symphony
It’s been on my mind lately that I had a lot of these Spotify song requests that I finished and never got around to posting, so I’m gonna try to chip away at posting these over the next few weeks! BUT Hi Ghost :] It’s so funny this was the song you ended up getting the number for; I had actually listened to it on loop during the deepest trenches of ranchers brainrot however many months ago, so I’m really happy I ended up being able to draw something for them!! <3 This is also the part where I expose myself for being an unashamed band kid =w= Grainger’s one of my favorite composers, so I listen to his works a lot and couldn’t help associating the really soft hopeful horns with this kind of healing period for the ranchers ;w;
I probably won’t ever really go into the details of the m-1 server’s overall plot, but I think the general vibe for m-1 ranchers is that these little moments of soft sunlight and healing bones were some of the most needed for them, so that’s why scenes like this always stand out in my mind <3 Context aside though, I think m-1 ranchers are just super sweet so!! figured I’d Full-Send share this soft doodle of them :]
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I was doing research on the ArtPrize thing, because research is how I handle very nearly any issue, and I'm trying to set my expectations reasonably, given that it's one of the largest and most lucrative art competitions in North America. And I was reading up on the voting process, because some of the prizes are awarded based on popular vote. The first vote by an individual has to be placed on a smartphone in the geographic region of Grand Rapids, MI, but subsequent votes (one a day per entry) can be from anywhere, so long as the phone started in GR. There's $600,000 in awards and grants this year, so voting matters in determining who gets not-insignificant amounts of money.
You know how many votes were cast last year? 30,000. Thirty thousand. Across every category, not just for the winning art piece. That is not actually that many votes. I have more than that number of you right here, my poor captive audience.
Now, if I can just figure out how to get all of you into Grand Rapids during the month of September, I'd have this in the bag. It wouldn't have to be for long. Just a brief convention of fellow tunglr users, for just a moment, just a quiiiick....dash...c
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Y'know, I think I figured out why the Hells still feel like a new low-level party to me, even though they're level 13 and almost 100 episodes in.
I don't quite think it's the lack of conversations, or the fact half the party's plot hooks are big ties to past campaigns - though that definitely plays a part.
... Bell's Hells still primarily rely on quest givers.
Most of their goals are given to them and do not feel organic to the party, and constantly remind us that the Hells are pretty much never the most powerful people in the room. Which is usually something you see with a low-level party.
NPCs offering jobs is not a bad thing; it's a very common plot hook. Matt has been extremely skilled with using NPC quest givers in those two campaigns. Not only do they provide an obvious plot thread, but they can put the party in the path of others (say, the Nein running into the Iron Shepherds while doing a job for the Gentleman and everything that came of that). And the Hells had a solid start with it too - Eshteross was an excellent quest giver!
The problem is that Bell's Hells have never really not had a quest giver.
Maybe it's a byproduct of the more plot-heavy structure of this campaign? But while prior parties have felt like they decided on their course of action and what they prioritized, Bell's Hells feels less like level 13 (13! Level 13!) experienced adventurers and more like an MMO group clicking on the exclamation point over an NPC's head. Where does the plot demand we go next? Who do we report back to?
They're level 13.
At level 13, Vox Machina had just defeated a necromantic city-state to clear their name and Percy's conscience. And, you know, the Conclave just destroyed Emon. No one was explicitly telling the group to gather Vestiges and save the world (though Matt guided them there), and they were usually among the most powerful people in the room. They chose which Vestiges to prioritize, which dragons to tackle when, even if the over-all plot was pretty clear.
At level 13, the Mighty Nein were celebrating Traveler Con (another PC goal, I'll note) after brokering peace between two nations, accidentally becoming pirates and heroes of the Dynasty. The Nein regularly chose what to do based on personal goals, not grand ones. Though definitely smaller fish than Vox Machina at this level, they were very independent and gaining solid political clout.
While we're at it: level 13 is one level lower than the Ring of Brass, who had a huge amount of sway over Avalir. They ended the world, and also saved it, while in the grand scheme of things being only a smidge more powerful than Bell's Hells are now.
Can you really see the Hells wielding that amount of influence, when they're constantly being told what to do next?
The god-eater might be unleashed, so Bell's Hells have no time to do anything but what is asked of them. No time for therapy unless stolen from Feywild time, no travel on foot and late-night watches. They haven't even had time to grieve FCG. Percy was grieved in the middle of the Conclave arc. Molly was grieved when half the party was still in irons.
Matt is in the very unfortunate spot of not being able to give the Hells the same agency as the other two parties. Not only because of the world-ending plot introduced so early on; they are surrounded by characters they know (and the cast knows) are stronger and wiser than them - the familiarity of the past PCs and NPCs is to their disadvantage.
Why would the party reasonably ignore Keyleth's task that will help save the world and go off on a romp? Why would the cast when they know well Keyleth has to be sensible and with the best intentions in mind? The stakes are just too high.
It means that the Hells still feel like they're running errands instead of pursuing their own destiny. Their accomplishments are diminished as just being parts of a to-do list, and any stakes feel padded by several level 20 PCs/NPCs standing 5 steps away ready to catch them.
This isn't Bell's Hell's fault, nor is it Matt's. It could be amended, I think, if the Hells are really left to their own devices for a long period of time without support and shortcuts (like during the party split)... which would be really tricky to pull off at this point in the campaign.
They're level 13. They're big fish, but they're stuck in a pond full of friendly sharks, so they don't feel big at all.
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