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#windover
the1beardedgent · 11 months
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BREVARD HISTORY: Windover's Ancient 'Bog People' One of Most Significant Archaeological Finds In North America - Space Coast Daily
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yellow-gardenia-48 · 4 months
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WAIT WHAT DO YOU MEAN HIIRAGI'S ENGLISH VA IS PART OF THE FANDOM
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Could you possibly expand more on who/what the rangers are? (also, guess who ;D!)
(OMG THE BELOVED SNOWKIT ANON HAS A NAME AAHHHH we’ll throw you a “new name” party)
The Rangers of Windover are a group that operate most similarly to a group of siblings: they all unconditionally love and look out for one another, offering support, advice, and generosity where it’s needed, but also challenge one another through their issues, urging them to grow and change to become better versions of themselves.
There is no qualifications for becoming a ranger, other than expressing a wish to stay within the lands that they unofficially claim: anyone can become a ranger! Their “society” is very old, having existed since even before The Great Sickness, but is also incredibly loose; they do not have any strict laws or set culture, really, and will take in quite literally anyone, no questions asked, if that individual is seeking aid.
Similarly to the Moorsweepers, they are proud, renowned farmers, but that is where their similarities (and general connection) to the fealty ends. They are also incredible hunters as well, especially of mice and small owls. To be named a “mouser” is a title of friendly, high esteem within their ranks, similar to that of “champ”; it’s just a fun way to call someone who is very skilled.
Generally, their days are very lax. They look out for one another, play games, think of innovative ways to tend to chores, and are always looking to lend a helping hand to others. They have no set leadership system, but usually, an unofficial leader-figure will oftentimes rise just to settle disputes or make final decisions; in a group full of kind, bleeding hearts, it’s always good to have someone to be realistic, responsible, and even somewhat cynical to balance it out. Their current leader is a wolverine named Barley! He was formerly named Umber, and came to the Windover Range with his sister, Violet; they were absorbed into the ranger’s ranks quickly and seamlessly, becoming part of their family dynamic as easily as breathing. Umber would ultimately change his name to Barley in the wake of the ranger’s oldest resident, a cat who had lived on the range since he was born, to honor his memory.
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lanternlightersblog · 2 years
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#Repost @gnjidicvranjes • • • • • • Sneno jutro #sandragv #inđija #vojvodina #seasons #autumnvibes🍁🍂🍃 #srbijauslikama #serbia #crkva #church #lamps #lanterns #ulicnesvjetiljke #windowspoetry #windovs #uprolazu #autumnmorning #earlymorning #streetlife #streetlanp #streetstyle #Ukrainewillwin https://www.instagram.com/p/Ckusz2JIUmE/?igshid=NGJjMDIxMWI=
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memories-of-ancients · 4 months
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The Bog Bodies of North America: A Deep Dive into the Windover Archaeological Site
from Miniminuteman
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bonefall · 7 months
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looking at the nutrition guide posts again, and you say that the clans' territories are bigger than one might think.... how big do you imagine they might be? the book maps always make them seem smaller than they probably actually are due to art scaling
There is no way to give a perfect number, because productivity of land depends a lot more on what's on it rather than raw size. An old-growth oak forest will have more squirrels in an acre than a sitka spruce plantation will in miles.
But this is an aerial photo of Peng Chau island, which is a landform notable for being almost EXACTLY 1 square kilometer.
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That's 10 million square feet, for those of us burdened by imperial, and 247 acres, for... farmers idk. Or, 100 hecatares for those who are aware that most UK nature reserves measure their land in hecs.
(does this seem big? it's not. this is merely two 18-hole golf courses. or maybe we should destroy all golf courses. who knows :P)
According to the John Muir Trust, which researches red deer density and conversation, 1 square kilometer can sustainably support 5 red deer; more deer than that and they will begin to damage the environment. Britain is so ecologically devastated that the deer density is more like 10 to 1, but this is what apex predators like boars, lynxes, and wolves are SUPPOSED to be for.
(Remember: the ratio of 5:1 is still an average. The TYPE of land is going to matter A LOT MORE than the raw size.)
So if you're asking me, who has ruled that the White Hart/Forest Territory has an entire herd of red deer which hunters come to shoot at, I'd say the area was at least 3 square kilometers. Enough for a sustainable herd of 15 deer.
(But I imagine the Windovers sometimes toss hay out at them, to sustain a pretty sizeable herd. The map names the WindClan territory the "Windover Moor" so I imagine they actually own the majority of the area. I also write the entire White Hart being MUCH larger than the minimum 3 sKM, more like 10 sKM counting all the territories put together. BUT I don't think about it too much-- I just know it's not a tiny little backyard area.)
(Also Sanctuary Lake is even larger.)
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bodhrancomedy · 2 years
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So this isn’t exactly correct, the reason I was trying to get at is “Abled people don’t get taught out history and if they do it’s so bound up in the era of eugenics and ‘charity’ and from an Abled perspective that they can’t consider us surviving earlier than that”, but I am in the midst of an awful 2 day so far series of hemiplegic migraines so my brain is shot to hell.
Disabled people were treated terribly in many cultures and did often have worse lives, but they still had lives and made their own adaptations. This varies from time and place and culture, but disabled people lived before the 20th century and have a history.
Addendum: “Like everyone was disabled” should have been a “significant amount of people would have been disabled by their jobs/general lack of modern medicine by later life and people have always cared for each other so unless your survival was directly going to contradict someone else’s people tended to look after and love each other.”
Just… just look up Burial 9 or Martha’s Vineyard or the Windover Boy or Romito 2. Someone has always cared.
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firestars-five · 30 days
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Territory
Known to the humans as Grandview Forest (or Wailing Wraith Woods to some), it is a hiking destination occupied by four colonies of cats.
Notable and neutral landmarks include:
Twolegplace - Known by Twolegs as Grove City, the Twolegplace is home to Twolegs, kittypets, dogs, and monsters. Borders the Thunder and Shadow Colonies to the west. 
Treecut Place - Known by Twolegs as Happy Holly-days Tree Farm. Active during leaf-fall and leaf-bare and an occasional hunting ground for the Thunder Colony. Borders the Thunder Colony. 
Highstones - A long-abandoned quarry in the mountains. It’s home to the Moonstone, where oracles meet with the Ancestors every other half-moon. 
Fourtrees - A hollow with four massive oak trees. The Colonies gather here every moon to share news and trade goods. 
Windover Farm - A farm near Wind territory that is home to two loners; Barley and Piper. 
Morgan’s Farm - A farm in River territory that is home to three loners; Sunny, Spooky, and Splash.
The Growling Thunder Colony
Located in the southeastern part of the forest. Borders the Shadows to the north, Rivers to the southwest, and WInds to the west. Notable landmarks include:
Sandy Hollow - A training ground for apprentices located close to camp. It’s surrounded by new elms and lined with bushes and soft reddish sand. 
The Great Sycamore - A mighty sycamore near the Shadow border. Apprentices practice climbing and occasionally stalking here. The tree was said to sprout from the remains of Boulderclaw and his mate Wetfoot. 
Snakerocks - A pile of rocks home to venomous snakes. During leaf-bare, it is used for hunting. Otherwise, it is mostly avoided, outside of finding herbs, although the Graves are always preferred. Apprentices are banned from approaching without a warrior around. 
Owl Tree - An oddly tall maple tree home to a moody Long-Eared owl nicknamed Honey. Rumored to be a hunting ground for restless spirits. 
The Graves - An old Twoleg burial site with three graves. Thunder Colony oracles grow most of their plants here. 
The Lurking Shadow Colony
Located in the northeastern part of the forest. Borders the Thunder and Wind Colonies to the south and southwest. 
The Burnt Sycamore - An ancient tree that was struck by lightning long ago. Apprentices do most of their training here. 
Star’s Blessing - A small garden cared for by Shadow oracles. The Blazing Star flower that was used in ancient times only grows here. 
Ratplace - A Twoleg dump site. The Shadows rarely use it as hunting grounds due to Twolegs, dogs, rats, and diseases. Apprentices are forbidden from nearing this place.
The Tranquil River Colony
Located in the southwest part of the forest. Borders the Thunder Colony to the northeast and Wind Colony to the north. 
Night Falls - A steep gorge and a waterfall that separates the River and Wind Colonies. Cats are banned from nearing here alone. 
Finch Meadow - A small meadow with a stream running through it. It’s the only part of the territory that rarely floods. Apprentices practice swimming here. 
Beech Copse - A thicket of beech trees that overlooks Finch Meadow. Apprentices do their regular training here. 
Abandoned Nest - An abandoned Twoleg nest that functions as the River’s second camp in times of flooding. Also doubles as a garden for River oracles. 
Twisted Tree - A twisted honey locust tree. The River Colony often gets their lumber from here.
Twoleg Camp - A Twoleg camp near the bridge used from late new-leaf to early leaf-fall. 
The bridge - A bridge sometimes used by the Rivers (and Thunders) when the river is at its highest. 
The Whispering Wind Colony 
Located in the western part of the forest. Borders the Rivers to the south, Shadows to the northeast, and Thunders to the east. 
Outlook Rock - A tall rock that overlooks almost the entire territory. Scouts are here day and night.
Midnight’s Haven - An abandoned badger sett that is the main entrance of the tunnels, the entrance to the Wind Colony's underground camp, and a popular hunting spot.
Wind’s Peak - A walnut tree located near the camp. Thought to be Windstar’s final resting place. 
Bluecoat Rocks - An easy hunting spot due to reptiles of all kinds adoring these sunny stones.
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victusinveritas · 11 months
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Florida's Windover Bog Bodies (8000 years old), consisting of 168 individuals that were found buried at the bottom of the Windover pond. The peat at the lowest depths of the pond preserved the bodies so well that brain tissue has been able to be extracted from many of the skulls. DNA from the brain tissue has also been able to be sequenced, making Windover one of the most important archaeological sites from the Archaic period to ever be excavated.
https://instagram.com/archeo80?igshid=MmVlMjlkMTBhMg==
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les-belles-mecaniques · 11 months
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1931 Rolls-Royce 20 / 25 Sedanca De Ville by Windovers
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the1beardedgent · 2 years
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Windover Pond is older than the Great Pyramids of Egypt and can help unravel the mystery of ancient Americans
Anytime there's information about Windover, they never mention Titusville. They'll say in east central Florida, or near NASA, and this article says East of Orlando!? The Windover Bog is IN Titusville, Florida. 🙄
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usyrps · 1 month
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THE KING OF THE SEVEN KINGDOMS SLOTS EASILY INTO THE RICKETY CHAIR, AS THOUGH IT WERE THE THRONE. on such nights, he is more lord protector of flea bottom, of taverns and brothels — governance comes to him in the form of cups and council in the company of flesh, ever the debauchery. in the wake of his son's assassination, days had bled into nights and even now, he is not sure he is awake or he finds himself traversing the demesne of some decomposing dream, induced by the wine.
days spent in decadence no longer sway him as once they had, spurring not comfort within him but dread. there are duties now that he must see to, decisions upon which his family and the entire realm rely, and spending the crown's coin in the city feels to him a hollow, unnecessary affair. OR SO HIS BURNING MORALS INSIST, BUT THEY ARE LITTLE THAN ASHES IN HIS HEART. the alternative is to remain behind the high walls of the red keep, with his sister's sorrowful silence, and he cannot abide by that.
song swirls into the air. the tavern turns cacophonous with the voices of the people, the smallfolk. they are accustomed enough to the king's presence amidst the establishment yet their hungry eyes do linger — THE MYTHOLOGY OF THE DRAGON DYNASTY HERE UNRAVELS TO FLESH, as he lounges about. untouchable, but seen. not atop a dragon, not in glory, but deep in his cups. he pays the whispers and stares no mind, focusing instead on @aurentaie's performance. there has been little cause for music at the keep and his heart welcomes the reprieve from mournful silence. he and his sister grieve differently, it would seem.
impressed, your grace? the guard at the king's side asks in light jest, when aegon has one of the girls bring forth a cup for the man upon the harp, ❛ are you not? don't be dull... i think it's good. ❜ he laughs in turn, before his attention is seized by the bard's speech,
SEREGIL Í KORIT AREN WINDOVER SAID, I PROMISE YOU THIS IS THE LEAST OF WHAT I CAN DO.
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❛ then i shudder to see the best of it, ❜ aegon remarks with a scoff, lilac eyes gleaming with deviltry wrought of amusement. he is half-leaned unto the dirty table, his fine cloak sweeping away the ground's hospitality: spilt ale, wine, dirt. beneath, his silver hair still gleams, and his eyes do glimmer, and he is as out of place here as he is at his own court. his loyal kingsguard sits at the table with him, equally misplaced, their own cloaks equally sullied with their broken vows.
drinks go around as effortlessly as laughter; he nudges the cup toward this man of many talents, ❛ you've already charmed me with your songs. what else might you be hiding? ❜
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Are the rangers fans of passing down names? Or are the outlaw/barley situations outsiders which should not be counted.
Yes!!
To the Rangers, “recycling” is everything. Nothing goes to waste among their ranks - and that includes scraps of identities. Names to them especially aren’t given nearly the same amount of weight as the fealty gives theirs - a name is a part of someone just as eye color is, just as scars are. They can be gained or fade away over the course of the seasons. The only thing that matters is whether or not the desired individual takes pride in it - and whether or not they’ll answer to it.
Really, the only case in which new names are brought into their ranks are from visitors, those who name kittens who choose to stay, or from tales of those passing through. Or, just from newcomers who just want to keep their old names! It’s really a case-by-case basis; there’s no strict rules around their system of naming.
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lanternlightersblog · 2 years
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aurentaie · 1 month
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" what are you working on ? "
Seregil sits on a bench near a dark wooden table. The table is old, and though it's been shined, if he looks closely at it he can see evidence of how much use it's gotten over its years in this very spot. The sun is shining through the windows, stained glass tinting everything the light catches on including specks of dust that waft through the air.
He turns his head just enough to get a look at the other man. It's Aemond Targaryen; of course he recognizes him—he'd be a rather negligent spy if he didn't—the question is whether Aemond recognizes Aren Windover or if he's just so happened to catch the other man's eye—or ears—by quite deliberately positioning himself be heard playing a particularly intricate and difficult tune. It's an original, though one he's painstakingly worked on to make sure that Aren Windover is known as the best harpist in the south.
His fingers continue, lithely dancing over the instrument, practically muscle-memory at this point.
An eyebrow arches. "What's this? You see a man working and yet interrupt him anyway?" He clicks his tongue lightly. "I'm not sure what manners they teach in the south, but where I come from, that might be considered rude."
He makes sure to speak with Aren Windover's haughty affectation and slight nasally tone. He and Aren Windover are one and the same, of course, but Aren Windover is not Seregil. Not really. And he's hardly working; or rather Aren Windover is hardly working, while Seregil is. He's in a mostly relaxed position, or as relaxed as Aren Windover would allow himself to be caught. Just a bard, practicing his craft in preparation for an evening of entertainment. Nothing to see here.
"I found the room at the inn I've been staying at rather stuffy for my creativity. I figured it wouldn't hurt to come here early, assuming you'd want my best performance tonight. Surely, I'm not bothering you?"
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bonefall · 11 months
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this is based of the halloween special patrols in clangen but what would the clans think a scarecrow is? would they thinks it's a really fucked up Twoleg or a twoleg creature like how they think cars are twoleg controlled monsters
They're easily spooked by them! They can't see them unless they're at a vantage point where they can view the whole field, unlike a crow which FLIES at the farm. Clan cats approach from the ground and are small animals.
So they usually find them by bumping right into the pole. It's obvious it isn't a real human but... is it not unsettling? That humans create these... straw effigies of themselves?
A rumor would get started that it's actually a poppet, a channeling tool for forbidden magic, and it would make WindClan feel sick to its stomach. EVIL humans, of COURSE they have their own Dark Forest!!!! They probably don't even have a StarClan! Awful, fiendish beings!
WindClan is the only one that visits the fields on a normal basis though, and even then, only in times of scarcity when there are no wild grains to make into dough. They would likely avoid fields with scarecrows, if they had a choice, and if they did visit they would be more discrete than usual. Usually, they'll kill vermin as "trade," leaving crows and rats on the farm doorstep, but not if there's a scarecrow present.
Chelford Townies knew about the Clans long before science did though. So they probably caught onto it. WindClan never takes a noticeable amount of grains, and the vermin cleanup is appreciated. I'm not sure what they did to make the scarecrows less terrifying to the cats but equally terrifying to the crows, though...
I feel like adding anything shiny would just attract crows and magpies, which the the absolute opposite thing they'd want, so they wouldn't learn that through happenstance. Putting out the classic catfood and toys would just scare WindClan even more, "THEY WANT TO MAKE US INTO KITTYPETS!!!!" And the farmers deeefinitely don't know anything about their star-based culture.
So yeah, unsure. Communication issue. Maybe it can get better at the Lake where someone can go to a talk in the nearest town and approach a researcher directly. In any case I'm sure the actual staff at Windover Farm (they dont own it, the Windovers did before selling it to DevCo) in Chelford miss the cats terribly.
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