HIII
this is my writing blog!!! you can follow my main @just-a-silly-jellyfish!!!
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let's talk about Bridgerton tea, my ask is open

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HIII
this is my writing blog!!! you can follow my main @just-a-silly-jellyfish!!!
i love this song so much i swear this album makes me cry like the moment i hear it im like AUAAGGGHHHG with waterfalls down my eyes
Character Flaws/Quirks in Fantasy Worldbuilding That I'm BEGGING Writers to Explore
Please, please, PLEASE.....
✧ Magic systems with actual consequences that aren't just "ooh I'm tired now." Like your wizard gets hiccups that turn into burps of flame for three days. Your necromancer's hair falls out in clumps. Your healer has to absorb a percentage of the pain they cure and spends evenings crying in the bath.
✧ Fantasy creatures that are just... kinda mid at their designated thing. Dragons who are afraid of heights. Vampires with a garlic intolerance that's more "lactose intolerant at a pizza party" than "instant death." Werewolves who transform but just become a really anxious medium-sized dog.
✧ Prophecies that are vague because the ancient oracle genuinely had terrible handwriting. Nobody can agree if it says "the chosen one" or "the chicken coop" and honestly both are equally possible at this point.
✧ Magic schools where students are failing because the curriculum is actually hard, not because they're the chosen one having drama. Let someone flunk Potions because they can't math the ratios. Academic probation exists in fantasy too.
✧ Dark Lords with the most mundane administrative problems. Yes, he's conquering the realm, but also the castle's plumbing is a nightmare and his generals keep submitting their expense reports late.
✧ Worldbuilding that remembers disabled people exist in fantasy settings too. No, not just "magically healed." I mean fantasy wheelchairs, accessibility spells, sign language variations, service dragons, the whole deal.
✧ Taverns that aren't just quest-dispensing machines. Sometimes the innkeeper is closed for a family emergency. Sometimes there's karaoke night and it's bad. Sometimes they're out of the stew because Greg ordered all of it.
✧ Kingdoms with actual boring stuff that affects the plot. Tax reforms. Infrastructure bills. That bridge everyone uses? Someone had to budget for that. The hero's quest gets delayed because the Transport Committee is arguing about funding.
//Absurdly helpful for people writing royal characters and/or characters who interact with royalty and members of the nobility.
[x]
Citizen is simpler and more beautiful~ but just in case anyone needs this.
DUDE BUT THIS IS WHAT I’VE BEEN TRYING TO TELL PEOPLE
in medieval times you ONLY addressed a king/queen with “Your Majesty”, NEVER “Your Highness”. To address a king/queen with “Your Highness” was considered an insult.
Here’s a more extensive list of titles and what you would call a person/their wife/their mother/their children
Tips for Writing Injuries
✧ Broken ribs suck. You don’t just “walk it off.” Breathing hurts. Laughing hurts. Existing hurts. Characters with rib injuries won’t be doing heroic sprints.
✧ Concussions aren’t instant naps. Dazed vision, nausea, dizziness, maybe even personality changes, but they’re not going to collapse neatly like in the movies.
✧ Blood loss is sneaky. It’s not just about dramatic pools of blood. It’s dizziness, confusion, and the body getting cold as circulation tanks.
✧ Adrenaline lies. Someone can take a serious injury and not feel it until the fight’s over. That “I didn’t realize I was bleeding until later” trope? Very real.
✧ Twisted ankles are brutal. One bad step and suddenly running is off the table. Even walking hurts like hell. Perfect way to ground a chase scene.
✧ Burns linger. Even small burns hurt more than most people expect. Blisters, infection risk, constant pain, it’s not just a cool scar later.
✧ Dislocated shoulders = useless arm. Characters can’t keep swinging a sword or firing a gun. They’re basically fighting one-armed until it’s fixed.
✧ Shock is a thing. Pale skin, trembling, rapid heartbeat, and eventually disorientation. A character might not even realize how bad their wound is.
✧ Stitches aren’t magic. Getting sewn up is painful and recovery takes time. They’re not instantly battle-ready after a needle and thread.
✧ Scars tell stories. Some fade, some don’t. Some stay sensitive forever. Don’t forget the aftermath when the wound becomes part of the character.
the only reason i make drafts is because i write and i forget then weeks later i realize my writing is so cringe so i obsessively rewrite until it becomes BETTER
chat i need to name one of my characters shes a mermaid which one should i choose???
Names!!!
Nyrie (means rolling sea, shell necklace, wetland, new, novel)
Jeladhi (means ocean, sea, treasure of water, crocodile, the number four)
Kishi (means princess, happiness, night, beach/shore)
OTHER!!! (PLEASE COMMENT)
Roles on a Pirate Ship
[by Mark Cookman / Tribality 1, 2, 3] @we-are-pirate, @we-are-scarlet-corsair
Officer Roles on a Pirate Ship
If you are running a game with pirates in it, then you should know what the job entails. It’s not all boarding ships, counting booty, and drinking rum like you might think. A great deal of hard work is required to run a sailing ship with a law-abiding crew, let alone one populated by pirates. In this essay we are going to examine the five principle officers on board a pirate ship, their duties, and their responsibilities. This is part one of a three part lesson. In the next lesson we will examine the duties and responsibilities of other officers and crew members with special duties. In the final lesson, we will look at one very special group of crew members that are almost always overlooked. Read on to learn what pirates expected of their primary officers.
The principal officers of a pirate ship were the captain, the quartermaster, the pilot, the boatswain, and the master gunner. On some ships these positions were all elected by an equal vote of the crew and on others the captain picked the crew members he wanted to serve in the positions. The captain on a pirate vessel was almost always elected by an equal vote of the crew. On a privateer vessel this was not very often the case. Privateer captains were often the owners of the ship or were given commission by their monarch to take a vessel to sea. So it follows with the other officers. If the captain was elected, then generally all of the officers were elected. If the captain was appointed or held his position by means of ownership, then generally he picked the officers. In either case, an officer on a pirate ship served at the whim of the crew. Even a man picked by the captain would be booted down to a simple crewman if he could not do his job. For the most part though, a person elevated to serve as one of the principle officers did so for life. The title of this article refers to the fact that most often the authorities that captured, tried, and hung pirates concentrated on the five principle officers of the ship. These officers were generally the most intelligent and skilled crewmen on board the pirate vessel. They were people that everyone else on board the ship admired for their ability to do their job. Diligent action is the mother of respect on board a ship.
Captain
The captain, however he came to his position, was chosen for his leadership, bravery, and cunning. The captain was responsible for the ship and everything aboard her; every item and every man. He was responsible for the overall decisions affecting the ship and her crew. The captain decided where to sail and what to attack. He was the voice of his crew to all beyond the ship. He often led his crew in battle. In terms of daily duties, the captain kept a log of the voyage, managed the affairs of the ship through the officers, and generally served a four to six hour shift at the helm. The captain stayed in power by being successful. As long as there are prizes to plunder, rum to drink, and food to eat, the captain will not be voted out or mutinied against. It is when things get lean that the captain must worry about crew voting him unfit for command.
Quartermaster
The quartermaster (or first mate on a privateer vessel) was the number two man on the ship. He was responsible for enforcing the ship’s articles and administering punishment when necessary. The quartermaster was the trustee of the ship and her crew. He directly represented the crew to the captain. It was his responsibility to serve as a counterbalance to the captain in decisions that might be hazardous to the ship or the crew. A wise captain made no decisions that his first mate didn’t support. The quartermaster took responsibility for prize vessels and picked the treasure that the crew would take from a prize. He was also responsible for counting the booty and splitting the shares. Each day would find him working with his subordinate officers the boatswain, the master gunner, and the master at arms to effectively run the ship. The first mate also served a turn at the helm, generally a four to six hour shift.
Pilot
The pilot was the number three man on the ship and often the most educated. He served as the ship’s navigator and was generally the best all around sailor aboard the ship. He was responsible for plotting the ship’s course and maintaining that course. The pilot maintained all of the ship’s charts and maps as well as the tools of navigation. He was charged with keeping a daily log of every event relating to the sailing of the ship. He recorded the depth, the currents, the wind patterns, the ship’s location, the locations of reefs and sandbars, and the state of the rigging. He reported directly to the captain. The pilot oversaw the work of the sail-master and almost always had at least one assistant (a pilot’s mate) to help him with his duties. The pilot and his mate both served separate shifts at the helm in addition to taking readings from the moon and stars to plot and maintain the course.
Boatswain
The boatswain was the number four man on the ship and often the most feared by the crew. He was in charge of the provisions for the ship. He maintained the stores of food, water, rum, gunpowder, shot, sails, rope, wood, and tar required to keep the ship and crew fit for action. The boatswain also directed the loading of cargo into the hold to maintain the proper ballast to ensure level sailing. He was in charge of keeping the watches on the ship and maintaining discipline among the deck crew. He was responsible for the ship’s longboats and for picking a crew to man the sweeps when the longboats were used. The boatswain was charged with maintaining the ship’s seaworthy status. He oversaw the duties of both the carpenter and the cook. The boatswain generally had a mate to help him with his responsibilities. In general, his duties were to make certain that all the work of running the ship was done. He reported to the quartermaster. The Boatswain was often the most feared man on the ship because his obligations often made him uncompromising. It was his responsibility to keep everything “ship-shape”. Leniency was something the quartermaster might give to the crew, but it was not something the boatswain was in the position to give. Day and night, the boatswain would drive the crew to do whatever work was required. He maintained the watch log and reported any problems to the quartermaster.
Master Gunner
The master gunner was the number five man on the ship. He was responsible for the care and cleaning of all firearms, culverin (deck guns), and cannons on board the ship. He was also responsible for training the crew in the use of both firearms and ship’s weaponry. The master gunner picked and ran the gunnery crew. He reported to the quartermaster, but was responsible to the entire ship to make certain that the cannons hit the declared target. He was also responsible for maintaining the inventory of powder and shot for all of the guns on the ship. The master gunner was the only crew member besides the captain and the quartermaster entrusted to carry a key to the ship’s powder magazine. Additionally, the master gunner often led or picked hunting parties when they were called for. His day to day duties mainly consisted of drilling the gunnery crew and maintaining the guns.
The Next in Line to Hang – More Roles on a Pirate Ship
In this second part of a three part lesson dealing with the crew positions aboard a pirate vessel, we are going to look at the responsibilities of the Sail-master, the Carpenter, the Cook, the Surgeon, and the Master at Arms. These were all lower officer positions and were either voted upon or assigned by the captain as discussed in the first part of this lesson. The sailors who served in these positions were skilled laborers and, as such, their skills were always very much in demand on a ship. They were almost always offered a greater share of the treasure because of their skills. These were definitely crew members that a pirate ship could not function without.
Sail-master
The Sail-master was the most experienced crewman in the rigging and usually one of the best sailors on the ship. He was responsible for maintaining the sails and the rigging. The Sail-master knew every knot, line, rope, block and tackle in the rigging as well as how to repair them all. He was also responsible for training and running the sail crew as well as overseeing the making and patching of sails. The Sail-master took orders from and reported to the pilot.
Carpenter
The Carpenter was a skilled wood worker, often with some shipwright experience, who did all of the woodworking required by the crew. He was primarily responsible for repairing damage to the wooden portions of the ship and for plugging leaks that got too bad. (Ye should understand right now, before ye go to sea, that all ships leak, mates. It’s just when they really leak badly that you have to worry about it.) The Carpenter was also responsible for the construction of barrels and crates, as needed, to store cargo, as well as maintaining the tools of his trade. He took orders from and reported to the Boatswain.
Cook
The Cook was one of the most important of the lower officers. He was in charge of all matters relating to food on the ship. He made certain there was enough food, water, and rum on board for the planned cruise. He cooked the meals and suggested rationing when it was necessary. The Cook butchered the meat brought back by hunting parties and was the only man trusted to light a fire below decks. He maintained the necessary tools for both cooking and butchering. The Cook took orders from and reported to the Boatswain.
Surgeon
The Surgeon was likely one of the toughest men on the ship. He served as the barber/doctor/emergency surgeon for the entire crew. He was equally capable of shaving your beard and cutting off your damaged leg. The Surgeon dealt with not only the sick and the wounded, but also the dead. He, like the other lower officers, was responsible for maintaining the necessary tools of his trade. The Surgeon took his orders from and reported to the Quartermaster. It was rare for a ship to have a real doctor and it was common for the carpenter or the cook to fill this role as needed.
Master at Arms
The Master at Arms was often the most skilled warrior on the crew. He was responsible for training the crew in hand to hand combat. He also led the ship’s boarding parties and hunting parties when they were necessary. The Master at Arms position was not a separate position on every vessel and often these responsibilities fell to the Quartermaster. When the Master at Arms position was filled on a ship, he took orders from and reported to the Quartermaster.
These 5 core positions represent the Non-Commissioned Officers of a pirate or privateer ship. These men all commanded other men on work details and so their words carried great sway with the crew. It was often from among these men that the next captain was chosen when a captain lost his position through a vote of no confidence. Thus, these were the men that the captain had to keep loyal to him to stay in command of the ship.
And Hang the Musikers, Too – Even More Roles on a Pirate Ship
In this article, we will be looking at the makeup of the crew itself. Remember that the only rule with pirates is that there are no rules; no two crews of any two pirate ships were exactly the same. Even so, we can narrow down some roles common to pirate/privateer crews based upon the jobs that must be done aboard ship. Most simply put, pirate crews are a mixture of brutes, gunners, swabbies, and musikers. Let’s examine each category in turn.
Brutes
A great deal of hard work and heavy hauling is involved in just sailing a tall-masted ship. In strong winds the canvas sails must be man-handled by a deck crew that is stronger. Loading and unloading supplies, most especially cannons or chests of gold, requires a number of strong backs. This is why every ship has its share of brutes – big, strong men capable of handling themselves no matter the work or the fight. In addition to the tasks already mentioned, brutes would be key men in hunting parties, ship boarding, and raiding groups as well. Keep in mind that not all brutes need to be hulking bruisers. A wiry-tough and dexterous hunter, skilled with both blades and long rifle, could be a brute as well. Brutes, no matter their size, do not shrink from a hard task. Men of this sort make up perhaps as much as ½ of a pirate crew, but they will be mixed among the gunners and swabbies, not a stand alone corp. Most of the men on a pirate or privateer ship were probably gunners.
Gunners
Depending upon the size of their shot, each cannon required a crew of either 3 or 4 men to load and fire it. So a sloop carrying 4 small guns per side would require a minimum of 24 men to fully maintain them and that does not include the officers directing the cannon fire. On a large ship, like Blackbeard’s Queen Anne’s Revenge, a full gun crew would be 160 men dedicated only to firing the cannons. (It is important to note here that Blackbeard had a total crew compliment of 125 on board the Queen Anne’s Revenge.) These crewmen would have to be available 24/7 to do their job whenever required, but otherwise might have no duties on the ship. There was double-duty in most crews though. Most pirate ships didn’t keep a full compliment of gunners like warships of the time did because fewer crew members meant fewer shares and that meant more money for everyone when the treasure was split. Gunners could make up between 1/3 to 2/3 of a crew.
Swabbies
Swabbies, or actual trained sailors, are the crew members responsible for handling the rigging and the sails to keep the ship moving. These are the guys and gals who climb the ratlines into the rigging and walk the spars that jut from the masts. Swabbies sometimes fight from the highest position that they can get to on their own ship and then leap into the rigging of the enemy vessel when boarding. Often dexterous fighters, swabbies are known for leaping into the fray, but sometimes they hide in the rigging as deadly snipers. It might be surprising to discover that skilled sailors usually comprised less than 1/3 of the total crew compliment of the ship.
Musikers
It is difficult to prove that “musikers”, or musicians as we call them, were ever a stand-alone part of a pirate crew. However, two excellent examples from the pirate period demonstrate that they have been a common part of most ships of war, pirate and privateer ships included. The first example is from the early Seventeenth century. In Captain John Smith’s advice concerning how to conduct a one-on-one naval engagement he remarks when preparing to board one should, “… sound Drums and Trumpets, and Saint George for England.” The second example comes from the early Eighteenth century. In the articles of Captain Bartholomew Roberts it is stated: “The Musikers to have Rest on the Sabbath Day, but the other six Days and Nights, none without special Favour.” When thinking about the musicians on board a ship in the 16th to 18th centuries, one must not think of a band. That would be far too organized a concept. There is no way to know how many crew members may have been musicians, but one assumes that the number is not large.
It is likely that ships of this period had crew members who owned musical instruments as varied as brass horns, mouth harps, fiddles, bag pipes and accordions. Furthermore, sailors could gather numerous instruments from the various ports of call their ship made. Examples here are numerous: cowhide and goatskin drums from Africa, dried gourd maracas from Cuba, bamboo drums and flutes from Hispaniola, and even tambourines from Morocco. Pause a moment and consider the combined sounds of all of the instruments mentioned here. Now you know why a band is not the idea you want to have. The musicians were popular with the crew, as they were entertainment as well as a valuable battle element. The musicians played during meal times and during work breaks allowing the crew some entertainment to break the monotony of long hours of tiring work. This boost in moral was welcome at anytime, but was perhaps the most effective when used in battle.
From stories of Bartholomew Roberts crew and others, we know that when a ship with musicians approached another ship with the intention to fight, the effects of the music could be terrifying to the enemy. The musicians would play marches and other martial music. There were drum rolls, trumpet and bugle calls, and perhaps even a piper given the nationality of the crew. Add to this the noise of the ship’s cook beating upon his pots and pans and the crew stamping their feet or beating their weapons against the ship. Finally top this off with the sounds of shouting, screaming, and shooting, both pistols and rifles as well as cannons and deck guns. Your imagination can supply you with the details of the scene. The intended result is achieved: the morale aboard the pirate vessel is raised to a fevered pitch while the morale of their intended prize is shaken. So do not forget that pirates and privateers know the value of bardic inspiration when you run those encounters.
Thanks for the tag!
Where will my life lead me?
Is it just me,
Or does everyone hide in the kitchen
When guests come over?
Is it just me,
Or does everyone get quieter
Around others?
...
I'm confused,
As frustrating as that feeling is.
Is failure my end?
I'm supposed to be strong
I'm happy every day.
But the crippling fear of if I lay waste,
haunt my sleepless night when I lay wake.
...
Where is my life going?
Is fate on my side of the end?
I'm told everything will work out,
But what if it doesn’t?
What if I stay the paradoxical girl I am,
No success, no happiness, no life,
Broke in the house my parents bought me?
...
I don’t know what I'm supposed to be,
Though people keep asking me.
Their words swirl in my head in a whirlwind,
Throwing me off the edge,
As I convince myself lies of sanity,
And that I won't fall off the deep end.
...
I'm confused.
That feeling courses through my veins.
But I'll put on a happy face,
And face the day again.
I hate you (no I don't)
I hate you.
I hate the way you talk,
like knowledge drips off your tongue
I hate the way you smile,
like optimism is so easy come
I hate the way you laugh,
like the warmth of the winter sun
I hate you for all your starry-eyed conversations.
I detest you.
With all the passion of a bleeding soul
With all the persistence of a raging storm.
I despise you.
As willingly as the beating heart desires
As voluntarily as icy blizzards rage fires
And I despise myself,
for getting all the terminology wrong.
You're not more what I hate,
than what I completely adore.
I am no longer just a person
I'm no longer just a person.
I'm the words of my friends.
I'm the colors in pretty sunsets.
I'm the shattered glass
that holds the love that forever lasts.
Torn rags from past experiences,
stitched by the hands of those who care
Put together.
Sewn together.
Drawn together.
I'm no longer just a person.
I'm the tessellation of everything and everyone I loved
And cherished
And cared
and held.
I'm the mosaic of their love.
And I couldn't be happier.
I'm getting older
My birthday's getting closer,
and I'm scared of getting older.
The feeling of responsibility and control,
isn't something I'm used to.
It pushes me off the cliff,
I fall with my own self-doubt,
for ages,
years,
decades,
Because what if I'm not good enough?
For my family, my friends,
For the people I know and don't.
The clock ticks,
and the tears stain,
though I force myself against them.
My father said I'm selfish,
and I think I might believe him.
I didn't think of myself the entire trip after,
kept my head down,
and didn't ask.
Maybe it was better when I was kid,
happy and carefree,
able to live.
I didn't doubt my existence like I do now,
Didn’t hate my body,
and my mouth never curved into a frown.
Never thought whether my soul was right,
or if my heart was kind,
or if I deserved to die.
Is it too much to ask?
To turn back time?
To become that kid again?
To live my life?
How do you love so easy?
How can you laugh so freely,
as if tomorrow isn't there?
How can you smile so effortlessly
without any care?
I struggle to wake up every day,
struggle to find an escape.
I'm nothing like you and
your optimistic ways.
...
Yet you flash your dimples at me,
as if I was something lovely.
I wish I could believe
that I wasn't as bad as I think.
But how could I be?
I'm not you, never could be.
...
I could never mimic the way you see life,
The way you display your teeth
without any insecurity,
The way you look at everything
with love in your sparkling eyes.
...
Because, for you,
the sun will always shine,
the rain is always divine.
Your roads lead to adventures,
Any gift or reward is a treasure,
Isn't life worth it?
Aren't you perfect?
...
I wish I could be you.
I wish I had a choice.
I'd choose to
laugh as freely
smile as carelessly,
love as simply.
I'd choose to be happy, rather than be me.
I swear I am a good kid!
I swear I am a good kid!
When was I ever not?
I swear I am a good kid.
Please, where did it go wrong?
...
I listen to all the rules,
the space I have is not mine.
I never complained, did I?
Even though, I never had time.
I never lose my head or my way,
I never disregard the things you say.
...
Am I really a good kid, they asked.
You told me that I was,
when I brought home good grades of tests.
You told me I was perfect,
when I received an award for it.
...
Now I am older,
and I don’t know what to believe.
You question how good I am,
and my eyes go blurry.
I crumple the B's on my test papers.
Why did this not go in my favour?
...
Mother, please, I swear I am a good kid.
I never wanted to disappoint.
Father, please, I am a good kid,
But I'd understand it,
if I'm now someone you hate.
If I can't love...
Who am I, if not the people I love?
Who am I, if I have no one?
A codependent, needy, overthinker,
who can't help but think she's horrible.
My smiles are real but undeserved.
My eyes have stars stolen from others.
If I can't love, then what is left?
Of this monster of a soul,
who shouldn't exist.
I want to cry
I want to cry.
I want to choke on the tears
That roll out of my eyes,
Down my cheeks in salty trails.
I want to cry,
To taste the weeping,
I'm so desperate to feel
But my eyes don't leak
And my cheeks don't streak.
Numbness,
Hopeless,
No outlet for my feelings
I act as if I'm not to blame
As if I didn’t build these barricades
To hide the 'weakness' crying provides
Now I feel a little less alive.
I want to cry,
but I can't.
So, I'll just sit,
alone with my regret.
writing advice for characters with a missing eye: dear God does losing an eyes function fuck up your neck. Ever since mine crapped out I've been slowly and unconsciously shifting towards holding my head at an angle to put the good eye closer to the center. and human necks. are not meant to accommodate that sorta thing.
other things I'm bitching about but which could still be useful as writing advice for 1 eyed characters:
2. they're going to favor their sighted side, obviously, but it doesn't always manifest in the way you think. when I walk down a hall I walk much closer to the wall on my sighted side than on my blind side. which is the opposite of how it might seem logical to do that bc it means the world at large is on your bad side, but the reason is I can't fucking See the wall if it's right next to me in the blind side and I end up knocking into it.
3. door frames and poles are my enemy. If your character is smart this will not be a problem but for me it is. I am King of walking into shit I could absolutely see but couldn't tell how far away from me it was. on this note, their blind side hand is getting bashed into every jutting out thing in a 5 mile radius.
4. having 0 depth perception is less of a big deal than you'd think it is. Especially with driving. I've become a Much safer and more wary driver because I can't tell how far the other cars are from me. however I fucking suck at parking now. because I can't tell how far the lines are from me either.
5. you know how people who lose limbs get phantom pains? that happens with eyes too but like. phantom sights. for me it's like. a lot of bugs. like every so often my brain will just put something suddenly skittering beside me there. hate that.
6. it is completely possible to "get stuck" somewhere because your ability to tell how wide a space is is just Gone. shopping isles especially where bumping something or Someone is matter of embarrassment or potentially breaking something. it can be legitimately paralyzing and also irritate everyone around you because they can tell there is Plenty of space for you to get your cart through even if you can't.
7. if the eye is still in their skull it can still be the normal kind of painful. Glares off of shiny surfaces causing weird sharp pains you can't figure out the cause of are genuinely one of gods greatest tests of my patience.