Just taking screenshots of hot ancient elves (and my Mourn Watch Rook), as one does.

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@libraryofawesomeness
Just taking screenshots of hot ancient elves (and my Mourn Watch Rook), as one does.
sounds of solas trying to reach his first aid kit after stubbing his toe really hard
sounds of solas after reaching his destination
sounds of solas recovering
i received a vision of their life like 5 years after veilguard
so far my arlathan au is 90% staring at and hugging eachother with NO further context
Not what I expected coming from John Green
I said what I said.
thought about the aftermath of the regret prison and augh. ough.
Chrome now directly tracks users, generates a "topic" list it shares with advertisers.
Don’t let Chrome’s big redesign distract you from the fact that Chrome’s invasive new ad platform, ridiculously branded the “Privacy Sandbox,” is also getting a widespread rollout in Chrome today. If you haven’t been following this, this feature will track the web pages you visit and generate a list of advertising topics that it will share with web pages whenever they ask, and it’s built directly into the Chrome browser. It’s been in the news previously as “FLoC” and then the “Topics API,” and despite widespread opposition from just about every non-advertiser in the world, Google owns Chrome and is one of the world’s biggest advertising companies, so this is being railroaded into the production builds.
Use Firefox.
This is a response to the laws that eliminate or severely limit third party tracking cookies. Since Google makes so much money on advertising, it had to figure out other ways to get your data. It’s already been tracking people who use the web while logged into Google, but now they’re baking it into Chrome.
As someone who works in advertising, the reason I new use Firefox is because I heard the industry rumblings about this for the last 3 years. It’s finally here, so if you care about making it harder to be tracked/advertised to, switch to Firefox.
what i feel for you will never change
Waltz: Solas x Ghilara Lavellan
The waltz (or slow waltz) is danced exclusively in a closed position, so dancers remain holding each other close through the dance from start to finish. The dance has a pendulum-like sway of rises and falls, and is often made up of contrasting sections: elegant and slow parts into faster steps in time with the music.
Ghilara x Felassan: paso doble | | Solas x Felassan: tango
Art is based on the poly relationship in my fic Small Tyrannies
Paso Doble: Ghilara Lavellan x Felassan
Characterised by strong, bold, and confident movements, with dramatic poses, body the paso doble tells the story of a Spanish bullfight. The lead represents the Matador, while the follower can represent the Matador's cape or the bull. Unlike other forms of dance, the lead is able to take the spotlight- requiring both parties to be equally bold and confident.
Pose inspired by this dance by Lindsey Stirling and Mark Ballas.
Solas x Ghilara: waltz | | Solas x Felassan: tango
Art is based on the poly relationship in my fic Small Tyrannies
The lack of Solas/Lavellan/Felassan content in the world makes me weep. No I will not explain how it would work timeline wise I’m simply doing and saying what my opened third eye wishes.
bestie you're right and you should say it!!!!!! if anybody wants to throw some recs (art/ writing/ secret third thing) onto this post, you would be doing us all a solid. 💕
Thanks for tagging me @meg-does-art!! Because oh boy have I fallen into this exact hyperfixation HARD. For context, I had the idea for this AU on Dec 2nd, set out the plot/character arcs that same day. And now, 2 weeks later I have written 26k and still going strong, with 4 chapters/14k already posted :D
It's a Solas/Lavellan/Felassan AU right now called Small Tyrannies!! It's an ancient Arlathan AU (Lavellan is an ancient elf also) set right on the precipice of Solas' rebellion. It looks at agency through resistance, and navigating power dynamics in terms of consent/agency in such a relationship (ie when one of you is second only to a god and the other is enslaved- even if to a different god). No master/slave stuff tho because its a massive squick for me
Summary:
Ancient Elvhenan sits on the precipice of great change, rebellion simmers and gods stretch their reach for power ever further. Solas, Lavellan and Felassan are drawn together from the corners of Arlathan by a common purpose of resistance and a growing mutual love. But a rebellion cannot be built on dreams alone and each of them have their own tyrannies to face. Three spokes of the rebellion. Solas; Mythal’s Second and Wolf of the Rebellion, torn between two irreconcilable visions of the future. Felassan, Slow Arrow of the Rebellion, stuck between what is necessary and what is good. Lavellan, Wayfinder of the Rebellion, enslaved but resisting, rage giving way to rebellion.
I've also got a series of art I'm posting of the different pairings of the main trio here representing their relationships through dance- starting off with Felassan/Lavellan and the paso doble :D
So, full disclosure, I haven't been a Solas fan before.
I am now.
And that's because of Veilguard and the many, many ways in which I felt let down by this game.
The aspect that bothers me most is the reduction of nuance and complexity.
Rook's hero's cakewalk (because “journey” really isn't the right word) is a ready-made path that offers no deviation at all and never challenges the player in any meaningful way.
Sure, you can spend some time pondering the pros and cons of saving Treviso or Minrathous. Ultimately, it makes no difference. Rook does their best, they just can’t be in two places at once.
Same with the companion character arcs. What does it mean if you decide to you turn Emmrich into a lich? For the most part, it's idle musing. Indulgence. He’ll be happy either way, there are no real stakes. Yeah, your actions do have consequences, just not the sort of consequences that make a substantial difference. It’s the illusion of choice – reduced to cosmetics.
The problems with decisions that cost nothing is that they don’t feel like an accomplishment. They also don’t allow for character growth. Rook doesn’t change, they remain static. Even the section in the Fade where Rooks faces their regrets is easy and comparatively lightweight. Varric was killed by Solas, Harding resp. Davrin died in combat and either Bellara or Neve was abducted by Elgar’nan. It’s not like Rook’s decisions actually caused these events, it’s not like Rook actually failed through a choice they had to make that turned out to be the wrong one. Everyone was there willingly and volunteered to fight the good fight. Rook’s regrets are not about real guilt, they are about feeling sad and guilty. And that – it needs to be said – is not the same thing. At all.
At the same time, the story carefully avoids any kind of true ethical dilemma.
It's not even about the lack of mean or edgy dialogue options; that’s just a symptom. The cause is the writers’ unwillingness to let realism intrude in Rook’s fairytale – the lack of anything that would require Rook to compromise on morals, or fight temptation. Rook is never faced with any sort of moral conundrum, or allowed to act out any kind of vice that realistic characters have. In its straight-path simplicity, Rook's story is apparently written for children and people who remain child-like in their yearning for simple, uncontested truths.
Of all the sorts of conflicts that a story can offer, Veilguard carefully avoids the most realistic and (in my opinion) interesting ones: Character vs. self and character vs. society, aka, politics. The game firmly refuses to go there. To the point where it creates a completely unrealistic consensus on all sides that eliminates yet another sort of conflict: character vs. character.
If Rook and their companions would talk politics, they’d all be on the exact same side. In a two party state, they’d all cast the same vote.
I am sure that there are many players who feel comforted and reassured by that fact, who sincerely believe that this is how stories should be written. That stories should reflect the world not as it is but as they think it should be. But for everyone who likes their stories a little more realistic, that lack of meaningful interpersonal conflict, that lack of real diversity which comes not from appearance but from different cultures and opposing viewpoints amounts to a frankly cringe-worthy, artificial and juvenile surface-level interaction between characters. Or, to phrase it differently: the diversity remains skin-deep and doesn’t extend to the philosophical, and even in the few instances where it does, it shies away from the political.
Which means that the only conflicts that remain are the most boring and stereotypical ones: character vs. monsters resp. the supernatural, where all foes are evil in the blandest way (Supremacist Venatori! Fascist renegade qunari! Power-hungry necromancers!). These conflicts are resolved through exploring maps and endless, repetitive combat.
The only thing that brings a bit of nuance to the game is Solas’s story. And there is an element of character vs. character in Rook’s and Solas’s relationship, but the sad truth is that what could have been a fascinating mirrored character journey falls flat for all the reasons already explained – because where Solas is a character as layered and controversial as it gets, Rook is anything but.
Solas’s story shows how even people with the best intentions and the greatest integrity are ultimately broken by what life throws at them, both by the decisions that are forced upon them and the choices they make on their own. It shows how a prolonged war is always a sunk cost fallacy: I’ve gone this far, if I stop now, it was all for nothing.
Rook’s victories, on the other hand, come without a cost – both in terms of moral corruption and in accountability. The guilt Solas bears is real. The fight against the titans, followed by his war against the Evanuris, requires compromising his own morals, one day at a time, one century after another, he’s trying to save the world yet doomed to fail. Sacrificing the spirits to win a battle after the war has gone this far? Every single war leader around the globe would make the same decision. In fact, all of them do: They do sacrifice the lives of others if it will help them win, they do send soldies into the trenches to die, whether these soldiers want to or not, and they are rarely, if ever, truthful about the reasons why.
In a certain way, the story of the spirit of wisdom turned flesh is reminiscent of the biblical Fall of Man: the original sin. Solas has fallen, and he’s broken. In trying to heal the world, he’s trying to heal himself. The burden is too heavy, the responsibility to great, the knowledge that he is responsible for all of it too devastating. Solas’s greatest conflict is character vs. self. It has the potential to be great. In a way, it is. It’s the single redeeming quality that, depending on your interpretation of what went on behind the scenes, the writers managed to salvage from the original concept of Dreadwolf or the lone pillar that withstood all their attempts to bring it down.
Only sadly, infuriatingly, in the end, that fallen hero’s ending is put into the hands of a protagonist who judges him from the perspective of someone who has never even stumbled – not because they are wiser, braver, or kinder. No, just because the writers were gracious – or cowardly? – enough to never let them fail.
The game gives Rook a moral high ground which isn’t earned in the slightest because Rook never had to walk even a quarter of a mile in Solas’s shoes. They don’t know what they would have done in his stead, they have no idea what it actually means to see the sorry shape the world is in and know that it was your hands that shaped it. And even where Rook might actually be culpable – the interruption of Solas’s ritual that freed the remaining Evanuris – anyone is quick to assure Rook that it wasn’t their fault.
Whatever regrets Rook carries, they’re born from self-doubt and trauma response. Survivor’s guilt, mostly. When compared to Solas’s immense guilt, Rook’s regrets are, for lack of a better term, insignificant. That Rook manages to come face them doesn’t mean that they are more truthful or emotionally mature, it just means that Rook’s story is a tale for children and Solas’s is not.
It’s not that I’m necessarily opposed to the idea that the player decides Solas’s fate through their actions. It’s the injustice of it all that bothers me: The player is led through a game that provides a safe space for their character, one that is devoid of any interpersonal conflict and any ethical quandary. Rooks succeeds through kindness and heroism and taking their companions on team bonding exercises.
As if Solas could have won the war against the Evanuris if he’d taken the time to take his companions on coffee dates.
The juxtaposition – Rook vs. Solas – fails, simply because of this deep divide. Rook’s story is detached from reality and yet Rook gets to be Solas’s judge, jury, and executioner. On what grounds?
As I said, right in the beginning, I haven’t been a Solas fan before. But by the end of Veilguard, I was firmly, irrevocably, Team Solas, just because I was so annoyed that the narrative put Rook in a position of moral superiority. I detested my own character. Jesus, what a goody two-shoes! I was rooting for Solas simply because his story was so much more: a genuine tragedy, a study in complexity. Rook, on the other hand, remains bland, snotty, unchanged. Untried.
The thing is, I don’t think that my reaction was one the writers had intended. I strongly feel that they didn’t mean for me to pick up on their double standard, that they expected me to walk away fully satisfied, convinced that Rook and The Team were the Good Guys because they went on picnics and petted the griffon, their final victory well-earned and just. If only Solas had had a Team and taken care of their emotional needs – he could have taken down the Evanuris with nary a scratch!
It’s all so very disingenuous.
Rook and, by extension, the player exist in a bubble of sanitized content. That is clearly deliberate. The player is meant to like it there. (In that sense, it’s only logical that they changed the title from Dreadwolf to Veilguard.) And clearly, it does resonate with a certain kind of their player base: mostly with people, I think, who would like their real life to be a bubble too and whose only experience with moral corruption is when they find it in others.
this thread on twitter is fucking killing me
IT GETS BETTER
.
lmao prev
online communities are so strange because people slip away so easily. you can be on here for years, folding people you've never met into the fabric of your daily life, and then they disappear, leaving only ghost posts scattered across tumblr behind. or their blog stays dormant, for weeks, months, years, until you're only still following them because you remember that they love sunflowers or they were kind to you when they didn't have to be or the last thing they posted was sad and raw and you still worry about them sometimes.
and sometimes they come back when you least expect it, years later, even, and there's this sudden rush of relief like there you are, there you are, even though you barely knew each other.
there's a strange kind of love to it. i don't know you and i want to hold your hand across miles and time zones and oceans. i can still see the imprint of you in this community you left. you don't think anyone will notice or care when you're gone, but we notice and we care and we wish you well.
i hope you're all okay out there. i hope the sun is shining on your face and you are breathing deeply. i miss you.
Silco and his terror of a daughter
BioWare posted this dreadpuppy sticker in their Discord and I had to rush to draw the dreadpuppy
Show, don’t tell
"Show, don’t tell" means letting readers experience a story through actions, senses, and dialogue instead of outright explaining things. Here are some practical tips to achieve that:
1. Use Sensory Details
Tell: "The room was cold."
Show: "Her breath puffed in faint clouds, and she shivered as frost clung to the edges of the window."
Tell: "He was scared."
Show: "His hands trembled, and his heart thudded so loudly he was sure they could hear it too."
2. Focus on Actions
Tell: "She was angry."
Show: "She slammed the mug onto the counter, coffee sloshing over the rim as her jaw clenched."
Tell: "He was exhausted."
Show: "He stumbled through the door, collapsing onto the couch without even bothering to remove his shoes."
3. Use Dialogue
What characters say and how they say it can reveal their emotions, intentions, or traits.
Tell: "She was worried about the storm."
Show: "Do you think it'll reach us?" she asked, her voice tight, her fingers twisting the hem of her shirt.
4. Show Internal Conflict Through Thoughts or Reactions
Tell: "He was jealous of his friend."
Show: "As his friend held up the trophy, he forced a smile, swallowing the bitter lump rising in his throat."
5. Describe the Environment to Reflect Mood
Use the setting to mirror or hint at emotions or themes.
Tell: "The town was eerie."
Show: "Empty streets stretched into the mist, and the only sound was the faint creak of a weathered sign swinging in the wind."
6. Let Readers Infer Through Context
Give enough clues for the reader to piece things together without spelling it out.
Tell: "The man was a thief."
Show: "He moved through the crowd, fingers brushing pockets, his hand darting away with a glint of gold."
7. Use Subtext in Interactions
What’s left unsaid can reveal as much as what’s spoken.
Tell: "They were uncomfortable around each other."
Show: "He avoided her eyes, pretending to study the painting on the wall. She smoothed her dress for the third time, her fingers fumbling with the hem."
8. Compare to Relatable Experiences
Use metaphors, similes, or comparisons to make an emotion or situation vivid.
Tell: "The mountain was huge."
Show: "The mountain loomed above them, its peak disappearing into the clouds, as if it pierced the heavens."
Practice Example:
Tell: "The village had been destroyed by the fire."
Show: "Charred beams jutted from the rubble like broken ribs, the acrid smell of ash lingering in the air. A child's shoe lay half-buried in the soot, its leather curled from the heat."