Hi, I'm Raptor, and this is my writing blog that I plug at the end of every fic I post on my AO3 accounts, crimsonxraptor and raptordrabbles!
If you'd like to see any writing challenges I'm up to, my Prompts & Challenges page has you covered!
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I post links to new fics using #raptorfic, and I like to reblog helpful writing posts, fun writing posts, and sometimes unrelated things! My most used tags are:
Thank you to everyone who participated in the first term 2026 hosted by The Guild Awards! The mod-team is excited to see so much amazing fanwork and their creators recognized, as well as the love shown for this fandom!
Without further delay, here we are!
Winners of The Guild Awards for Term 1 2026
Fanfiction
Best Action/Adventure Fiction : "What it Means to be a Fairy Tail Wizard" by ReaderError72 (AO3)
Best Alternate Universe/Reality Fiction: : "Mistletoe” by @bumblebeehug
Best Canon Fiction:"On the Precipice of Nothing New" by @pencilofawesomeness
Best Angst Fiction [tie] "Do Not Stand at My Grave and Cry" by @spot-of-tea & "a forged memory, a grain of truth" by @siesporamor
Best Dark Fiction: "Cost of Forgiveness" by serpex (AO3)
Best Drama Fiction: "Death and Taxes" by crimsonstarbird (AO3)
Best Humor/Parody Fiction : "The Other Four Idiots, Plus a Cat"by @thehylianidiot
Best Oneshot : "i just wanna get to know ya" by heartvilia (AO3)
Best Character Portrayal: "let the sound of tides drown out your sorrow" (Lyon) by @kna1lgrau
Best Romance Fiction: "If At First You Don't Succeed" by Hey_Its_Persephone (AO3)
Best LGBTQ+ Romance Fiction: "Between Moon and Venus" by Woethe (AO3)
Best NSFW: "(send all) your sins all over me" by @heartinaheadl0ck
Best Platonic [Roulette]: "Heaven's Court" by jupitercherrytribble (AO3)
Best Serial Fiction:"from the fires of hell to the stars of heaven" by @ninjnerd-anaklusmos
Best Ficlet: "light in your eyes" by @raptorbox
Best Completed: "Landslide" by @heartinaheadl0ck
Fanart
Best Action/Adventure Artwork:"Let Her Rage" by @moxiepoxart
Best Alternate Universe/Reality Artwork: "texts sent seconds after the team finally gets home at the end of the season" by @hurricanes-art
Best Canon Artwork: "☆" by @sinkdraws
Best Angst Artwork: "dude can you like, come get ur Knight" by @phoenix-before-the-flame
Best Dark Artwork : "if you marry me // would you bury me ? // would you carry me // to the end ?" by @veiledquill
Best Humor/Parody Artwork: "Laxus learning Knight magic !" by @adleiz
Best Kiss Artwork [tie] : "Happy Valentine's Day from the Laxeel Folk" by @onyxinkoni , @hurricanes-art& @zai-doodles , & "Cana finally succeeding w/ her crush" by @moxiepoxart
Best Romance Artwork: "jerza week day 2 . strawberries" by @veiledquill
Best LGBTQ+ Romance Artwork: "Silly Boys" by @sasha042
Best Character Artwork: "Might As Well Put This Erza Here Too" by @ram1dus
Best Duo/Pairing Artwork [tie] "Grayza Drawing" by @namizaela & "🎔" by @gajeelenjoyer
Best Group Depiction Artwork: "Rain" by @uranium-eater543
Best Manga Coloring: "Chapter 516!" by @vaniliens
Best Redraw Artwork: "Bugs when you lift up a rock" by @herbarimoon
Best Rarepair [Roulette]: "It Just Looks Really Fun" by @mottolucky
Overall Artwork [tie] : "Please Look At Her"by @morutaesic & "Bathed in the poison --that serves as your weapon." by @kiliinstinct
Congratulations to all the winners! Your award banners are ready! Please send one of the mods or our ask box your preferred email address so we can send them to you!
And thank you to those who voted for the Roulette Categories for next term!
The Roulette fanfiction category for next term will be: Best Rare Pair Fiction - Stories that have developed a believable relationship between two or more Fairy Tail characters, that have 400 tags or less on AO3. "Believable" is subjective, and it is up to those nominating/voting to draw their own line on that quantifier and vote their "Best." This includes canon universe, AU/AR settings, and crossovers, and can be romantic or platonic in nature. However, they have to have a primary role within the story.
The Roulette fanart category for next term will be: Best Fluff Artwork - A piece that generally has a positive and happy feel. Focuses on cheerful themes and "feel good" moments. Can include a happy moment between characters who have a strong, sometimes romantic, bond.
As this term comes to a close, The Guild Awards will be taking a short hiatus. This time is always spent reviewing the process and seeing what can be revamped for the next term. We also love hearing from the fandom (ie: YOU!) for suggestions regarding any changes or additions.
We will officially be back in business on October 1st! We will still be around in case you have questions or concerns, but please take this time to read new fanfiction and find new fanart.
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As the days draw closer to the start of the next term, we will be keeping everyone in the loop when it comes to changes and updates. Thank you again for making this such a fun experience! See you in a few months!
Congratulations @raptorbox !! Your fanfiction "light in your eyes" has been nominated by one of your fans for The Guild Awards First Term of 2026!
The Guild Awards was created by five Fairy Tail enthusiasts who want to spread the love of fandom creators all across the net, and we are very excited to give you this message!
Your work has been nominated into the following category:
Best Ficlet
Voting will take place after the nomination period closes, and the link to do so will be found on theguildawards tumblr page.
If you would like to pull your work from consideration for an award, please let us know via tumblr or reach out to one of the moderators.
Once again, congratulations for your beautiful contribution to this wonderful fandom, and thank you for all that you do!
Nominations are open until the end of the day March 31st PST! Submit your fanfiction/artwork nominations through our page!
i love that instinct our ears get when we hear something behind us and its like our ears want to turn around but cant. lmaooooo you want to be cat so bad but evolution has made you boring
I tweaked a bit @ao3commentoftheday's peach site skin to make it strawberry themed because I love it but I was in need of a cute pink skin and I'm so in love with it (and proud of myself)
All credits goes to them for most of it though! I really just mostly changed that pattern and the color scheme
Edit: the rating square things aren't here because I also used a skin that changes it to something clearer if you need it written, I also changed it to fit the strawberry theme
[ID: An illustration of a red basketball wheelchair with a tall frame, low backrest and slanted wheels, sitting in front of an orange background. White text beside the chair reads: "Disability tropes: Sporting mobility aids as all-purpose ones"]
A visual trope I've noticed popping up more often as of late, is the tendency for artists and character designers to give their physically disabled characters mobility aids specifically made for sport as a daily-use aid. It seems to happen most often with leg amputees, being given running-blade prosthetics or wheelchair users being given basketball, rugby or tennis wheelchairs, but that could also just be because that's what I'm most knowledgeable about and so I just notice it more.
So what's the problem with that? Well, mobility aids designed for sport aren't like, say, running shoes where they're designed for one thing, but can be used for another. They are designed for one thing, and one thing only. trying to use them for literally anything else will... well it won't get you far.
Running Blades
Now look, I get why people want to draw these on their amputee and limb different characters, they look cool as hell AND they make you fast! I pestered my prosthetist for years to let me get a pair, admittedly, mostly because of the aesthetic so trust me, I get it.
But running blades are made to run, and only to run. Sometimes to jump, but mainly to run. You see, running blades look the way they do, because they aren't actually based off of human anatomy at all. The original running blade was inspired by the hind-legs of animals like cheetahs, dogs and other fast-moving land mammals. As the furries among us would already know, a lot of these animals have something called digitigrade legs, meaning they don't stand with their entire back foot on the ground. What we see as their paws is actually just the ends of their toes, and their ankle is held up off the ground. The reason so many animal species evolved with this trait is because it makes you really fast (among other things). The entire leg essentially works like a spring, giving the animal more force to push themselves forward, at the cost of the limb being a little less stable to stand on. that isn't an issue when you have another two legs out in front, but it's part of the reason why you don't see many bipedal creatures in nature with digitigrade legs.
Running blades took this general digitigrade leg layout and kind of simplified it, functionally making the athletes run on their toes. The blades are made out of very strong and very flexible carbon fibre sheets, and when the "toe" of the blade hits the ground, the force of the impact causes the whole blade to bend, then rebound, using the runner's own force and momentum to push them forward again. However, unlike most animals, humans don't have another set of legs out in front to keep us stable, so when the person with the blade prosthetic stops running, they either become very unstable or will fall over. This is because, in order to get that spring-like motion, these prosthetics can't have a heel and the way our body's weight is distributed means we kind of need that. Some leg amputees are able to walk a little bit in these running blades, but its not easy and is generally pretty uncomfortable to do, and for double leg amputees, it's exceptionally difficult.
There's also the fact that the running blades need a lot of force applied to them to actually work. A friend of mine brought her blade to an event we were both at, and you could not get the arch of the blade to bend with your arms. At all. One of the other guys at the event was a Paralympic powerlifter, and even he couldn't do it. even leaning on it with all our body weight wasn't enough to make it bend and push back. The only way to get it to bend was by landing on it while running at full speed - which is no small amount of force. Anything less and it won't budge, making these essentially very poorly balanced peg legs when used for anything other than running and jumping. This was actually the reason my prosthetist never signed off on me getting a pair of running legs, because I had an issue that made my stumps too sensitive to withstand the forces needed for them to work properly.
So unless your amputee character is going to be running everywhere at a full sprint, they don't need and probably won't benefit much from having blades in place of a regular prosthetic foot. However, if you want some extra speed for your amputee character, without the significant balance issues that come with a blade, hybrid feet do exist! These hybrids are made out of the same carbon fibre sheets as the big blades, but are shaped more like a regular leg and ankle, with an additional piece attached to the back to give you the stability of having a heel. These hybrid feet, often called active feet or high-mobility feet, take the best of both kinds of prosthetic, while also allowing their user to wear shoes, thanks to the rubber foot shell that goes over the top. They aren't as great for running as the big blades, but they're a lot better than most other prosthetic feet.
The one exception to all of this is if your amputee or limb different character isn't actually human. Quadrupedal mammals like dogs and cats who have their hind legs amputated often get something that looks like a running blade prosthetic as the shape mimics what they'd naturally have without the need for expensive (and completely impractical for animals) electronic parts. When it comes to furry and anthropomorphic animals, I personally make an exception here as well. Technically, the same rule should apply; they're bipedal, so they shouldn't be able to easily stand on a running blade and it wouldn't be practical. However, that rule should also apply to any furry with digitigrade legs, they should be equally unbalanced on their natural meat legs because that kind of bone structure isn't great for a bipedal creature, but it's just kind of an accepted thing to ignore that within the furry community, as long as you can make it look good. In this case, a running blade is the closest a digitigrade furry could probably come to a functional prosthetic without robotics, so I'm more inclined to let it go in that case.
Sports wheelchairs
The wheelchairs used in basketball, tennis and rugby are all different, but the features I see getting used in character designs are, for the most part, in all three, so for the sake of simplicity, going forward I'm going to refer to them all collectively as sports chairs. "Sports wheelchair" is an umbrella term that encompasses a lot more than just these three types, but I don't think I've seen anyone confuse a racing or golfing wheelchair for a general use wheelchair, so for this article, I'm mainly going to be using it to refer to those three. Likewise, going forward, I'm going to be calling normal, non-sports wheelchairs "day-chairs," which was a popular way of shortening "daily-use wheelchair" when I played wheelchair sports.
Just like the running prosthetic, sports wheelchairs are made to do one thing very well, and only that one thing, which is why people who play wheelchair sports of any kind need to have an entirely separate wheelchair to play in. The wheelchairs designed for Rugby and basketball are made to go on perfectly flat, perfectly smooth, indoor basketball courts. Likewise, tennis chairs are made to play on perfectly flat and smooth tennis courts. But it's pretty hard to find anything that smooth and flat outside of those specific spaces and these chairs don't handle any other type of environment well at all, even including the entrances and exists to the courts. These sports chairs are so bad at dealing with anything else, in fact, that people who play these sports will usually stay in their day-chairs, right up until they're on the court's sideline, then swap into the sports chair only when needed.
This is because the features that make these wheelchairs so good for their respective sports, tend to cause a lot of logistical problems anywhere else. For example, when most people think about sports wheelchairs, one of the first things that comes to mind is probably the big, tilted wheels. The wheels on all sports chairs are angled outwards, with the wheels closer at the top, and wider at the bottom - this is called wheel camber. A standard day-chair, though, usually has no, or very little camber - wheels that are not tilted outwards. Giving sports chairs camber has a lot of benefits, with the main one being added stability. When you're playing a game like wheelchair basketball or rugby, which are contact sports, you need to be able to take a hit without falling over, and a wider base of support helps with that a lot. The larger wheels on these chairs also tend to sit pretty far forward, which shifts the chair's centre of gravity, making it way easier to do precise, tight turns. However, this makes the chair much less stable, which the camber also helps with, which is one of the big reasons you see tilted wheels on tennis chairs too. Finally, you also need your hands and fingers on the wheels to move, but if someone crashes into you, having the wheels tilted this way keeps your hands out of the way of being crushed on impact...usually.
As you can see, this feature has a lot of advantages, but you'll notice that having the wheels tilted also makes the chair very wide. So wide that they don't actually fit most doors, except double doors. When I played basketball, to even get our sports wheelchairs inside the courts we practiced on, which only had standard, single doors for some reason, we had to sit in our day chairs and push the basketball chairs in front of us with the big wheels removed, or they wouldn't be able to fit inside. I'm sure you can see now why this makes these wheelchairs impractical for daily use. It's hard enough getting a normal day-chair through some building's doors, let alone through crowded or tight places like shops with narrow isles or down narrow footpaths. You will occasionally see a day-chair with a very minor tilt on their big wheels, but it's usually only done on very thin chairs with active or experienced users, and it's almost never more than a 2 - 5° tilt (whereas sports chairs can have as much as 15° to 20°, depending on the sport).
But tilted wheels aren't the only thing that makes them impractical for daily use. Another feature of these chairs is their anti-tip wheels; little wheels at the back that stop you from falling backwards out of your chair. A lot of day-chairs have anti-tips too, but the ones on day-chairs are usually positioned so that the wheelchair can still be tilted back enough to get up things like curbs and small steps and mildly rough terrain. However, remember how I said sports chairs have their big wheels moved further forward to help them turn easier? this will cause the chair to tip back way easier, and to account for that, the anti-tip wheels on sports chairs have to be basically touching the ground. If they weren't, every time you pushed forward, you would loose a bunch of your energy and momentum from tipping back slightly. You'd also probably damage the courts after a while too from forcibly slamming your front and anti-tip wheels into the ground repetitively. So they make the anti-tip wheels as close to the ground as practically possible to stop that, and also so you can lean as far back in the chair as you need, without having to worry about falling back but this means the chair is prone to getting stuck on everything and anything if the ground isn't perfectly flat and smooth. Even trying to take one of these chairs down a tiny curb-cut ramp is likely to result in your front wheels getting wedged on the road, while the anti-tips get stuck on the ramp with your big wheels (the ones you use to propel yourself forward) getting stuck in the air.
Finally, there's also the size. Even without tilted wheels, these chairs are often quite a decent bit larger than a day chair, mostly to protect their user. Most sports wheelchairs have a protective bar in front and around the sides of the chair, and the anti-tips add quite a bit of extra length to them in a lot of cases. The bar protects your feet in the event of a collision or fall, and makes the chairs more bottom-heavy to prevent them from tipping over whenever you make a sharp turn, and the anti-tip wheels need to extend a decent way out of the back of the chair or else they can't do their job. These things don't matter too much on the court, but once again, out in the real world, it makes a big difference.
There are a few other little differences too that can, in some cases, make them less practical. things like the fact breaks are never included on sports chairs (anymore) because they just weren't needed during the games and increased the risk of hand injuries - I lost a few thumbnails from snagging them on my day-chair's breaks when I was pushing fast. Sports chairs also can't fold down, as making them able to do so is a safety hazard since it weakens the frame of the chair. So that, combined with their larger shape means they can really only be transported by most people by putting them in the back trunk of the car, whereas even day-chairs that can't fold are designed to be able to be placed on a car seat, meaning they're easier to get in and out of a car when you don't have anyone to help you.
I speak about all of this from experience, by the way. As a teenager, my first wheelchair basketball coach intentionally didn't explain the above points to me when he lent me my first ever sports wheelchair. He knew the first thing I was going to do was try to take it to school, and he knew I wouldn't listen if he just told me not to try it, so it was just better to let me figure it out on my own. My old English classroom's door still has a big chunk of paint missing from where I tried to force this extra-wide sports chair through almost 10 years later, and I was late to every single class that day because the school's elevator had a small lip by the door I kept getting stuck on. Not to mention the several times I got stuck on the curb cut just trying to leave our local courts the day he gave it to me.
Sometimes kids just have to learn through trial and error, and I definitely tried, which is why it's so funny to me when I see wheelchair using characters in fiction either using just a straight-up sports wheelchair as a day-chair, or who's day-chair was designed by someone who very clearly just googled "cool/sporty/fast wheelchair" and slapped a bunch of features they saw onto a more standard wheelchair without understanding what those things actually do.
Conclusion
Honestly, as far as disability tropes go this one is mainly harmless. Personally, I find it more funny than annoying or harmful like most of the tropes I talk about, but it does come across to those of us who have used these mobility aids that you haven't really done much more than superficial research.
Dealing with Healing and Disability in fantasy: Writing Disability
[ID: An image of the main character from Eragon, a white teenage boy with blond hair in silver armour as he sits, with his hand outstretched. On his hand is a glowing blue mark. He is visibly straining as he attempts to heal a large creature in front of him. /End ID]
I'm a massive fan of the fantasy genre, which is why it's so incredibly frustrating when I see so much resistance to adding disability representation to fantasy works. People's go-to reason for leaving us out is usually something to the effect of "But my setting has magic so disability wouldn't exist, it can just be healed!" so let's talk about magic, specifically healing magic, in these settings, and how you can use it without erasing disability from your story.
Ok, let's start with why you would even want to avoid erasing disability from a setting in the first place. I talked about this in a lot more detail in my post on The Miracle Cure. this line of thinking is another version of this trope, but applied to a whole setting (or at least, to the majority of people in the setting) instead of an individual, so it's going to run into the same issues I discussed there. To summarise the points that are relevant to this particular version of the trope though:
Not every disabled person wants or needs a cure - many of us see our disability as a part of our identity. Do difficulties come with being disabled? absolutely! It's literally part of the definition, but for some people in the disabled community, if you took our disabilities away, we would be entirely different people. While it is far from universal, there is a significant number of us who, if given a magical cure with no strings attached, would not take it. Saying no one in your setting would be disabled because these healing spells exists ignores this part of the community.
It messes with the stakes of your story - Just like how resurrecting characters or showing that this is something that is indeed possible in the setting can leave your audience feeling cheated or like they don't have to worry about a character *actually* ever dying. healing a character's disability, or establishing that disability doesn't exist in your setting because "magic" runs into the same problem. It will leave your readers or viewers feeling like they don't have to worry about your characters getting seriously hurt because it will only be temporary, which means your hero's actions carry significantly less risk, which in turn, lowers the stakes and tension if not handled very, very carefully.
It's an over-used trope - quite plainly and simply, this trope shows up a lot in the fantasy genre, to the point where I'd say it's just overused and kind of boring.
So with the "why should you avoid it" covered, let's look at how you can actually handle the topic.
Limited Access and Expensive Costs
One of the most common ways to deal with healing and disability in a fantasy setting, is to make the healing magic available, but inaccessible to most of the population. The most popular way to do that is by making the services of a magical healer capable of curing a disability really expensive to the point that most people just can't afford it. If this is the approach you're going to use, you also typically have to make that type of magic quite rare. To use D&D terms, if every first level sorcerer, bard, cleric and druid can heal a spinal injury, it's going to result in a lot of people who are able to undercut those massive prices and the expense will drop as demand goes down.
If that last sentence didn't give you a hint, this is really popular method in stories that are critiquing capitalistic mindsets and ideologies, and is most commonly used by authors from the USA and other countries with a similar medical system, since it mirrors a lot of the difficulties faced by disabled Americans. If done right, this approach can be very effective, but it does need to be thought through more carefully than I think people tend to do. Mainly because a lot of fantasy stories end with the main character becoming rich and/or powerful, and so these prohibitively expensive cure become attainable by the story's end, which a lot of authors and writer's just never address.
Of course, another approach is to make the availability of the magic itself the barrier. Maybe there just aren't that many people around who know the magic required for that kind of healing, so even without a prohibitive price tag, it's just not something that's an option for most people. If we're looking at a D&D-type setting, maybe you need to be an exceptionally high level to cast the more powerful healing spell, or maybe the spell requires some rare or lost material component. I'd personally advise people to be careful using this approach, since it often leads to stories centred around finding a miracle cure, which then just falls back into that trope more often than not.
Just outright state that some characters don't want/need it
Another, admittedly more direct approach, is to make it that these "cures" exist and are easily attainable, but to just make it that your character or others they encounter don't want or need it. This approach works best for characters who are born with their disabilities or who already had them for a long time before a cure was made available to them. Even within those groups though, this method works better with some types of characters than others depending on many other traits (personality, cultural beliefs, etc), and isn't really a one-size-fits-all solution, but to be fair, that's kind of the point. Some people will want a cure for their disabilities, others are content with their body's the way they are.
There's a few caveats I have with this kind of approach though:
you want to make sure you, as the author, understand why some people in real life don't want a cure, and not just in a "yeah I know these people exist but I don't really get it" kind of way. I'm not saying you have to have a deep, personal understanding or anything, but some degree of understanding is required unless you want to sound like one of those "inspirational" body positivity posts that used to show up on Instagram back in the day.
Be wary when using cultural beliefs as a reasoning. It can work, but when media uses cultural beliefs as a reason for turning down some kind of cure, it's often intending to critique extreme beliefs about medicine, such as the ones seen in some New Age Spirituality groups and particularly intense Christian churches. As a general rule of thumb, it's probably not a good idea to connect these kinds of beliefs to disabled people just being happy in their bodies. Alternatively, you also need to be mindful of the "stuck in time" trope - a trope about indigenous people who are depicted as primitive or, as the name suggests, stuck in an earlier time, for "spurning the ways of the white man" which usually includes medicine or the setting's equivalent magic. I'm not the best person to advise you on how to avoid this specific trope, but my partner (who's Taino) has informed me of how often it shows up in fantasy specifically and we both thought it was worth including a warning at least so creators who are interested in this method know to do some further research.
Give the "cures" long-lasting side effects
Often in the real world, when a "cure" for a disability does exist, it's not a perfect solution and comes with a lot of side effects. For example, if you loose part of your arm in an accident, but you're able to get to a hospital quickly with said severed arm, it can sometimes be reattached, but doing so comes at a cost. Most people I know who had this done had a lot of issues with nerve damage, reduced strength, reduced fine-motor control and often a great deal of pain with no clear source. Two of the people I know who's limbs were saved ended up having them optionally re-amputated only a few years later. Likewise, I know many people who are paraplegics and quadriplegics via spinal injuries, who were able to regain the use of their arms and/or legs. However, the process was not an easy one, and involved years of intense physiotherapy and strength training. For some of them, they need to continue to do this work permanently just to maintain use of the effected limbs, so much so that it impacts their ability to do things like work a full-time job and engage in their hobbies regularly, and even then, none of them will be able bodied again. Even with all that work, they all still experience reduced strength and reduced control of the limbs. depending on the type, place and severity of the injury, some people are able to get back to "almost able bodied" again - such was the case for my childhood best friend's dad, but they often still have to deal with chronic pain from the injury or chronic fatigue.
Even though we are talking about magic in a fantasy setting, we can still look to real-life examples of "cures" to get ideas. Perhaps the magic used has a similar side effect. Yes, your paraplegic character can be "cured" enough to walk again, but the magic maintaining the spell needs a power source to keep it going, so it draws on the person's innate energy within their body, using the very energy the body needs to function and do things like move their limbs. They are cured, but constantly exhausted unless they're very careful, and if the spell is especially strong, the body might struggle to move at all, resulting in something that looks and functions similar to the nerve damage folks with spinal injuries sometimes deal with that causes that muscle weakness and motor control issues. Your amputee might be able to have their leg regrown, but it will always be slightly off. The regrown leg is weaker and causes them to walk with a limp, maybe even requiring them to use a cane or other mobility aid.
Some characters might decide these trade-offs are worth it, and while this cures their initial disability, it leaves them with another. Others might simply decide the initial disability is less trouble than these side effects, and choose to stay as they are.
Consider if these are actually cures
Speaking of looking to the real world for ideas, you might also want to consider whether these cures are doing what the people peddling them are claiming they do. Let's look at the so-called autism cures that spring up every couple of months as an example.
Without getting into the… hotly debated specifics, there are many therapies that are often labelled as "cures" for autism, but in reality, all they are doing is teaching autistic people how to make their autistic traits less noticeable to others. This is called masking, and it's a skill that often comes at great cost to an autistic person's mental health, especially when it's a behaviour that is forced on them. Many of these therapies give the appearance of being a cure, but the disability is still there, as are the needs and difficulties that come with it, they're just hidden away. From an outside perspective though, it often does look like a success, at least in the short-term.
Then there are the entirely fake cures with no basis in reality, the things you'll find from your classic snake-oil salesmen. Even in a fantasy setting where real magic exists, these kinds of scams and misleading treatments can still exist. In fact, I think it would make them even more common than they are in the real world, since there's less suspension of disbelief required for people to fall for them. "What do you mean this miracle tonic is a scam? Phil next door can conjure flames in his hand and make the plants grow with a snap of his fingers, why is it so hard to believe this tonic could regrow my missing limb?"
I think the only example of this approach I've seen, at least recently, is from The Owl House. The magic in this world can do incredible things, but it works in very specific and defined ways. Eda's curse (which can be viewed as an allegory for many disabilities and chronic illnesses) is seemingly an exception to this, and as such, nothing is able to cure it. Treat it, yes, but not cure it. Eda's mother doesn't accept this though, and seeks out a cure anyway and ends up falling for a scam who's "treatments" just make things worse.
In your own stories, you can either have these scams just not work, or kind of work, but in ways that are harmful and just not worth it, like worse versions of the examples in the previous point. Alternatively, like Eda, it's entirely reasonable that a character who's been the target of these scams before might just not want to bother anymore. Eda is a really good example of this approach handled in a way that doesn't make her sad and depressed about it either. She's tried her mum's methods, they didn't work, and now she's found her own way of dealing with it that she's happy with. She only gets upset when her boundaries are ignored by Luz and her mother.
Think about how the healing magic is actually working
If you have a magic system that leans more on the "hard magic" side of things, a great way to get around the issue of healing magic erasing disability is to stop and think about how your healing magic actually works.
My favourite way of doing this is to make healing magic work by accelerating the natural processes of your body. Your body will, given enough time (assuming it remains infection-free) close a slash from a sword and mend a broken bone, but it will never regrow it's own limbs. It will never heal damage to it's own spinal cord. It will never undo whatever causes autism or fix it's own irregularities. Not without help. Likewise, healing magic alone won't do any of these things either, it's just accelerating the existing process and usually, by extension making it safer, since a wound staying open for an hour before you get to a healer is much less likely to get infected than one that slowly and naturally heals over a few weeks.
In one of my own works, I take this even further by making it that the healing magic is only accelerating cell growth and repair, but the healer has to direct it. In order to actually heal, the healer needs to know the anatomy of what they're fixing to the finest detail. A spell can reconnect a torn muscle to a bone, but if you don't understand the structures that allow that to happen in the first place, you're likely going to make things worse. For this reason, you won't really see people using this kind of magic to, say, regrow limbs, even though it technically is possible. A limb is a complicated thing. The healer needs to be able to perfectly envision all the bones, the cartilage, the tendons and ligaments, the muscles (including the little ones, like those found in your skin that make your hair stand on end and give you goose bumps), the fat and skin tissues, all the nerves, all the blood vessels, all the structures within the bone that create your blood. Everything, and they need to know how it all connects, how it is supposed to move and be able to keep that clearly in their mind simultaneously while casting. Their mental image also has to match with the patient's internal "map" of the body and the lost limb, or they'll continue to experience phantom limb sensation even if the healing is successful. It's technically possible, but the chances they'll mess something up is too high, and so it's just not worth the risk to most people, including my main character.
Put Restrictions on the magic
This is mostly just the same advice as above, but for softer magic systems. put limits and restrictions on your healing magic. These can be innate (so things the magic itself is just incapable of doing) or external (things like laws that put limitations on certain types of magic and spells).
An example of internal restriction can be seen in how some people interpret D&D's higher level healing spells like regenerate (a 7th level spell-something most characters won't have access to for quite some time). The rules as written specify that disabilities like lost limbs can be healed using this spell, but some players take this to mean that if a character was born with the disability in question, say, born without a limb, regenerate would only heal them back to their body's natural state, which for them, is still disabled.
An external restriction would be that your setting has outlawed healing magic, perhaps because healing magic carries a lot of risks for some reason, eithe to the caster or the person being healed, or maybe because the healing magic here works by selectively reviving and altering the function of cells, which makes it a form of necromancy, just on a smaller scale. Of course, you can also use the tried and true, "all magic is outlawed" approach too. In either case, it's something that will prevent some people from being able to access it, despite it being technically possible. Other external restrictions could look like not being illegal, per say, but culturally frowned upon or taboo where your character is from.
But what if I don't want to do any of this?
Well you don't have to. These are just suggestions to get you thinking about how to make a world where healing magic and disability exist, but they aren't the only ways. Just the ones I thought of.
Of course, if you'd still rather make a setting where all disability is cured because magic and you just don't want to think about it any deeper, I can't stop you. I do however, want to ask you to at least consider where you are going to draw the line.
Disability, in essence, is what happens when the body stops (or never started) functioning "normally". Sometimes that happens because of an injury, sometimes it's just bad luck, but the boundary between disabled and not disabled is not as solid as I think a lot of people expect it to be, and we as a society have a lot of weird ideas about what is and isn't a disability that just, quite plainly and simply, aren't consistent. You have to remember, a magic system won't pick and choose the way we humans do, it will apply universally, regardless of our societal hang-ups about disability.
What do I mean about this?
Well, consider for a moment, what causes aging?
it's the result of our body not being able to repair itself as effectively as it used to. It's the body not being able to perform that function "normally". So in a setting where all disability is cured, there would be no aging. No elderly people. No death from old age. If you erase disability, you also erase natural processes like aging. magic won't pick and choose like that, not if you want it to be consistent.
Ok, ok, maybe that's too much of a stretch, so instead, let's look at our stereotypical buff hero covered in scars because he's a badass warrior. but in a world where you can heal anything, why would anything scar? Even if it did, could another healing spell not correct that too? Scars are part of the body's natural healing process, but if no natural healing occurred, why would a scar form? Scars are also considered disabling in and of themselves too, especially large ones, since they aren't as flexible or durable as normal skin and can even restrict growth and movement.
Even common things like needing glasses are, using this definition of disability at least, a disability. glasses are a socially accepted disability aid used to correct your eyes when they do not function "normally".
Now to be fair, in reality, there are several definitions of disability, most of which include something about the impact of society. For example, in Australia (according to the Disability Royal Commission), we define disability as "An evolving concept that results from the interaction between a person with impairment(s) and attitudinal and environmental barriers that hinder their full and effective participation in society on an equal basis with others." - or in laymen's terms, the interaction between a person's impairment and societal barriers like people not making things accessible or holding misinformed beliefs about your impairment (e.g. people in wheelchairs are weaker than people who walk). Under a definition like this, things like scars and needing glasses aren't necessarily disabilities (most of the time) but that's because of how our modern society sees them. The problem with using a definition like this though to guide what your magic system will get rid of, is that something like a magic system won't differentiate between an "impairment" that has social impacts that and one that doesn't. It will still probably get rid of anything that is technically an example of your body functioning imperfectly, which all three of these things are. The society in your setting might apply these criteria indirectly, but really, why would they? Very few people like the side effects of aging on the body (and most people typically don't want to die), the issues that come with scars or glasses are annoying (speaking as someone with both) and I can see a lot of people getting rid of them when possible too. If they don't then it's just using the "not everyone wants it approach" I mentioned earlier. If there's some law or some kind of external pressure to push people away from fixing these more normalised issues, then it's using the "restrictions" method I mentioned earlier too.
Once again, you can do whatever you like with your fantasy setting, but it's something I think that would be worth thinking about at least.
Get the code (and instructions for how to use it) on github
(note: when scrolling, works written by other people will have the same cream background as the site, but works written by you will have a yellow background)
i am so so gently asking abled storytellers to try this little exercise: consider that maybe the main character doesn't miraculously get through traumatic event number 8277 with minor injuries. maybe they don't make a full, narratively-convenient recovery. there are tangible, long-term effects on their health. they are disabled. there are lots of ways to be disabled, and you can pick whatever makes the most sense. the point is that because they're the main character, they have to stay at the heart of the narrative. what happens to your story after that? just for the sake of this exercise, you're not allowed to have them spiral into helpless depression, or collapse under self-loathing, or turn their story into a quest for a cure or an uplifting recovery narrative. think it through instead. how can you tell this story with the character's disability? what needs to change? are there any reasons why these changes can't happen?
at the end of it, you might change nothing. but I think this is worth doing, because sometimes you'll find that the reason you didn't want your character to have a limp, or lose a limb or sense, or have some kind of SFF-appropriate fantasy disability is because of internalised biases. those are worth challenging & i truly believe that creators miss out on richer stories when they view disability either as a fate worse than death or as nothing more than a catalyst for tragedy.
Not superstitious and not not superstitious but a third secret thing (read a lot of fairytales as a child and doesn't believe them but also would never be rude to a mountain while still on it just in case)
me and @microbiologistmusings made a guide! we were talking about how frustrating it can be when so much (well meaning!) art of wheelchair users seems to get the chairs...not quite right. so maybe this will help :) i had a lot of fun drawing it and thank u to levi for your unending wisdom <3
i've been trying to do one (1) 5min sprint a day and my days have had 1-2 days in between each one...trying not to beat myself up too bad about it, but egh, it's rough out here
and it's pretty, I even used an add-on that i changed a little bit to match it (before and after)
as you can see, it's all very coherent etc etc bUT MY ISSUE
is the color of the little lock next to my username (yes my works are restricted)
i've seen at least one skin where this lock was changed to match it, and now I kinda want to change it too, at least to make it red so it doesnt pop ou too much with the rest
I just don't know how to change this specifically, can anyone help me please?
I'm going to walk you through step by step how I identified what needed to be changed and then how I changed it. It'll be helpful to you (or anyone) who wants to start modifying more parts of a site skin or even attempting to code your own!
If you just want the code, you can scroll down to the end.
Note: you need to use a computer for this method. I know someone told me once that you can inspect elements on your phone but I'm never going to attempt that lol.
First, you need to identify the thing that you want to change. In this case, it's the blue lock but it could be a background or a border or a specific tag etc.
To identify the thing, right-click in your browser window and choose Inspect from the menu that pops up. I use Firefox, so this menu will look a bit different if you're using a different browser.
When you open the Inspect feature, a window will open up in your browser with a lot of code in it. In Firefox, it opens at the bottom of the page. In Chrome it opens along the right-hand side.
At the top left corner of that Inspect window, you can see an arrow. Click on that.
With that arrow selected, you'll be able to see the names and boundaries of all of the elements on the page. Move your mouse around until you have it on top of the blue lock and you can see that the lock itself is selected.
With your mouse in the right place, click on the blue lock and notice that the code in the Inspect window jumps to a different location. It has now gone directly to the part of AO3's code that applies to this lock.
By looking at this line of code, I can see that the lock is an image (which is why the tooltip above had img on it when we were finding it on the page)
The source of the image is /images/lockblue.png - which means that the image is hosted directly on AO3 somewhere. That's why it doesn't start with https://www.
If you wanted to, you could change the image to something else by uploading your preferred image to an image hosting service and redirecting the code to look at that instead. I've done that in various skins before. But since you just want to change the colour, let's work on that.
To identify the specific bits of the code to change, I'm going to look at the breadcrumb along the bottom of that inspect window:
This gives you the exact location of the bit you're trying to change.
However, this is just the path when you're on the work's page itself. Let's take a look at the path when you're on a tag's browse page:
I compared this with my bookmarks, and it's the same so it seems we just have two places that we want to change:
CSS allows you to recolour an image without replacing it. To do this, you use Filters - which are pretty much like filters in photoshop. Some wonderful person out there made everyone's lives easier by creating a css filter generator: https://angel-rs.github.io/css-color-filter-generator/ So now you just need to enter the colour you're looking for and grab the filter code from here.
I'm going to use the hex colour #900 because that's the Archive's red, but you can enter whatever colour you'd like.
(if the colour doesn't look quite right, look at the Loss underneath the code. Here the loss is 0, so it's a perfect match, but if the loss is bigger, just run the 'get filter' again until you get a better match)
Press the Copy link to grab your filter and then paste it into your code, making sure that you have your brackets before and after the code bit.