• Eyes flicking to someone’s mouth mid-sentence
• Forgetting what they were about to say
• Leaning in unconsciously
• Mirroring posture without realizing
• Smiling at something that wasn’t that funny
• Adjusting hair or clothes when the other person enters
• Noticing and remembering details no one else bothers to
• A pause before pulling their hand away
• Shoulders softening
• Looking away first and then back again
• Swallowing before speaking
• Voice lowering slightly
• Turning their body fully toward the other person
• A delayed reaction to a touch
✧ 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 decomposition process occurs in several stages following death:
Pallor mortis
Algor mortis
Rigor mortis
Cadaveric spasm
Lividity
Putrefaction
Decomposition
Skeletonization
PALLOR MORTIS
The first stage of death.
Occurs once blood stops circulating in the body.
The cessation of an oxygenated blood flow to the capillaries beneath the skin causes the deceased to pale in appearance.
In non-Caucasians, the pallor may appear to develop an unusual hue; the skin will lose any natural lustre and appears more waxen.
Occurs quite quickly, within about 10 minutes after death.
ALGOR MORTIS
The cooling of the body after death.
The cooling process will be influenced by many factors, including the deceased’s clothing, or whether they are covered with bed linen such as blankets or duvets.
The body will typically cool to the ambient room temperature, but this alters if there is heating in the room or if there is a constant draught cooling the body.
RIGOR MORTIS
Can occur between 2 and 6 hours after death.
Factors including temperature can greatly affect this.
Caused by the muscles partially contracting, and the lack of aerobic respiration means that the muscles cannot relax from the contraction, leaving them tense, subsequently resulting in the stiffening we associate with rigor mortis.
This stage typically begins in the head, starting with the eyes, mouth, jaw and neck, and progresses right through the body.
The process is concluded approximately 12 hours after death (although, again, certain variables may occur) and lasts between 24 and 72 hours depending on circumstances.
Contrary to popular belief, rigor mortis is not a permanent state and is in fact reversed, with the muscles relaxing in the same order in which they initially stiffened.
The reversing process also takes approximately 12 hours, when the body returns to its un-contracted state.
It is possible to ‘break’ rigor mortis by manipulating and flexing the limbs. This is usually done by undertakers, pathologists or crime scene investigators who are attempting to examine or move a body – or by a murderer trying to hide their victim in the closet or the boot of a car.
CADAVERIC SPASM
A phenomenon that can be misinterpreted as rigor mortis.
The instantaneous stiffening of the body (most commonly the hands) following a traumatic death.
Unlike rigor mortis, the stiffening of the affected limb is permanent and is not reversed, causing the deceased to maintain the rigidity until such time as putrefaction causes breakdown of the particular muscle group.
Examples:
The deceased following an air crash were later discovered still clutching their seatbelts or arm rests in a final, desperate act of survival.
In a drowning case, the victim was discovered with grass from the riverbank still grasped in their hand.
Perhaps the most famous case of cadaveric spasm involves the rock band Nirvana’s lead singer, Kurt Cobain. Cobain reportedly committed suicide in April 1994. His body was discovered a few days after his death with a shotgun wound to the head, and tests revealed he had large traces of heroin in his system. He was reportedly discovered still clutching the gun in his left hand, due to cadaveric spasm. However, a great deal of controversy surrounds the veracity of this latter assumption, and indeed the cause of his death, with many people insisting and attempting to prove that he died as the result of foul play rather than suicide.
LIVIDITY
Also known as livor mortis, hypostasis, or suggillation.
Once blood can no longer circulate, it will gravitate towards the lowest point of the body.
Example: A supine body will display pinkish/purple patches of discoloration where the blood has settled in the back and along the thighs.
Occurs about 30 minutes after death, but will not necessarily be noticeable until at least 2 hours afterwards as the pooling process intensifies and becomes visible, finally peaking up to between 8 and 12 hours later.
Once it is complete, the lividity process cannot be reversed.
Therefore a body discovered lying on its side, but with staining evident in the back and shoulders, must have been moved at some point from what would have been a supine position at the time of death.
It is worth noting that if the body has had contact with the floor, a wall or other solid surface, lividity would not occur at the points of contact as the pressure would not allow the blood to seep through the capillaries and pool. The specific area of pressure will be the same colour as the rest of the body and a pattern of contact may well be evident.
PUTREFACTION
Derives from the Latin putrefacere, meaning ‘to make rotten’.
The body becomes rotten through the process known as autolysis, which is the liquefaction of bodily tissue and organs and the breakdown of proteins within the body due to the increased presence of bacteria.
The first visible sign is the discoloration of the skin in the area of the abdomen.
Bacteria released from the intestine cause the body to become bloated with a mixture of gases; over time these will leak out, and the smell will intensify to unbearable proportions.
Typically, this will attract flies that will lay eggs, which develop into maggots.
Bloating is most evident in the stomach area, genitals and face, which can become unrecognizable as the tongue and eyes are forced to protrude due to the pressure of the build-up of gases in the body.
At this stage, the body will also begin to lose hair.
The organs typically decompose in a particular order: starting with the stomach, followed by the intestines, heart, liver, brain, lungs, kidney, bladder and uterus/prostate.
Once all the gases have escaped the skin begins to turn black: this stage is called ‘black putrefaction’.
As with all the other stages of death so far, the rate of putrefaction depends on temperature and location. A body exposed to the air above ground will decompose more quickly than a body left in water or buried below ground.
During putrefaction, blistering of the skin and fermentation can also occur:
Fermentation - a type of mould that will grow on the surface of the body. This mould appears white, and is slimy or furry in texture. It also releases a very strong, unpleasant, cheesy smell.
As the putrefaction process comes to an end, fly and maggot activity will become less, which leads to the next stage.
DECOMPOSITION
The body is an organic substance comprising organisms that can be broken down by chemical decomposition.
If the body is outside, any remains that have not been scavenged or consumed by maggots will liquefy and seep into the surrounding soil.
Thus when the body decomposes it is effectively recycled and returned to nature.
SKELETONIZATION
The final stage of death is known as ‘dry decay’, when the cadaver has all but dried out: the soft tissue has all gone and only the skeleton remains.
If the cadaver is outside, not only is it exposed to the elements but it also becomes food for scavengers such as rats, crows or foxes.
As the remains are scavenged, the body parts become dispersed so it is not unusual to find skeletal remains some distance from where the body lay at the point of death.
The way in which skeletal remains are scattered in such cases is of interest to archaeologists, and is referred to as taphonomy.
Where a body has lain undiscovered at home for a period of time it has also been known for family pets, typically dogs, to feed on the body. The natural instinct of a pet is to attempt to arouse the deceased by licking them, but once it gets hungry, its survival instinct will take over and it will consider the body as little more than carrion: it will act with the same natural instinct as a scavenger in the wild, which will feed on any corpse, be it animal or human, if it is starving.
Obviously the number of pets, the body mass of the deceased and the time lapse before the body is discovered will influence to what extent it has been devoured.
For further research on the stages of decomposition and the factors that affect it, look up body farms. These are medical facilities where bodies are donated for research purposes so scientists can specifically observe the decomposition process. However, be aware that some of the images are quite graphic.
Source ⚜ More: References ⚜ Autopsy ⚜ Pain & Violence ⚜ Injuries
Bereavement ⚜ Death & Sacrifice ⚜ Cheating Death ⚜ Death Conceptions
Random, but a really handy way to make things seem creepy or wrong in horror is to make them incongruously neat or clean:
In the middle of a horrific battlefield, you find one corpse laid aside neatly, straightened and arranged, its arms crossed neatly across its chest
As you walk through the garden, you gradually realise that the oddness you’ve been noticing about the trees is that they are all perfectly symmetrical
As you move through the abandoned house, you realise that suddenly that there’s no dust in this room, no dirt or cobwebs
You hear hideous noises coming from behind a locked door, screams and pleas, and visceral sounds of violence. When you manage to break down the door, there is no one there, and the room is perfectly spotless
In the middle of a horrific battlefield, a hollow full of churned mud and blood, you find five corpses cleanly dismembered, each set of limbs or parts neatly laid out in their own little row
You witness a murder, a brutal, grisly killing that carpets the area in blood. When you return in a blind panic with the authorities, the scene is completely clean, and no amount of examination can find even a drop of blood
You run through the night and the woods with a comrade, pulling each other through leaves and twigs and mud as you scramble desperately towards freedom. When you finally emerge from the forest, in the grey light of dawn, you turn to your companion in relief, and notice that their clothes are somehow perfectly clean
You hand a glass of water to your suspect, talking casually the whole while, and watch with satisfaction as they take it in their bare hand and take a drink. There’ll be a decent set of prints to run from that later. Except there isn’t. There are no prints at all. As if nothing ever touched the glass
You browse idly through your host’s catalogue, and stop, and pay much more attention, when you realise that several items on a dry list of acquisitions are ones you’ve seen before, and it slowly dawns on you that each neat little object and number in this neat little book are things that belong (belonged?) to people you know
Neatness, particularly incongruous neatness, neatness where you expect violence or imperfection or abandonment, or neatness that you belatedly realise was hiding violence, or neatness that is imposed over violence, is incredibly scary. Because neatness is not a natural thing. Neatness requires some active force to have come through and made it so. Neatness implies that the world around you is being arranged, maybe to hide things, to disguise things, to make you doubt your senses, or else simply according to something else’s desires. Neatness is active and artificial. Neatness puts things, maybe even people, into neat little boxes according to something else’s ideals, and that’s terrifying as well. Being objectified. Being asked to fit categories that you’re not sure you can fit, and wondering what will happen to the bits of you that don’t.
Neatness, essentially, says that something else is here. Neatness where there should be chaos says that either something came and changed things, or that what you’re seeing now or what you saw then is not real. Neatness alongside violence says that something came through here for whom violence did not mean the same thing as it does to you.
Neatness, in the right context, in the right place, can be very, very scary
Reminded of something in the last Mistborn book that still stands out to me that is basically a variant of this post:
If the numbers are repeatedly perfect that is not normal.
In the story people were randomly getting sick in groups, and every single time exactly 16% of people got sick. Or, as close as you can get to 16% when you can’t have anyone be like, 3/4s sick, which did on one occassion lead to exactly 16 out of 100 people getting sick.
The example they used, to explain why that was weird, was that if you heard a knocking sound at random intervals, you’d assume the wind was knocking something around. But if the knocks were coming at equal intervals, or to a rhythm, it’s cause someone else is there.
Nature can be regular, but it isn’t a precise regularity. Precision means deliberation.
Basically, "more skilled person just beats the person they're training at sparring until the person they're training improves without doing any fundamentals or teaching them the right way to do things" is a cruel and useless form of "training" and only makes sense if you're trying to show that the "teacher" is being cruel or doesn't know how to teach. Showing it as a legitimate and useful form of training indicates to me that the author didn't bother to do any real research.
There are sort of two ways to look at it as a trope.
It’s either one of those tropes that has no real world basis, but looks/sounds cool in storytelling and is useful for moving the plot along (see: torture, knocking someone unconscious, a lot of medieval fantasy government stuff)
Or it’s one of those things where the overlap between people who write books and people who practice martial arts is so small that most writers trust the trope blindly and never think past it.
Just a few tips from someone who's been doing HEMA fighting (and training) for about a year
-Drills. So many drills. Just doing the same motion, or set of motions, over and over and over until it's muscle memory. And then do it some more. These can be done with another person, so you can get a feel for hitting someone (else's sword), or they might be done to a dummy, or just to the air as part of a series of steps
-there is a surprising amount of reading! A lot of what we do is based on styles that originated in the 11th-15th centuries, and were literally written in manuals for future people to use. Sometimes the explanations and diagrams are very clear. Sometimes they are not.
- There is sparring, with variations on goals. Sometimes the goal is just 'hit each other'. Sometimes you will have specific caveats, like if you both deliver a 'killing blow' at the same time you have to run to opposite ends of the room and back
- Footwork drills
- lots of wrist and arm stretches, both with and without swords
- Moving through different blocks/base positions, and practicing different cuts from each position
- More drills, wearing armor or other appropriate gear
- Weights and cardio training! Both are extremely important for making sure you can 1. Swing your sword and 2. Keep swinging your sword when you're wearing 15 lbs of armor and have been hacking at people for a full 20 minutes
- Learning how to maintain your gear
- Practicing control of the blade- this is usually done by having a dummy target (or sometimes a real person), and swinging with full power but stopping before you actually make contact. Master swordsman can bring their blade within half an inch of their target.
- Even more drills
Obviously some of this is pretty modern, but I can't imagine that it would be incredibly novel even to people from 600 years ago. And if you have any questions, please feel free to ask!
Adding onto this with even more things, now that I'm nearly 2 years in and have done a couple of tournaments!
Footwork drills are really important! Learning how and when to move, and shift your weight on your feet, is crucial
When practicing solo I often do so in front of a full-length mirror so that I can actually see what I'm doing
There is also just a lot of sparring. Unfortunately you can't really get good at sword fighting without getting your butt kicked. A lot.
However! A good teacher will give you tips either during or after the fight, or both! A lot of the time it's things like 'you need to improve your footwork more, here are 10 different drills. Go do them.' However, there is also a fair bit of going back over certain 'plays' in slower motion, where they'll tell you exactly what you did wrong and how to fix it in the context of the fight.
Also, just as a side note, unless your character is the progeny of a wealthy lord, they are probably going to use borrowed equipment. It will not fit right. And it will reek with the stench of 1000 sweaty people. And if you train in it enough, when you do get your own gear that actually fits properly and only smells like your sweat, I swear you get 5x better overnight
At some point, everyone develops their own style. I've fought people who love to just make huge stabby lunges, people who make wild flourishes, big guys who just brute force it, guys who look like they'd blow away in a light breeze but are the fastest people you've ever met. It comes over time, and from learning as many different techniques as you can
Not sure how much they did this in Ye Olden Days but almost everyone I've met in HEMA now fights in at least two different styles (usually longsword and Sabre or rapier). As I said above, the more styles you learn, the better you get at all of them; many techniques that you learn from one style are applicable in some way to the other
Thats all I can think of for now, but if anyone has any questions feel free to reach out!
What’s an Einstein-Rosen Bridge? What’s the coldest thing in the universe? What does all this technobabble mean? Do astrophysicists love creating weird names and acronyms for telescopes? (Yes. Yes we do.)
Hey everyone! I’m Kate, a senior in university very close to completing my degree in astrophysics. I’ve done professional research on dark matter, giant molecular clouds, quasars and galaxies. I’ve taken entirely too many science classes, read way too many journals, and watched far too much sci-fi.
In short, I’m way too interested in science fiction and explaining science (especially physics) to others for my own good. I’m also an avid writer and love meeting other writers. So what better way to share than to start a blog? I’m here to answer your physics questions!
My specialty is astrophysics of course, but I can also answer questions on general physics, relativity, quantum mechanics, electromagnetism and et cetera. So got a spaceship, galaxies, a laser ray, a particle accelerator in your story? I got you. I’ll even take a shot at theoretical and/or fictional stuff- time travel, faster-than-light travel, anything that comes my way! I’m super excited to answer any and all questions.
You guys my blog had TWINS!!! TWO BLOG-BABIES IN 24 HOURS!!!!
Seriously, check out @scriptphysicist !!! Fluke is awesome, smart, funny, and I’m enthralled by her blog!
The ‘Script Bitches Gang now includes:
@scriptmedic, good ol’ Aunt Scripty, the Patron Saint of Trauma (or not, i dunno, i’m trying it out but i’d rather not die for your characters’ sins, yunno?)
@scriptlawyer, my eldest scion (her blog is AMAZING!!!! I learn so much from her!)
@scriptecology, for your world-building, animal-knowing, nature-learning needs!
@scriptphysicist, for physics, astrophysics, and sci-fi! Laser rays? ask! rocket ships? ask! ROCKET SHIPS WITH LASER RAYS?!? DOUBLE ASK!!!
I cannot contain my joy and enthusiasm and love. You all make me so happy and I hope to have more blog-babies in the ever-more-wonderful future :)
I have bookmarks saved for random, different, interesting topics that don’t really fit into any single category, so I decided to just put them all together in one list.
A list of resources on miscellaneous topics to help make your stories more interesting.
Writing Accurate Heist Scenes A tumblr thread that discusses accurate heist scenes for heist movies, and what it’s like to work as a security guard.
Friends, Not Love Interests Helpful advice for anyone who is writing two characters as friends (particularly when one is female and the other is male), in order to help minimize the chance of readers wanting them to fall in love.
The Writer’s Guide to Distinguishing Marks on Characters A basic guide on different types of distinguishing marks for characters, such as freckles, birthmarks, scars, and tattoos.
Don’t Use Specific Numbers in Your Story A tumblr thread that explains if your story doesn’t need a specific number for something (whether a date, age, span of time, etc.), then you don’t need to use a number. Includes helpful examples.
Pet Peeves in TV Shows and Movies A tumblr thread with different lists of things that people find annoying in TV shows and movies. Many of these things can also apply to situations in stories.
Types of Paperwork That Characters Could Do A tumblr thread that discusses how fanfiction writers often give their characters “large amounts of paperwork they hate doing,” but don’t describe the type of paperwork. Provides a list of different types of paperwork that characters could be working on.
In Time Travel Movies, When the Time Traveler Asks... A tumblr thread that discusses more realistic responses for when a time traveler asks what year it is or where they are, instead of people automatically thinking they are weird or crazy for asking.
Reasons for a Character’s Death Explains the reasons why you might kill off a character, and offers advice on how to make a character’s death meaningful.
Dialogue Responses to “I Thought You Were Dead!” A list of different responses that a character could give when someone else says, “I thought you were dead.”
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I’m a writer, poet, and editor. I share writing resources that I’ve collected over the years and found helpful for my own writing. If you like my blog, follow me for more resources! ♡
i like character dynamics that are like "if you have this relationship with other people, it will be toxic, but because your traumas fit each other like puzzle pieces, you're in a fulfilling and functioning relationship"
5 Tiny Writing Tips That Aren’t Talked About Enough (but work for me)
These are some lowkey underrated tips I’ve seen floating around writing communities — the kind that don’t get flashy attention but seriously changed how I write.
1. Put “he/she/they” at the start of the sentence less often.
Try switching up your sentence rhythm. Instead of
“She walked to the window,”
try
“The window creaked open under her touch.”
Keeps it fresh and stops the paragraph from sounding like a checklist.
2. Don’t describe everything — describe what matters.
Instead of listing every detail in a room, pick 2–3 objects that say something.
“A half-drunk mug of tea and a knife on the table”
sets a way stronger tone than
“There was a wooden table, two chairs, and a shelf.”
3. Use beats instead of dialogue tags sometimes.
Instead of:
"I'm fine," she said.
Try:
"I'm fine." She wiped her hands on her skirt.
It helps shows emotion, and movement.
4. Write your first draft like no one will ever read it.
No pressure. No perfection. Just vibes. The point of draft one is to exist. Let it be messy and weird — future you will thank you for at least something to edit.
5. When stuck, ask: “What’s the most fun thing that could happen next?”
Not logical. Not realistic. FUN. It doesn’t have to stay — but chasing excitement can blast through writer’s block and give you ideas you actually want to write.
What’s a tip that unexpectedly helped with your writing? Let me know!! 🍒
There used to be a lot of activities that took place around a populated area like a village or town, which you would encounter before you reached the town itself. Most of those crafts have either been eliminated in the developed world or now take place out of view on private land, and so modern authors don't think of them when creating fantasy worlds or writing historical fiction. I think that sprinkling those in could both enrich the worlds you're writing in and, potentially, add useful plot devices.
For example, your travelers might know that they're near civilization when they start finding trees in the woods that have been tapped, for pitch or for sap. They might find a forester's trap line and trace it back to his hut to get medical care. Maybe they retrace the passage of a peasant and his pig out hunting for truffles. If they're coming along a coast, maybe your travelers come across the pools where sea water is dried down to salt, or the furnaces where bog iron ore is smelted.
Maybe they see a column of smoke and follow it to the house-sized kilns of a potter's yard where men work making bricks or roof tiles. From miles away they could smell the unmistakeable odor of pine sap being rendered down into pitch, and follow that to a village. Or they hear the flute playing of a shepherd boy whiling away the hours in the high pasture.
They could find the clearing where the charcoal burners recently broke down an earth kiln, and follow the hoof prints and drag marks of their horse and sledge as they hauled the charcoal back to civilization. Or follow the sound of metal on stone to a quarry or gravel pit. Maybe they know they're nearly to town when they come across a clay bank with signs of recent clay gathering.
Of course around every town and city there will be farms, more densely packed the closer you are. But don't just think of fields of grains or vegetables. Think of managed woodlands, like maybe trees coppiced-- cut and then regrown--to customize the shape or size of the branches. Cows being grazed in a communal green. Waiting as a huge flock of ducks is driven across the road. Orchards in bloom.
If they're approaching by road, there will be things best done out of town. The threshing floor where grain is beaten with flails or run through crushing wheels to separate the grain from its casing, and then winnowed, using the wind to carry away the chaff. Laundresses working in the river, their linens bleaching on the grass at the drying yard. The stench of the tanners, barred from town for stinking so badly. The rushing wheel-race and great creaking wheel of the flour mill.
If it's a larger town, there might be a livestock market outside the gates, with goats milling in woven willow pens or chickens in wooden cages. Or a line of horses for the wealthier buyer or your desperate travelers. There might be a red light district, escaping the regulations of the city proper, or plain old slums. More industrial yards, like the yards where fabric is dyed (these might also smell quite bad, like rotting plant material, or urine).
There are so many things that preindustrial people did and would find familiar that we just don't know about now. So much of life was lived out in the open for anyone to see. Make your world busy and loud and colorful!
The coppice and pollard systems are one of my favorite pre-modern things, it's just so visually unique and sensible, but most people haven't heard about it.
When you coppice, you cut the tree close to the ground, so only the trunk is left, then the tree puts out fairly straight shoots that are great for firewood. They would typically have these trees harvested on rotation so new trees would be ready every year.
This is a coppiced tree:
When you pollard, you cut the tree to the trunk, but higher, and let the branches grow for longer. They'll be be nice and straight (depending on species) with fewer knots, and suitable to various crafts without much need to work the wood. Sadly seems to be etymologically unrelated to "pole", though the branches from these trees were used to make poles. Part of why you do this instead of coppicing is that the shoots are out of reach of animals.
This is a pollarded tree:
It's very likely that you'd see something like this as a sign of civilization as you came toward a town or village, depending on the species of tree that they have available, though note that this is something you do when you have a timeline of many years, rather than something you set up for the year after.
Also! It’s not just firewood you get from coppice (although that is a useful way of having a sustainable supply). (Also, if it was going to end up burned, it was just as likely to be used in charcoal production, which was necessary for metalwork, and other high-heat processes.)
It gives you the withies for wattle and daub and fencing, basket making(which was really important - like a lot of stuff would have been wickerwork in the past, including things like furniture and fish traps), the hurdles for thatching, supports for agricultural use, poles for fencing and housing, the wood for furniture, materials for tool handles, and household items (wooden spoons, buckets, barrels). Ash gave you the shafts for arrows, and oak was used for the timbers for ships!
Also, historically, metal and fabric were expensive and a high energy things to produce - whereas wood was renewable, easily workable, and came pre-made*. As such, a lot more of the world was made of wood - buckets, machinery, etc (Have you ever seen a hazel lathe? So fucking cool.) Even things like whisks or washing up tools were often made of wood. And while a small remote, community might just be able to cut down a tree when they need wood - for a larger population, your source needs to be renewable.
Hence the coppice. (And the pollarding.)
* Also, I know wood working takes a lot of work - historically, everything took a lot of work - but weaving the seat of a chair from hazel switches or willow withies is a lot lower intensity than the carding/spinning/weaving to make one out of fabric, OR carving one out of solid wood.
if you’re white and wanna write a poc character and feel awkward about it i implore you to ignore any twitblr stuff treating it as a massive ethical burden and instead come in more with the same mindset you’d have if you wanted to write about idk firefighters but didn’t know anything about firefighters so you do... research. Like fuck off with the weird kinda creepy calls for spiritual introspection you’re not writing about god damn space aliens you’re writing about humans and if you think you need more perspective of different life experiences just read?
If I were writing about firefighters I'd also, in addition to just reading about them, take advantage of Our Blessed Internet to ask actual firefighters about how shit works. I'd do the same for a minority I'm not a part of.
I remember when there was this LiveJournal community where you could just ask about anything you needed for your novel - medicine, professions, vehicles, how things function in country X - and people who knew something about that would answer.
im a fucking sucker for the “character gets so badly injured that they can’t think clearly and start calling for help in a distressingly vulnerable way.” characters who start using nicknames for their friends they haven’t used since they were kids. characters who start begging for their brother they haven’t seen in years to be there. characters who would usually use their parents’ names or call them mother/father/etc crying out mama when they go down. u understand.
#this earth#kinda doubt the one with the orange guys in the crystal cave is real tho
Oh, it's super real, and it's super weird. It's called the Cave of Crystals, in Naica, Mexico. Those giant crystals are gypsum, and originally formed in water that was later drained out. Without the water to support them, they're extremely precarious.
Also...the cave is so hot that humans can only withstand conditions for 10-15 minutes--they're in those suits for a reason. Read more here: https://cen.acs.org/physical-chemistry/geochemistry/Naicas-crystal-cave-captivates-chemists/97/i6
guys so the injury post absolutely fucking exploded (500 notes in 24 hours is a lot for me) and the fever part really threw yall for a loop.
I didn't go into it but I can! just to clear up questions.
Fevers are funky asf
like, there are so many factors that indicate when a fever is like a big deal and when it's not. part of it has to do with the age of the patient, how long the fever lasts, any causes or prexisting conditions....
Like this:
If person is feverish due to an infection, their symptoms are gonna be slightly different than someone who is fighting the flu. this is because the antibodies are attacking different parts of the nervous system with different kinds of chemicals blah de blah blah blah.
The younger the patient, the more susceptible they are. if the character is a child, a fever of 102 F is way worse than a 30 year old man experiencing that. It'll take a larger toll on the baby's body.
Some people have naturally higher body temps. There is a standard deviation away from the target temp that is still ok. Some people simply exist at 99.2 F, even though for some that's febrile.
idk man it's weird people are weird don't @ me about it.
obviously it's bio science which means not everything has exactly a clear answer. there are so mnay variables at play that it's easier just to blanket statement the whole thing.