Was Squilf happy that her apprentice got with her grandchild? Did she set them up/is it common in BB for older family members and mentors to "recommend" mates? Not like an arranged marriage thing but more like your aunt going "you know my old apprentice Dudeheart, well, he has a son that's such a bright and courteous young man, I really think you two might have a lot to talk about"
It's SUPER common, probably making up a solid percentage of matches-made. That's just how it is in a society that heavily values making connections between its members; everyone's got The Auntie who's trying to introduce you to handsome and responsible suitors.
Rosetail actually paired up her son Redtail with Runningwind. I feel like she was a great matchmaker in her time, but I haven't yet picked any others she paired up. Maybe Lionheart and Frostfur! That could be cute!
But I'm not sure if Squilf did matchmaking for Spark and Holly. They were actually kithood friends and had the seeds of romance long before they blossomed.
When Sparkpelt explains this to Nightheart someday, she'll describe it as something that was always there, as right as the drops that slumber within a fat cloud. Even before it drizzles, its nature is simply to rain.
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Three hands of blackjack in, and Doc’s honestly not sure he’s picked up on Ren’s intentions yet. It should be obvious; he’s a secessionist, and any crown looking for further power knows what it must do with secessionists. He’s even cracking down on it. Doc’s seen the sign outside the portal in the shopping district. Bold. Fast way to make the other Hermits dislike him - Doc would know. Instead, though, Ren invites him over, and Doc arrives with all of his excuses, and instead of deploying any of them, Ren has them playing cards.
He’s oddly silent. It’s making Doc fidgety a little bit. Ren isn’t a quiet guy. Months on a van, real or unreal, with the guy, are enough for Doc to be pretty confident in saying that one, and when Octagon is thrown into the mix, well, all Doc’s saying is that it’s strange that Doc’s the one fidgeting in his chair while Ren sits, still and confident and silent, and wins another game of blackjack.
It’s getting to Doc’s head. It’s also blackjack. This should be half luck. Maybe the illustrious king is cheating. Bankrupt as much morally as his vaults are in diamonds. That would be fitting.
(Maybe Doc’s bitter.)
It takes four more hands, each of them lost, too, for Doc to throw the cards down on the table and look up at Ren. “Look, man. I agreed to come play your games, though, uh, I didn’t know it would mean so literally. You’ve gotta tell me what you’re doing here, man.”
“Can’t two bros have a game night?” Ren says. It’s the first words he’s said all night that aren’t just him indicating what he’s doing with his cards.
“Not like this! And, uh, not sure we’re bros at the moment, Ren. Sorry.”
“I’ll deal another hand,” Ren says.
“No, you won’t,” Doc says.
“Yes, I will. You threw your cards face-up man. I’m not playing with all your hand shown.” Before Doc can explain that’s not the problem, Ren’s scooped up the cards and started shuffling the deck again. The sound of the cards shuffling against each other grates against Doc’s ears. Lowly, he starts to hiss. He doesn’t do that often, so the level of frustration should be clear.
Ren deals out another hand. He raises an eyebrow at Doc. Doc’s hiss turns into a growl back into a hiss into silence. He looks at his cards.
He puts his cards down again. Fine. If he plays into it a little. “Just tell me why I’m here,” Doc says.
“Maybe I’ve missed you,” Ren says. “I didn’t ask for you to leave, man. You just did. Maybe I’ve missed you.”
“You’re the one who asked us to throw our diamonds into a hole,” Doc says.
“Is that what my friendship’s worth?” Ren says.
“I don’t know, man! Maybe it’s more than that. You haven’t reached out before now,” Doc says. “Besides, you aren’t great with the whole power thing. You’re like me like that. Tend to get a little loopy with it.”
Ren looks at his cards and looks at Doc. “Do you want a deal?”
Doc looks at his hand. Eight of diamonds, six of spades.
“Hit me,” he says.
Nine of clubs. Bust. Ren flips over his own hand. Seven of hearts, nine of diamonds. He doesn’t bother getting any cards. He sweeps them into the pile again and starts silently dealing once more.
“I’m going to throw you in jail,” Ren says.
“Eh, I mean, that’s what I thought when I got here, man. You aren’t going to succeed,” Doc says.
“I just want to play blackjack,” Ren says.
“Stop this king business then,” mutters Doc.
“You aren’t getting it,” Ren says.
“Then explain it to me! Explain what’s wrong with you, and just stop all of this!”
“No. I’m dealing another hand.”
“Just throw me in jail!”
“Is that what you want?”
“Just -”
“I’m dealing another hand,” Ren says, and he deals another hand in the strange and dark castle Doc has found himself sitting in. Doc shouldn’t have come, and Doc should leave now, while Ren is still staring at him and intensely dealing cards instead of imprisoning him or stopping all this king nonsense. He doesn’t. He slumps in his chair and looks at his cards again.
“I don’t know man. I just want to play cards too,” Doc says.
“Yeah,” Ren says.
“How much longer?”
“Not much.”
“Fine,” Doc says, and he feels to make sure he still has his sword. He does.
They play the next hand.
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You're such a good artist and you've convinced me about Baatar being horse-coded. I'm curious what horse!Baatar looks like.
First off thank you so much you're so sweet ;; <3
Second, I'm so glad my horse-coded Baatar propaganda is working, you have no idea how long I've been ready to answer this.
Let us begin with our steed in question:
- Lightly smokey copper bay warmblood: [ selle francais x holsteiner ]
- Long star on his face and dainty little amounts of pastern white
- Roached mane with minimal forelock so he looks like a velociraptor
- 100% constantly at the ready to kick someone in the fucking face
- Well known for whipping people in the face with his tail
He'd absolutely be a sporty warmblood very much crushing the 5 star eventing scene. He's bougie and sensitive and ornery. His best discipline is cross country he's got the speed, stamina, and agility, second is show jumping as he sometimes gets a bit cramped in smaller indoor arenas, and then dressage. He isn't bad at dressage he's just prone to throwing a fit when something upsets him, like he will yank the reins out of your hands if he gets annoyed with your direction or if someone's phone starts ringing he'll stop dead and look around to see who it was so that they'll feel embarrassed lolol. And as good at eventing as he is it takes him like 45 minutes to wake up so if you don't prepare early, you WILL be late.
He's the sort of horse that makes you question who owns who in this situation because if his needs aren't perfectly met he will yell and scream until someone comes to attend to him.
Bonus: Custom embroidered blanket because he will still serve tactical fashion even as a horse and also he hates getting dirty.
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been learning to play ironsworn (gritty fantasy ttrpg which you can play with a gm but is mostly suited for solo or small group co-op gmless play) after having the rulebook pdf for several years (stars finally aligned to remove invisible thing blocking me from reading it idk) because i'm on another solo ttrpg kick & i don't know what took me so long to get around to this game because it genuinely is exactly what i was looking for. years ago when i was playing through solo 5e modules i should have just been playing ironsworn (believe it or not, 5e isn't very suited to solo play and is extremely clunky when you try lol).
also though i have dabbled in some other solo ttrpgs, a considerable amount of them are journaling games which is fun but imo considerably more work (usually by the time i'm a quarter of the way through the journal entry, i know how to entire scene played out and i want to move on to the next gameplay thing, so i get frustrated and bored quickly. it feels like when you solve a level in a video game but don't have the coordination to pull off the necessary move so you have to spend 20 extra minutes doing something you already figured out), so i really appreciate like not needing to write something for the game to progress (ive been taking notes for my own record since im playing solo and thus am not really out loud roleplaying the way you do in a group, but i definitely could do that instead and not take notes and the game would still function perfectly)
& ive been playing by myself but also in the past ive played a lot of ttrpgs in very small groups which has been other games but is mostly dnd and like. we also should have been playing ironsworn so that having a gm was not necessary. have definitely played games where we had to adapt the rules soooo much to do something that is just base game included in ironsworn. plus it's rules-light enough to do pretty complex moves that pose difficulties in bulkier games (ever introduced someone to dnd and they tell you they want to do a sick backflip and catch something and then attack and you have to tell them that will require several different consecutive rolls and some creative liberties with how the rules are 'supposed' to let you move? you can just Do That in ironsworn. use the strike move and describe it. done!)
the one thing is that although it's rules-light enough to theoretically play any setting or genre (some with more difficulty than others), ive found so far that like... the grittiness and sense of threat is very built into the mechanics so that would be sort of difficult to work around or change (but i think it's great from a game design perspective). what i mean is like, okay: you start with 5 max hp. there isn't really a way to raise this max hp, you just slowly gain abilities (assets) that make you less likely to have to lose the hp in the first place, or that make it easier to recover. when you encounter foes, you rank them on a scale of 1 -5, and enemies on the lowest side of this scale do one harm to you, while enemies on the highest side do five harm to you. so even though encountering an epic enemy won't always be deadly due to the assets you have, they are ALWAYS capable of taking you down to 0 hp with one good hit. so the feeling of threat is much more present compared to games where your character starts to be able to just tank and push through a failure or huge threat.
admittedly also i'm playing solo, im still learning how to balance combat, and also i built a character who has NO combat talents and iron (the close quarters fighting stat) is one of my lowest stats so i personally am under much more threat than if you built a character who knew how to fight or who could do deadly harm. but also the other thing about combat is it's extremely difficult to maintain control of the fight; you have to score a strong hit to do it on basically all moves, and there's a really limited pool of moves available when you don't have the initiative, and obviously none of them really favour you. i don't know that this makes combat genuinely more difficult, but it does make you feel like the fight is always about to spiral out of your control. every second you let it drag without decisive action feels like it brings you closer to dying. like i said, this is a feature of the game design and not a problem in any way. just thinking about it because when i was initially learning i was going to try to supplant it into a homebrew fantasy world of my own but the tone just wouldn't be right. and that it is somewhat difficult to replicate the kind of worlds that i typically play or run for dnd, which tend to lean somewhat sillier and definitely much higher fantasy
but i like to try new things and tbh especially in dnd i find that i very rarely feel that sense of threat and when i do feel it, it has nothing at all to do with the actual mechanics and reality of the combat and everything to do with how well the dm sells it to me and makes it sound and feel scary and dangerous. which is a testament to what a good gm can do for you but i do appreciate the threat feeling more built-in and also being actually real.
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